'Execution' Mode Feedback


(BomBaKlaK) #21

Nope, I never say that. I know there is people who like S&D, and it’s not a bad idea to implement it, at least it works :wink: but I don’t like the pace. I talked about the map that I enjoy ! (Did you notice ? I enjoy a map !!!). An I talked just a bit about what other game mod I would like to see in DB.

So please feel free to give some feedback instead of beeing a thread supervisor.


(spookify) #22

[QUOTE=Glottis-3D;527164]just had an idea:
add spawn waves, and second object!!
<3[/QUOTE]

You are onto something here!!!

Add Spawn Waves and Place in the SW rotation.

Need to plant both Guns and win.

I actually really like this map. Its open, big and a perfect SW map.

I would actually say forget the second OBJ. Move the Defense spawn to a more neutral location and boom epic SW map.

“IF” This doesn’t work add a First objective with some blast doors and a forward recap spawn.

This would be very awesome in Comp because last stage you would need to pick which gun to defend. Both have there advantages but one might be two open. Which is why it might be slightly closer to the enemy spawn.

Bring this map to SW!! Sometime less is more and a simple progress is key!


(DarkangelUK) #23

[QUOTE=BomBaKlaK;527455]Nope, I never say that. I know there is people who like S&D, and it’s not a bad idea to implement it, at least it works :wink: but I don’t like the pace. I talked about the map that I enjoy ! (Did you notice ? I enjoy a map !!!). An I talked just a bit about what other game mod I would like to see in DB.

So please feel free to give some feedback instead of beeing a thread supervisor.[/QUOTE]

Finally a reply that isn’t “fix maps!” (in several YEARS) and you want a medal? Get off your high horse and do the same with all your other replies and you may start to get taken seriously… at some point.


(BomBaKlaK) #24

Any feedback about Execution mode ? Mister thread supervisor ? cause that the point of this thread …


(DarkangelUK) #25

I created a thread with feedback before this one existed, talked about it with the devs in IRC (long before its re-release as well and now) and posted in the VIP forums… so basically provided more feedback with substance in one week than you have in a few years “FIX THE MAPS!” (Ctrl+C, Ctrl+V, Post Quick Reply)


(BomBaKlaK) #26

I’m not VIP ! I don’t have so much money. I’m not an “elite” member as your are mister thread supervisor
So let’s “CRTL+C and CTRL+V” for us. Ho I forget maybe we are to stupid for you …

Cya and have fun !

/end of story


(DarkangelUK) #27

Defense should have to travel to both bomb sites, not spawn at one of them
In cases of team mate death, live players shouldn’t be able to see dead team chat
Contrasting bomb sites would be nice, one of them needs to be more enclosed for a good contrast
Keep team spec-locked when dead so they cant see enemy position.
Have auto-chatter from mercs “Planting C4!” and “Disarming C4!” team only so my position isn’t given away
Each player should have a death icon by their name on the tab scoreboard so we know exactly who’s dead/alive
All games never last 3 mins, would like shorter rounds but im expecting this to happen
Definitely would like to test with a single C4 bomb that needs picked up and carried CS/CoD S&D style


(BomBaKlaK) #28

[QUOTE=DarkangelUK;527498]Stop derailing the thread dude, that’s just childish and immature, grow up.
[/QUOTE]

You make my day !

By the way thx for your feedback, much appreciated.


(Ashog) #29

So you suggest black screen for all dead people? Not much fun to stare at it for 2 minutes if dead soon after wave.


(matsy) #30

Figured I would just add my thoughts on it. Sorry in advanced if they’ve already been repeated!

UI

Hud Icons
I’ve noticed that the HUD icon for the two objects are labled as A or B. Makes it easier to know which one has been planted on if you can look at these. Also noticed that in SW/Obj on terminal this is also the case.

Maps
I’m of the mind that something is better than nothing. A simple command map, and mini map would go along way to helping new players play the game.

Death/Respawn next round
This is an issue I have in Dirty Bomb, in that it isn’t always obvious when I have been gibbed or not. Be nice to make the screen slighty red or something.

Specifically in this game mode it isn’t obvious that you will spawn next round as if you’ve come from SW/Obj you don’t realise why you can’t respawn. Especially for new players.

Game Play

Team Balance
I’ve played a few rounds, and as in the other modes teams are shuffled before the start. I’ve ended up starting a few new games being really uneven 2 vs. 5 etc. And chances are the two become one once the game has loaded.

My Own
I think personally it goes against everything that Dirty Bomb is about in its current format of “Search & Destroy” with classes. It creates a game that alienates itself from the rest of the game modes with the fundamental design of one life, and slowing the game down. There is also a high risk of wearing the games player base thin with these different modes.

I would like to see ultimate re-spawns, and to see other alternative one objective style maps such as a stealing documents.


(DarkangelUK) #31

Team spec-locked, you can only jump between alive team mates views, no freecamming.


(Szakalot) #32

Isn’t that what we have already?


(DarkangelUK) #33

One of the static cams overlooks one of the bomb sites.


(Anti) #34

Yea, that’ a bug. You should be only specing your live teammates


(ToonBE) #35

If somebody is on a “high horse” most will agree it is you.


(DarkangelUK) #36

fix the maps!


(Glottis-3D) #37

Anti, while you’re here. how do you feel about Overrgound, and its possible occurrence on the stopwatch mode?
I remember Exedore (or Smooth - not sure ) saying that maps for SW and Execution will be different, which feels in regards to Overground like a real loss for stopwatch players and the mod popularity.


(BioSnark) #38

Really happy with how well the mode works on the existing map. Friendly fire/collision would make it even more deliberative which is generally the idea of an elimination/LMS game mode. I pretty much swore off elimination after CS1.6 and ut2k4 team last man standing but apparently I did so too soon.

rounds/winning:
Obviously, the match needs to end when one team is no longer able to beat the other’s win record and that simply hasn’t been added yet. I’d be interested in seeing the tie breaker be King of the Hill with the two teams spawning on objective 1 and 2 locations and the hill being attacker spawn. Simple team last man standing would encourage entrenching so that wouldn’t work well. However, simply giving the tie-breaker to the team with the shortest cumulative time, as DA suggested, would be most balanced. I’d really prefer attackers and defenders switch roles after each round. The experience may be less cohesive but it emphasizes the overarching win/lose goal of the mode that’s currently getting lost.

other objectives:
If this mode has more objective type variety on other maps, as I think it should, it would be nice if the round win/lose was in line with Objective and Stopwatch such that a disarm would not be a win condition. This would obviously alter how well stacking everyone on both teams at one choke works as it would make guerrilla plants a good tactic which isn’t necessarily a beneficial change. That might necessitate timing changes to C4 detonation/disarm timer or the time allotted to the attacking team. However, it’d be a hugely beneficial change if more varied objectives were added to Execution so that objective mechanics knowledge could transition between modes. I’d be very interested in seeing how well package delivery, VIP escort, or mirrored map King of the Hill worked in Execution.

elimination:
On Overground, the player is responsible for throwing their one life away if they walk into an obvious meat grinder rather than flanking it. I’d be interested to see how well it works on Terminal obj 2, Train obj 2 or Dome obj 2 (with alt objectives open) or similarly semi-restrictive maps to see how much of the success of this mode is tied to the great map design that allows unfavorable choke engagements to be avoided. On most maps, there isn’t much a real choice and elimination may be a frustrating mechanic. That lack of agency is frustrating enough on non-elimination modes. Other situations where players lack agency, such as engaging a decent Fragger or getting 1hit from a sniper are problems that’s frustration is amplified by elimination. If a player dies in an elimination mode, if at all possible, it should be due to some failure on their part that they can improve on as well as success from their opponent.


(Szakalot) #39

[QUOTE=BioSnark;527642]
rounds/winning:
Obviously, the match needs to end when one team is no longer able to beat the other’s win record and that simply hasn’t been added yet. I’d be interested in seeing the tie breaker be King of the Hill with the two teams spawning on objective 1 and 2 locations and the hill being attacker spawn. Simple team last man standing would encourage entrenching so that wouldn’t work well. However, simply giving the tie-breaker to the team with the shortest cumulative time, as DA suggested, would be most balanced. I’d really prefer attackers and defenders switch roles after each round. The experience may be less cohesive but it emphasizes the overarching win/lose goal of the mode that’s currently getting lost.[/quote]

I wouldn’t expect so many tie breakers, once people know how the map is played. Don’t mind either of the ideas though.

other objectives:
If this mode has more objective type variety on other maps, as I think it should, it would be nice if the round win/lose was in line with Objective and Stopwatch such that a disarm would not be a win condition.

Can you explain why you think that would be better? You brought up some good points further down as to why it shouldn’t be the case!

I’d be very interested in seeing how well package delivery, VIP escort, or mirrored map King of the Hill worked in Execution.

Yes! All of this would work greatly in this mode. My personal favorite is mirrored VIP escort, with the first team downing the other’s VIP winning. Execution could definitely benefits from symmetrical win conditions (they have to plant, and we have to plant; whoever blows up (multiple plants possible) or kills enemy team : wins.

Problem with execution as it is now is the snowball effect, EVEN BIGGER than in CS. In a pro CS game a 3v5 players are at a huge disadvantage: can’t cover all the angles, can’t cover all the bombsites, they are generally screwed. However, the twitch-aiming and very short TTK allow for clutch comebacks.

There is no such comeback in DB.

TTK is long enough for surprise attacks and flanks not managing to kill 2-3 players. Moreover, you are likely not gonna gib those opponents as well; so your attack will come to nothing; as the incapacitated players get rezzed/helped up.

For me Execution as is now should be about focused team fights. 7 players from each team clash, trying a few flanks, but generally sticking to the main area of engagement. Aura + Nader setup a nade lobbying turret to harass the opponents, while a Sawbonez+Fragger combo get up closer and personal. Vassili tries to instagib high priority targets, with both teams being careful not to overextend, and punish such overextends from the opponents.

Such a single big firefight should be the deciding factor in the round, rather than a bug-hunt across a big map with 2-3 player hunting parties. (on the other hand, such hunting parties would work great for VIP-escort objectives in execution).

Imo map time should never be longer than 2min, to prevent these bug-hunt situations where one player is left alive, and somehow they think they can kill 5 players on the opposing team (which is never gonna happen, if the 5 walk together). Shorter times would lessen the problems of snowballz, as the moment when the game has been decided will likely be closer to when the round itself ends.

Atm. the snowball causes a lot of dead time, where one team has surely already won, and no comeback option is possible.

elimination:
On Overground, the player is responsible for throwing their one life away if they walk into an obvious meat grinder rather than flanking it. I’d be interested to see how well it works on Terminal obj 2, Train obj 2 or Dome obj 2 (with alt objectives open) or similarly semi-restrictive maps to see how much of the success of this mode is tied to the great map design that allows unfavorable choke engagements to be avoided. On most maps, there isn’t much a real choice and elimination may be a frustrating mechanic. That lack of agency is frustrating enough on non-elimination modes. Other situations where players lack agency, such as engaging a decent Fragger or getting 1hit from a sniper are problems that’s frustration is amplified by elimination. If a player dies in an elimination mode, if at all possible, it should be due to some failure on their part that they can improve on as well as success from their opponent.

Since game won’t be balanced around execution alone, and the instagib OHK abilities are here to stay, I’d rather see the rounds focused on big firefights, rather than posturing&camping around corners. If that fragger instagibs you with the nade, hopefully they get punished by the teammates who were right behind you; resulting in a big back-n-forth.


(BioSnark) #40

Yes. It’s nonsense rules. If you want to put in rules like this, the gameplay benefit has to significantly outweigh that it’s a PITA turn-off to learn that you can only plant one C4 on one objective that has a lose condition when it’s disarmed when everyone is running around with C4. We all know C4 objectives from stopwatch and objective yet this C4 is not actually C4 but special rules C4. Public games are packed full of people who don’t know that only one person can interact with the objective at a time and everyone else trying is being useless. They’re wasting time and potentially losing the objective push but they’re not losing the round because of that unexplained rule. If you have a mode with multiple objectives that are apparently the same as the other modes but actually have special rules, people will bounce off and they’ll be right to do so, because, while the objectives may look familiar, there are also unexplained nonsense rules limited to only this mode. Unexplained time extensions or spawn point moves are already annoying when they appear in obj or sw.