Feedback from an Outsider


(h2o) #21

They hated each other because when they relased ET, many RTCW players went there, same story with ET:QW and ET :).

I know that making this game similar to for example RTCW or ET will make that people who love rtcw/et will love this game but players who hated this games will not play DB. In my opinion Splash Damage should take best elements from each game + add something cool from themself and finally make amazing FPS game.


(Erkin31) #22

. It would only satisfy a small group of players who still haven’t gotten over the fact that majority of consumers weren’t interested.

ET was one of most successful game ten years ago, I think there is a lot of fans and that the initial concept can still attract a lot of new players.

We can easily retain a lot of the really good core stuff, but we have to be hugely open to completely new things and devise ways of attracting the average consumer.

Tribes ascend did it without killing all keys features of Tribes games. And a lot of players which didn’t know Tribes discovered (and liked) this licence with Tribes Ascend.
Try to attract all kind of public by the destruction of all skilled/complex features is the best way to deliver a poor game. (Hello Rainbow Six)


(Kendle) #23

That’s not how I remember it. The top RTCW teams (4Kings etc.) went to COD rather than ET, and some of what ended up being RTCW top teams, like One Soldier, stuck with RTCW for many years after ET was released. I don’t recall many top ET teams going to ET:QW. I think some did initially, but I don’t think many stuck with it for very long.

People tend to like what they like, and stick with it, or give up gaming entirely. Most of today’s ET players are / were new to ET. In a few years time (providing DB doesn’t go down the same road as Brink) DB’s players will mostly be those that were new to DB.

I think you’ll find that’s exactly what they think they’re doing, they’re just not doing it a way you, and many others, agree with. :slight_smile:


(Rex) #24

[QUOTE=SDuby;462036]
2. I think the pace of the game is too slow. If it was sped up more so it would be a lot more interesting, and difficult and raise the skill ceiling.[/QUOTE]

At this point you have to specify what you mean with “speed up”. As for my taste the forward movement is already really fast, yes even too fast for my taste regarding the movement of opponents. But for myself I feel really slow as there are many factors which slow the movement down or interrupt it.

Well giving headshots should be always more difficult, especially if your opponent knows how to move right.

What do you mean?

Glad to see someone new liking the old established system. :slight_smile:

Yep, I even classified this as bug. It’s super confusing for new players but also for those who know the maps already, because the spawns are random at some points and you spawn a different locations from your mates. Sometimes you even spawn in front of a wall. :smiley:

Nah, keep the feedback coming as long as it’s constructive! :wink:

By the way, welcome! Already introduced yourself?


(h2o) #25

DB should be adapted to competitive gameplay. It would be awesome to play in tournaments in this game.

I’d love to see that Medic got more hp than other teammates but less ammo etc :slight_smile: + maybe a counter which shows our spawntime.
SD should watch some RTCW videos/streams and add some features from it to DB. That would be great for me. Obv Dirty Bomb is not game placed in WW2(i miss it) but they can still make nice game for me :slight_smile:


(Loffy) #26

Yes, I agree. DB in its current state is fast enough forwards compared to for example W:ET. If I play some DB and then try some W:ET I feel that DB is already fast enough. Forward at least. I think the backwards and sideways are too slow in DB. Also, I do not want to lose speed when I reload or toss out stuff or swing my knife.


(INF3RN0) #27

And a lot of people would say that the real problem was that people already attached to one game refused to want to adapt to anything new or anything they viewed as unattractive game play. It didn’t make the games any less good or functional than the other, but I suppose it didn’t effectively expand the fan base either. Even Brink had it’s die hards, but comparatively they were the smallest group out of all of them.


(INF3RN0) #28

[QUOTE=h2o;462165]DB should be adapted to competitive gameplay. It would be awesome to play in tournaments in this game.

I’d love to see that Medic got more hp than other teammates but less ammo etc :slight_smile: + maybe a counter which shows our spawntime.
SD should watch some RTCW videos/streams and add some features from it to DB. That would be great for me. Obv Dirty Bomb is not game placed in WW2(i miss it) but they can still make nice game for me :)[/QUOTE]

Beating the competitive horse is the wrong way to go. When people say “competitive” it is followed by “restrict this” or “do it like X game I used to play competitively” because most comp players have single track minds and just want to relive their old glory (don’t worry I didn’t say all). The focus should be on making the pub game so solid and balanced that the comp scene is near identical. If something works correctly and is balanced/skillful then it can be dealt with, whether a small group of die hards like it or not. I haven’t really seen a single complaint towards comp that isn’t a problem in pub too. There’s great things to be learned from every game, but then we also have to make sure that whatever is taken from X game actually works with DB or perhaps can be manipulated into something that would work. There is also a good chance that the majority of people who will be trying DB will have never played any of the ET genre games as well, so we have to think about how to snag their interest. As long as the game is fully functional and a quality product, it won’t really matter whether it satisfies older existing comp scenes from other games because it will indeed sprout a new one.


(h2o) #29

Thats why i used to say that taking some stuff from X game/s + adding your own features is very good method to create great game. Splash Damage is an experienced studio so i dont really worry about seeing Dirty Bomb in leagues/cups/tournaments. Splash Damage made W:ET and people still play this game, it was free same as Dirty Bomb will be, set to competitive gameplay maybe more than other games which i really like. I am looking forward to this game, I am really enjoying playing it, there are things which should be fixed and i know they will because its Closed Alpha so as i said Dirty Bomb is getting better everyday.


(rookie1) #30

[QUOTE=h2o;462165]
…SD should watch some RTCW videos/streams and add some features from it to DB. That would be great for me. Obv Dirty Bomb is not game placed in WW2(i miss it) but they can still make nice game for me :)[/QUOTE]
What I though that would be interesting to see , is a split video DB on side compare with ET or what ever on the other side showing the same actions


(Erkin31) #31

This people are wrong.
We talk about fact and comparison: X/Y element is less skilled/fun/deep on this new game.

I was happy at the release of ETQW but not happy at the release of Brink, and it’s just a question of quality. It’s not because I don’t want to adapt to new thing, I want that a new game offers to me new elements. But this elements need to be good to replace what we lose.
I don’t want necessary Straffjumps, I would love to have any other good movement system.
I don’t want necessary a system of class-objectives, I would love to have any other good system which give us teamplay and tactic (http://forums.warchest.com/showthread.php/37219-Classless-objectives-Role-system)


(SDuby) #32
  1. I liked how in Crysis 3 I felt like I was zipping around at the speed of light. The maps were larger and more open (slightly) so they had more room to do that. I can see how if the literal speed of the characters was increased that it might ruin the game play. If you wanted to fix that, you would change the maps, but that’s too much work, etc. I just like when my character literally moves faster.

  2. I feel like if I am able to get around an opponent in a relatively rectangular map (due to how objectives are laid out it’s really linear), I should be rewarded with at least as easy a head shot as if it would of been in front of the guy, and not more difficult.


(Rex) #33

Isn’t it always easier if you come from behind? Or would you say the headshot damage from behind should be higher?
Actually I never tested this so far, if a headshot from behind does some extra damage or not.


(Mustang) #34

He means you can’t see the head hitbox very easily from behind.


(Volcano) #35

which has been an issue for sometime now