Game Improvement Ideas ONLY


(Nulah) #1

It’s simple people, I wont’t read all the +300 posts to find out if there is one thread like this already so, post any Ideas to improve the game, ONLY ideas, if you like an idea, like it, don’t make an other comment to say you like it or you hate it…Thanks :wink:


(henki000) #2

Flamethrower


(GatoCommodore) #3

if SD can figure out Warthunder Matchmaking secrets MM might just actually be saved.

from what i already know there is a 1 day ELO that resets everyday
basically yknow how you just wake up and starts playing and your aim hasnt been as good as yesterday after you drink 2 litre of coffee, the ELO will match people who just started to play in that day with another one just like it ignoring the level and filter out the ones that got good score for the next match.

on the next match, these filtered out good players who doesnt suck last time will be matched together.

the high levels eventually will be filtered out after 5 matches in the day

but the downside of this is levels must not exist in the first place.


(doxjq) #4

-Tighten up assault rifle hipfire spread.
-Nerf burst rifle damage (but for the love of god do not add spread ffs).
-Increase Fletcher sticky bomb cool down.
-Nerf Javelins rocket damage and get rid of the instagib.
-Decrease shotgun range.
-Nerf Turtles shields health.
-Add more built in game customisation (hud, graphics etc)

Personally I’ve always been a fan of scope swapping in games, so I would love to see something like that in Dirty Bomb. But I know other people hate the idea and SD have apparently said it will never be a thing so idk, whatever.


(BlackboltLW) #5

Literally the hardest part, but I hope they managed to stabilize and optimize the game


(woodchip) #6
  1. A weapons balance pass that ensures all weapons have a clear role:
    -A slight nerf to the MOA relative to the Felix

-A substantial buff to the overnerfed Grandeur

-A further nerf to burst rifle damage. ARs have worse fall off, less initial DPS, and are less accurate once you factor in the ability to time bursts. Bursts ought to have more range though, and naturally have less initial DPS and higher accuracy at equal skill. Bursts probably just need to do less damage to compensate for these strengths.

The model where bursts do less overall DPS but are equally powerful in duels thanks to burst & shot timing accuracy makes sense. It also opens space to potentially even reduce burst spread, which is kind of a feelbad feature.

-A buff to LMG DPS. I would like a model where LMGs DPS dominates AR DPS (10%+ DPS advantage, compared to the 5% advantage now), but LMG bloom makes ADS a more central part of LMG gameplay.

The fantasy of LMGs is a slow moving guy doing absolutely tons of damage without having to reload. Highest DPS + need to weave in ADS fits that bill. Right now LMGs don’t have the kind of noticeable strength they need to make the movement speed penalty feel good.

-Differentiation of shotguns. They all feel a bit too similar. Might be interesting to make the midrange shotgun (ahnuld?) have tighter spread. I like the model of a best range shotgun that rewards precise aim, an average shot gun that does best overall DPS, and the Remburg for pointblank gibbing.

  1. A javelin nerf:

ofc.

  1. A slight buff to Aimee’s Felix:

Post patch, her Snitch doesn’t help her Felix much at all. Maybe change the sniper gib formula so that a Snitched headshot with a Felix gibs at a higher health threshold. The 1hit bodyshot behavior was kind of silly anyway, but the Snitch ought to give the Felix something.
Especially when it turns the PDP into a godgun.

  1. A slight buff to Phantom:

Possibly increase his EMP radius, or disable his EMP against Ammo stations. Perhaps increase his cloak effectiveness by some tiny amount.

  1. Adjust obsolete augments

-Since patch, more supplies is pretty much useless for ammo station guys. Maybe change it to make the station dispense ammo faster.

-Scavenger is weak. Not sure how to improve it. Maybe make it always drop a health pack and 1 clip, with a cooldown.

  1. Add cool medals

Halo does this really well: get a kill without missing? Get a medal. Get 3 sniper headshots in a row? Get a medal. Deal 500 player damage in 5 seconds? Get a medal, etc. DB does this much better than most, but there’s still room for improvement.

  1. Look at how Paladins handles Free to Play, then steal everything you can:

Paladins is a good game, not great. But you wouldn’t know it looking at steamcharts. It enjoys 40k concurrent players daily. In part because of a generous and addicting F2P model. Things like:

-Recruit a friend. Recruit a friend to play dirtybomb. Whenever they level up, you both get 500 gold.

-New players are showered with goodies in their first few hours of play. Take a free merc! Here’s 3 cool Bronze cards! Here’s a ton of gold to buy another free merc! Filling the new player experience with a flood of goodies helps make sure they are still playing at hour 10. DB loses a lot of players very early and Paladins new player gold fountain could go a long way. Unlocking 2nd merc around hour 12 might seem fine, but it’s not. Hi-Rez used to do things that way. They learned.

-Rewards for returning players. Hey guy, I see you haven’t logged on in a month. But log in now and you’ll get a free gold card for the merc of your choice! And an 18 hour credit booster!

-No feelbad rewards. Looking at you, 1x weapon kit arsenal crate.

-Rewarding quests for playing with friends.

Dirtybomb’s item system is a solid foundation, but the need to use credits both to unlock cards and unlock mercs means that new players mostly don’t engage with the crafting system. Small changes, like including 1x bonus crafting kit per arsenal crate could go a long way to fix that.

Also, DB just isn’t rewarding enough for its own good. Getting a lead card every hour actually feels very close to getting nothing at all, because it is. Lead cards probably shouldn’t even drop from standard cases. Iron is bad enough. Better to use lead as the initial step in the new player reward fountain. (Get a lead Skyhammer with Timik after you win your first game, get a free lead card for every merc you unlock, etc).

One way to make the standard cases more fun is to turn them into loot boxes. Iron card or better, or 200-400 gold, or X amount of scrap would do a better job tapping into the reward loop.


(Jostabeere) #7

Make mine AoE a sphere.
And give them a place timer or force Proxy to stand still to place down any.


(Melinder) #8

Alter explosives so they do not dictate the outcome of games. They should be used to finish off lower players at the end of a fight, or deal small-medium damage at the beginning of a fight. They shouldn’t be a necessity in order to instantly remove 1-2 players at the beginning of every fight. Explosives should not be so spammable, they should have a downside to their use as opposed to using your primary weapon.


(AlbinMatt) #9

Simple request really:
Stop trying to make my laptop commit suicide even on potato settings.


(znuund) #10

The crafting/loadout card system needs an overhaul. Lead and Iron cards are completely worthless since the removal of trade-ups. I also like the idea of rewarding new players a bit more instead of putting them from the start on the grind train. I even have to quote him, I like the following ideas so much!

@woodchip said:
Also, DB just isn’t rewarding enough for its own good. Getting a lead card every hour actually feels very close to getting nothing at all, because it is. Lead cards probably shouldn’t even drop from standard cases. Iron is bad enough. Better to use lead as the initial step in the new player reward fountain. (Get a lead Skyhammer with Timik after you win your first game, get a free lead card for every merc you unlock, etc).

One way to make the standard cases more fun is to turn them into loot boxes. Iron card or better, or 200-400 gold, or X amount of scrap would do a better job tapping into the reward loop.