Glottis' feedback. [june 2014]


(Glottis-3D) #1

This is not only current patch’s thoughts. But mostly overal thoughts on why i think the developement has so much difficulties. I mean unnessesary difficulties.

Remember that february big thread by badman about new approach and communication?
that should have been a good step forward. but unfortunately it was not entirely what i’ve expected.
And i realy think that it is nessessary to improve this aspect.

  1. SD, you get so much rage about maps for a very-very long time. And i honestly thought after that february thread, that now we could have started a real work together. With constant dialog about concrete, precise parts of the maps - whats good and whats bad. with tonns of suggestions, and dozens of versions, constantly improving the layout and feel and flow of the maps. Well, this may seem strange, but it is exactly how maps are becoming a classic awesomeness in other games. and they usually dont have THIS amount of testers.
    but what did we get?
    focus testing on the same non-changed maps for several monthes.
    and a poll about what maps do we like?

Is this it? seriously? Is it all you realy want to gain from dedicated and somewhat devoted players, who clearly know what they need from a map?

2, Plz give us more info, on what you guys currently do and most importantly where are we on a bigger scale plan. Honestly, not because of only curiosity - i dont like being a blind rabbit. I want to know what you want from me and why.
For example focus testing is a nice idea. but it seems it is not used properly. it is not the time for focus-map testing.

-i suggest to make a Movement/gunplay/net code focus testing.
On a small/medium primitive map.
Since we have new core mechanics came out - long jump and still very raw wall jump.
This is much much better to test them out on a small shooting maps where all ppl do is fight, using some boxes, primitive bridges to dodge with new moves. and to shoot. I think duel rules are always good for this, and also small 1 area domination map. so that there will be attacking and defending there.

-i suggest to make blockout focus testing. i mean Anti asking about DOme opinion…ok, but where the majority of players can play? VIP server? does the majority know the pass or how to vote map? nope. I myself know only the pass to the server. and have no idea how to votemap there.

-i suggest to make a SPAWN SYSTEM focus testing.
*different spawn times to reduce meat grind.
*mb test some systems from the community.

-grenades focus testing

Overal:
i am here not to provide echo stats, but to give my thoughts. this is feedback, not just running around maps with my crap PC and 30-40fps.


(Ceres) #2

All of what has been mentioned above can be fixed simply by better communication by SD. Nothing hard but it’s somehow still a big issue after more than a year.


(Glottis-3D) #3

yep. in two words: we need even better communication.*


(Kl3ppy) #4

Give Silvanoshi some time, he’s new at SD and he will communicate with us :slight_smile:


(Loffy) #5

My theory:
SD is, after all, a junior on a large playground, no offense implied, and we got to remember that all this new stuff with Unreal Engine and a new Intellectual Property (the Dirty Bomb saga) may be rather daunting. Maps, yes, but the game mechanics, UI, distribution and all that is also important. Especially if it a totally new game/engine/the works. I might be wrong of course.


(Silvanoshi) #6

Thanks for the feedback krokodealer, it’s much appreciated!

A lot of it does seem to center around communication, which is one of my primary areas of focus; there’s plenty of improvements on the way in that regard :).

In more of a general sense, on of the areas in which I think we can really improve is the ease of access to the information that we are actually releasing. Honestly, one of the things that attracted me to SD was the fact that the the studio has traditionally been pretty good in terms of openness and transparency…whenever the decision was in their hands. To this day, the activity level of the devs on the forum has been fantastic. Smooth and Anti are machines, and even more members of the team are constantly rifiling through the forum for as much feedback as possible…or just to enjoy the banter that takes place :).

I’ll deffnitely be looking to make it easier to find those key pieces of info that are being popped into the forum, without having to dive down to the mirky depths of each and every thread.

On to the glorious topic of maps. That’s not a topic that we’ve forgotten about. We’ll certainly be looking to discuss them more going forward, and are working to release more info in the not too distant future (anytime before now until 2020 :tongue:).

Focus Testing: Good points well raised. We may well look at specific topics going forward.


(Rokkamaisteri) #7

I think maps have received improvements already. Canary Wharf felt great to play and first objective especially didn’t feel like being impossible to take over. I think direction with maps is getting better already, but not instant with all maps. Although I would be glad to see more aggressive attempts and concepts being pulled out to see possibilities before sticking with one.
And hello to Silvanoshi, you’re familiar name to me from other game but I wish your efforts are better appreciate here than what it has been. So hopefully you remain part of DB community. :slight_smile:


(Glottis-3D) #8

since maps are both the most difficult and the most important part of the game, i feel we (testers) can (and should, and i hope will) contribute much much more.
its not about making improvements, and getting better, so that maps are OK-ish.

I need freakin masterpieces!! :slight_smile:
i still remember the good old times, when games were very close to art. i want this back. i want this game to be not [only] bussiness, but an art (in the widest meaning) - result of a meticulous creative work of talented men. i know SD can do it, because they did it before.


i hope i am not annoyingly idealistic =)


(Silvanoshi) #9

[QUOTE=Rokkamaisteri;503933]I think maps have received improvements already. Canary Wharf felt great to play and first objective especially didn’t feel like being impossible to take over. I think direction with maps is getting better already, but not instant with all maps. Although I would be glad to see more aggressive attempts and concepts being pulled out to see possibilities before sticking with one.
And hello to Silvanoshi, you’re familiar name to me from other game but I wish your efforts are better appreciate here than what it has been. So hopefully you remain part of DB community. :)[/QUOTE]

Hello Rokkamaisteri, thanks for the warm welcome. I certainly plan to say here for many years to come :).

[QUOTE=krokodealer;503950]since maps are both the most difficult and the most important part of the game, i feel we (testers) can (and should, and i hope will) contribute much much more.
its not about making improvements, and getting better, so that maps are OK-ish.

I need freakin masterpieces!! :slight_smile:
i still remember the good old times, when games were very close to art. i want this back. i want this game to be not [only] bussiness, but an art (in the widest meaning) - result of a meticulous creative work of talented men. i know SD can do it, because they did it before.


i hope i am not annoyingly idealistic =)[/QUOTE]
We certainly have wanted to get community feedback on maps from an very early stage, hence such easly access for founders, and blockout map server setups :). We’ll continue to work on this, and provide more communication around maps as development progresses with the game :).


(tokamak) #10

Epic is starting on UT4 as per now and this is what they’re letting everyone play in.

In the most ideal/utopic/daydream type of scenario this is what DirtyBomb testers could play in. Then the obj files would also be released in Google Sketchup and everyone could then make all kinds of amendments as how they think the map could be continued.

I say ‘ideal’ because the trade-off would be 100% efficient communication in exchange for much slower production cycles.