"Help up" = "Get fragged again"


(Mustang) #21

I’d go with the method that takes the least amount of effort for you to do whilst conveying the most amount of information to us and easy to do at regular intervals.

Some publicly accessible updates would also be great so people know you’re not dead, YouTube content is probably the most consumable for this, I thought the Echo video would be the start of a mini-series detailing some behind the scenes of game making goodness.


(BomBaKlaK) #22

Help up and diffuse is the same “action” button … and when some players are down on the bomb it’s a pain in the ass to defuse a bomb … FAIL !


(Mustang) #23

Yep, I have had this several times myself, another reason why tools should be selectable.


(BomBaKlaK) #24

Asking this since a long time, but as usual our feedback is useless.


(Glottis-3D) #25

selectable tool!
selectable tool!!
selectable tool!!
oh, yes, we want it!

selectable tool!
selectable tool!!
selectable tool!!
oh, yes, we need it!

Ha-a-aleluyaaaah! selectable tool!


(DarkangelUK) #26

I don’t see why we can’t have both in all honesty. Have the ‘single button does all’ bind be the default one to cater for new players, and allow users to be able to bind individual tools if they want to.


(Exedore) #27

Which is the approach that I want to take. The game can’t please everybody, but the biggest part of my role since coming back to the project has been solidifying the direction that the game is headed in and making sure that each of the elements align towards that.
That said, if you all feel that a particular element isn’t doing that then I’ll definitely be listening.


(PixelTwitch) #28

[QUOTE=Exedore;504487]Which is the approach that I want to take. The game can’t please everybody, but the biggest part of my role since coming back to the project has been solidifying the direction that the game is headed in and making sure that each of the elements align towards that.
That said, if you all feel that a particular element isn’t doing that then I’ll definitely be listening.[/QUOTE]

Which I am sure we all appreciate.
It’s just such a shame that the vast majority of us on the forums are part of a small hardcore demographic from multiple games now.

Honestly, I feel the current direction is good for “us” but REALLY poor for 99.9% of your potential population… That scares me senseless…
I myself have an awful lot riding on the success of this game… You sir are now responsible for my food and rent for the next couple of years!

I have a sneaky feeling that we are literally less then a month before you give the next “big” update and hand out a ton of keys… I am excited! Let us know the plan soon! Let us get the rage out of our system before we have the update. That way we may actually accept it! lol


(Kl3ppy) #29

[QUOTE=Exedore;504487]
That said, if you all feel that a particular element isn’t doing that then I’ll definitely be listening.[/QUOTE]

I’m going to name just a few:

[ul]
[li]Maps
[/li][li]Classless Objectives
[/li][li]Spread
[/li][li]Movement
[/li][li]Spawn System
[/li][li]Side Objectives
[/li][/ul]
We complain about those 4 elements over 1 1/2 years and till now only small improvements are done. It is always the same, we ask about some improvement or change to cure the problem, but you deliver just a cure for the symptoms.
Just have a look at the retention rate, it is low as usual. It is a shame because I believe SD can do better than this. Maybe SD does rely too much on Echo (which is a great tool) but echo cant measure “fun”.


(Glottis-3D) #30

[QUOTE=Exedore;504487]Which is the approach that I want to take. The game can’t please everybody, but the biggest part of my role since coming back to the project has been solidifying the direction that the game is headed in and making sure that each of the elements align towards that.
That said, if you all feel that a particular element isn’t doing that then I’ll definitely be listening.[/QUOTE]

patch has some stability problems, some ppl dont play because of crashes, like myself. so i didnt even had a chance to revive some1 with that ability.


(PixelTwitch) #31

I think one of the major issues I have noticed with the feedback on these forums is, while we find it easy to say something is bad and what they should change. We do not explain why things are bad on both an emotional and functional level sometimes. I for one would be interested in reading a post from you explaining the issues with one of the systems you mentioned.


(Exedore) #32

You haven’t heard the direction yet!


(PixelTwitch) #33

I assume we are going to be told the direction today?

Or are you going to let Cliffy B steal your thunder with is info release for Blue Streak later today :smiley:


(tokamak) #34

From what I remember when I was a newbie, knowing which items were in my inventory by browsing through them helped a lot in understanding what was possible in the game.

W:ET and ETQW both had this. It could take a bit of time but eventually you understood the full scope of all that’s possible in the game, simply by trial and erroring your way through your equipment.

Only having an action button prevents this. It means that you don’t even know you have the equipment until you happen to come across a situation where it becomes relevant. Situations that usually are very difficult to reach in the first place.

So even for the sake of newcomers I’d argue that a weapon bank is important. Just to make them aware of what their class/merc can do.

Yeah exactly.

“The spawning timers are BAD!” is something that could mean a hundred different things.


(Kl3ppy) #35

The direction DB wants to go? A hybrid of BF/CoD/ET/ETQW?

Maybe bring some light into the dark :wink:


(Glottis-3D) #36

[QUOTE=tokamak;504498]From what I remember when I was a newbie, knowing which items were in my inventory by browsing through them helped a lot in understanding what was possible in the game.

W:ET and ETQW both had this. It could take a bit of time but eventually you understood the full scope of all that’s possible in the game, simply by trial and erroring your way through your equipment.

Only having an action button prevents this. It means that you don’t even know you have the equipment until you happen to come across a situation where it becomes relevant. Situations that usually are very difficult to reach in the first place.

So even for the sake of newcomers I’d argue that a weapon bank is important. Just to make them aware of what their class/merc can do.[/QUOTE]
post good. me agreeed.


(Exedore) #37

Things unfortunately rarely work their way through approvals this quickly. The biggest chunk of this is my previous blog update post.


(k0k0nat) #38

[QUOTE=Kl3ppy;504493]I’m going to name just a few:
…[/QUOTE]

Yes, thing is:

“Help up” feels like it is something that should be implemented in 3-4 patches, depending on how the progress is.
I honestly dont know how much time and effort it takes to implement a global ability, it is something that “can work sometimes”, when you actually have longer gunfights and fixed all the other problems we discussed.

It feels like some “work-around” for public gaming, because we have a lack of medics.


(twincannon) #39

one really crummy thing about this feature is a teammate dying on top of C4 on defense, and their body messing up trying to defuse etc.


(Silvanoshi) #40

[QUOTE=Mustang;504419]I’d go with the method that takes the least amount of effort for you to do whilst conveying the most amount of information to us and easy to do at regular intervals.

Some publicly accessible updates would also be great so people know you’re not dead, YouTube content is probably the most consumable for this, I thought the Echo video would be the start of a mini-series detailing some behind the scenes of game making goodness.[/QUOTE]

Video production takes more time than we’d ideally like. While there’ll be more videos coming out, we’ll likely look to trusty old words and images to convey more specific info to the community; both testers and those awaiting access to DB :).

[QUOTE=k0k0nat;504502]Yes, thing is:

“Help up” feels like it is something that should be implemented in 3-4 patches, depending on how the progress is.
I honestly dont know how much time and effort it takes to implement a global ability, it is something that “can work sometimes”, when you actually have longer gunfights and fixed all the other problems we discussed.

It feels like some “work-around” for public gaming, because we have a lack of medics.[/QUOTE]
Implementing a global ability like that can affect the way people play the game in quite a large way. Getting it into a live envronment sooner than later helps to ensure that any tweaks/changes that need to be made can be done before even more people jump onboard :).

Yup, quite a few people are highlighting this. There’re a number of ways of addressing the issue, so it’s deffinitely not a killer for help up.