Idea for player retention


(martha_smith) #41

@K1X455

you’re derailing this thread


(n-x) #42

Dear God,

it’s me, n-x. I know, I haven’t prayed regularly in the last years and I haven’t been to church, but we have to talk.

We all know your absolute wicked sense of humor. Like back then, when you made Abraham believe he has to kill his son for you just to tell him the very last moment that it was just a joke. Seriously, the expression on his face… I nearly peed my pants. Or the other time, when you killed all of Job’s children, took all his possessions, and made him terrible ill, just because you had this stupid argument with Satan. And then in the end you pulled an Ashton Kutcher on him and screamed “punk’d!” and gave him 10 new kids and more stuff back. What a zinger.

But your last joke went too far. I am talking about @martha_smith . It was all fun and games as long as there was still some possibility that she is a troll. But now it becomes clearer and clearer that she actually is a real person. I mean, you actually created such a person. Wow! I know you work in mysterious ways, so who am I to doubt your decision of what is funny and what not. But if I could have one request. Please make her infertile. Your creation is already troubled with so many maladies; we don’t need her to soil the DNA of the crown of your creation for generations to come. Thank you.

Amen!


(kopyright) #43

If you are fine with a DB1.0 release in 2020 and willing to throw an obscene amount of money at the devs they might port it to Frostbite just for you.


(Eox) #44

@martha_smith I would appreciate you to not derail the conversation on different topic than the original subject. Thank you.


(Ptiloui) #45

@martha_smith, I think you missed the point. Splash Damage can’t make Dirty Bomb with Frostbite engine for a simple reason : Frostbite belongs to EA. No one can create a game on Frostbite engine without EA agreement. And it’s very unlikely, to not say impossible, that EA let SD develops their game on it.

Another thing which I’m pretty sure (someone correct me if i’m wrong) : re-coding DB on another engine means that they need to create once again the entire game from the start. All this to have “better graphics”. They have other priorities which are more meaningful than just please the eyes of some people.

One last thing : DB doesn’t need to look realistic. The gameplay is not realistic. It has its own design, which makes it unique and recognizable. No need to make DB something which is not.


([ *O.C.B.* ] Wildcard) #46

@Ptiloui said:
@martha_smith, I think you missed the point. Splash Damage can’t make Dirty Bomb with Frostbite engine for a simple reason : Frostbite belongs to EA. No one can create a game on Frostbite engine without EA agreement. And it’s very unlikely, to not say impossible, that EA let SD develops their game on it.

Another thing which I’m pretty sure (someone correct me if i’m wrong) : re-coding DB on another engine means that they need to create once again the entire game from the start. All this to have “better graphics”. They have other priorities which are more meaningful than just please the eyes of some people.

One last thing : DB doesn’t need to look realistic. The gameplay is not realistic. It has its own design, which makes it unique and recognizable. No need to make DB something which is not.

No you are correct, changing engines would mean starting the entire game again from the ground up; even moving to UE4 which would force the game into being 64bit only fixing several performance issues inherent to UE3 would result in this. Engines each have their own ways of handling their data files, among other things, and the formats are unable to be interchanged; UE4 uses the workflow method of Autodesk Maya 2015 and upwards if memory serves, and thus 3D models created for UE3 are completely incompatible as they are generated using a different method.

So swapping engines carries heavy implications and can sometimes require remaking everything currently within the resource pool from scratch; including character models, architectural models and entire level layouts from the ground up. The underlying systems can sometimes be transferred but it isn’t always the case as each uses its own source code and scripting language; some engines will have their own personal scripting language supplementing the base code (the scripting language is often unique to the engine and thus is non-commutable from engine-to-engine).

Unless SD plans to throw away five years of work to start from scratch, it won’t be changing engines; something which will inherently define its graphical limits. Each engine can only be pushed so far, and SD has currently pushed modified UE3 engines to the limits of what they can reasonably do (similar in graphical capabilities of a game like TERA Online, though not as well optimized currently). When you hit that point the only thing you can do is create a look and feel with a unique art style, one that stands out among the other games it competes with; and they have just that. The art style isn’t realistic, it’s not cartoon-y either, but borders on what can only be considered a form of pseudo-realism; as opposed to hyper-realism, something that more applies to the film industry, because we are dealing with Human-beings here and not CGI-generated Creatures.

Coming from someone who does this for a living, working mainly within the UE4 engine (and UE3 before that), I can confirm that there are severe implications when swapping engines; often entailing a complete rework, from the ground up, for the project in question. This is not usually the case when swapping versions of the same engine, though exceptions do exist; they are just an exceedingly rare occurrence.


(Splicerrr) #47

@stayfreshshoe Can we get symbols/logos for levels. Atleast for levels 1 - 100. Also make it so that our inventory filters save? Its annoying to redo them all the time.


(TheManBehindTheMask) #48

@martha_smith said:
@stayfreshshoe

shoe but i created a post about improving quick chat , and please add intense graphics in DB 1.0 , like battlefield 1

then players would never leave this game …

I play this game on potato with a display. Graphics are good enough.


(Meerkats) #49

@martha_smith said:
@K1X455

don’t bother

devs want feedback form us ,

and i wanna help in improving dirty bomb 1.0

you don’t stop devs from adding good graphics

and stop being against my all posts
Find some overlay that adds lens flare sourced from a hundred dying suns and you’ll essentially have your Battlefield experience.

Other than that, gr8 b8 m8.


(Xyfurion) #50

Personally, I am of the opinion to eradicate the basis of this RNG bullsh!t and add something useful to it. I think that players should have the freedom to select and purchase whichever Cobalt, Gold, and Silver loadout they want. Not only will this add more freedom and flexibility to the game, but will also have some players enjoy the game more.

Don’t give me this nonsense about “devaluing the monetary value of these cards” because we all know that is horse sh!te. Plenty of other games provide an RNG way of purchasing skins as well as a selective way, albeit exponentially more expensive.

Have cases, but also have specific cards we can buy.

Oh, and this 50 levels for a rewards is pretty damn long. I’d say 10 levels for something decent (not a god damn cobalt of my choice; something worthwhile). But either way, if the game is broken, then no one will give a damn about rewards. I for one have given up on this rewards nonsense because they provide very little incentive to continue playing. I mean, look at the Arsenal Crates. Most of the time I’ll get a credit booster or a stack of cases, or fragments. Do you honestly believe a handful of fragments justifies 10 hours of playtime?

Enough rant for now. I’m getting more and more sick of Dirty Bomb’s BS as time goes on.