Idea's for Next Patch (Mostly Balence But a Few Others)


(tokamak) #41

The revive animation and time it takes to ‘connect’ the revive takes too long.


(Rex) #42

Yep, definitely! I was thinking this for a long time now.


(Smooth) #43

It’s going to be sped up a little with a slight re-design of defibs that we’re working on now :slight_smile:


(Mustang) #44

Please have a look at making them behave a little more similar to other games, I’ve seen lots of new players get frustrated that they don’t just “work”.

By which I mean it’s sometimes pretty picky about what angle, height maybe even distance you try to revive from, get it just not quite perfect and you can try to revive several times in a row without success.

Pretty sure there is a bug report for this already, but it seemed pretty relevant to your comment.


(Smooth) #45

There’s an issue with the defib trace not really being long enough, this will be resolved as part of the changes :slight_smile:


(Rex) #46

Nice!

http://forums.warchest.com/showthread.php/38493-The-revive-problem?highlight=revive


(tokamak) #47

I think the medic also doesn’t have enough hp. The nerfgun is perfect but the low hp discourages players from taking risks and going that extra mile to revive their team-mates.

You want to calculate whether or not it’s worth trading your life for someone else’s. What you don’t want is having to calculate whether your life is worth the CHANCE of reviving someone else. That’s what going on right now, you can’t even reach your patients before you’re being put down.

I feel that simply gimping the offensive power for a medic should be enough to discourage the rambos. From there on you can get away with giving him a lot more hp without the class becoming too powerful. After all, the only thing that guy is going to be truly doing is supporting his team-mates.


(spookify) #48

[QUOTE=tokamak;488735]I think the medic also doesn’t have enough hp. The nerfgun is perfect but the low hp discourages players from taking risks and going that extra mile to revive their team-mates.

You want to calculate whether or not it’s worth trading your life for someone else’s. What you don’t want is having to calculate whether your life is worth the CHANCE of reviving someone else. That’s what going on right now, you can’t even reach your patients before you’re being put down.

I feel that simply gimping the offensive power for a medic should be enough to discourage the rambos. From there on you can get away with giving him a lot more hp without the class becoming too powerful. After all, the only thing that guy is going to be truly doing is supporting his team-mates.[/QUOTE]

With the revive shield that is coming we will see how it affects them running in. The person getting revived will have the shield but will the medic behind them be able to use them as a shield? I hope so…

Medic guns are nerfed beyond crazy right now compared to a Solider or Arty. A little less spread and they will be good or return them to their previous patch glory which they will still be weak because Solider are so OP which is what SD whats.

Stoker and Bush are still a little weak both in very different ways.

I cant wait to see if they took some of our (or My) ideas into serious consideration so we can bring some people back into this game through gun balance. We lost all those F8 guys and I havent seen more then half of the Closed Alpha players in a long time. New patch with better gun play and our (ppl that are left) can spread the work of less spread haha and they will return.


(spookify) #49

Smooth is there any specific area’s/questions we the community can focus and give feedback to you? As you know we eager to give input and feedback on whatever SD is looking for. Are there any questions you have about a merc and how the look or feel?


(BomBaKlaK) #50

[QUOTE=Smooth;488352]We’ll be added proficiencies to all objectives types, with some characters being great at objectives and the rest being able to do it but at a much slower rate.

Yes everyone can plant C4 right now, down the line this will remain true but those characters that aren’t good at objectives will have a much, much longer arming time.

The other change we’re thinking about making is removing objective stacking, so only the rate from ‘fastest/best’ character currently interacting is used. This means that three Fraggers performing the objective at the same time wont be able to make up for not having a Proxy (for example).

To address another point, we’ll also be adding proper 1.5s revive shields soon now that we have the UI to show what’s happening.[/QUOTE]

question : is there 1 global stat for obj in general or each merc got some specialization depending on the obj type ? I mean a soldier can plant faster than an engineer, an engineer can build an defuse faster than a soldier, and hack more efficient for cover ops than other classes ? (this is just some examples)

This can bring some unique class or characters variety this game needs, depending of the obj type instead of : - good in obj - medium in obj - pretty useless. With a better objective design this game can find some uniqueness somewhere around this variety of choices, but a lot of things depend on the maps, and different objectives to do. I dont like most of your maps cause of the poor diversity of choices. Objective design like “capture a zone” are just not working for this, the player is absolutely not involve in objective completion … (hate this obj type !) and most of the side obj are just purely useless … (pump / spawn point / fake alternative route / lift capture point etc …)


(Smooth) #51

The thinking was that characters would either be ‘great’ (100%) or ‘okay’ (33%) at all objectives but we’re currently not sure if this is where we want to go with this right now.

A lot depends on the work we’re currently doing to bring consistency to objectives while allowing more choice during a match.


(BomBaKlaK) #52

Mhhh kay, I prefer to have some real objectives define by a special mechanic, repair, Plant C4, Hack, Escort, Doc run
And proficiencies by character each one good at something but not all. and define a % for each “open bar objectives” and please please please … Remove this “capture zones”, look like an obj mechanic for dummies … keep it for another “domination” mod or something. just keep the reversible obj mechanic.

[QUOTE=Smooth;488813]
we’re currently doing to bring consistency to objectives while allowing more choice during a match.[/QUOTE]

Mhhh kay … give me more !!

Any side objectives consistency ? More side obj ?


(Glottis-3D) #53

[QUOTE=BomBaKlaK;488819] and please please please … Remove this “capture zones”, look like an obj mechanic for dummies … keep it for another “domination” mod or something. just keep the reversible obj mechanic.
[/QUOTE]

yep, DOmination is DOmination, lets keep Stopwatch interesting due to diverse interesting object mechanics.


(Tankey) #54

Hmm interesting, seems like I’ll try it out when this patch gets released :slight_smile:

I’m hoping for some side objectives as well, honestly.


(spookify) #55

Scheduled Maintenance - 02/05/2014

Heads up! We are going to be in scheduled maintenance at the times listed below.

Wednesday, February 5th, 2014
7:00am - 10:00am PST
10:00am - 1:00pm EST
3:00pm - 6:00pm GMT 

Does this mean a Patch???


(shaftz0r) #56

[QUOTE=Smooth;488813]The thinking was that characters would either be ‘great’ (100%) or ‘okay’ (33%) at all objectives but we’re currently not sure if this is where we want to go with this right now.

A lot depends on the work we’re currently doing to bring consistency to objectives while allowing more choice during a match.[/QUOTE]

no… i dont understand how you guys dont get how large of a game breaking mechanic this is. it makes everything completely generic, especially planting. having to protect an eng, or do full eng rushes is no less of “allowing more choice” than dumbing down the obj dynamic by letting everyone do it. actually what ends up happening is the opposite. people run off and frag since EVERYONE can just do the obj when they feel like it.


(tokamak) #57

They do it because it frees up room for creating more characters. Though I do think that keeping the roles distinct will ultimately create more diversity within the characters.

And I guess they want to avoid the off-chance that nobody brought an objective class or giving people the feeling that they always have to have an objective class in their selection.

The problem though, is that the time it takes to complete an objective is only a small part in deciding the match. Uusally it’s binary, the guy who does the objective has enough time to complete it, whether it’s 100% or 30% speed only matters in a small part of the situations.

And on top of that, if an objective class is not on the menu for that team, then they’re still handicapped through having a max 30% completion rate. That alone is enough for people to ragequit before the match started.

More elegant solution:

Back to objective classes and non-objective classes again. It’s either 100% or 0%. That distinction is way too important to maintain clarity in the gameplay.

BUT NOW:

Make a very mediocre and lame objective guy character. Call him ‘Jeff’ or ‘Dave’ or whatever. He has a mediocre gun and has no other skills than the tools to complete the objective (at 100% efficiency). His silhouette is clearly distinguishable for both sides.

‘Jeff’ is available at all times. He’s not part of the selection. He’s not part of anything. He’s just an option that is available at all times. It’s a really boring and lame class that people only want to play if they really have no other option to win. Yet the 100% efficiency ensures that there’s not much of an inherent unfairness to it.

And who knows, I’m sure we’re going to see videos of a full team of Jeffs tearing up the place for novelty’s sake.

What could even be MORE fun, if you want to develop this idea further: Is the whole character be a robot on wheels. Defusing bombs, arming bombs. No weapons, fast speed but no sprinting and a smaller hitbox.

That way even the player who has to play the robot won’t feel entirely shafted. He’ll still be able to assume a fun role.


(INF3RN0) #58

When it comes to agnostic objectives I say keep the “stacking”, but have it cap at a certain percentage outside of the “best obj merc”. If it takes 5 covert ops to arm a charge at 100% speed, where as a single engineer can do it alone, then so be it. If a team can manage to get half of their team to leave combat and do the obj, they deserve to complete it. The trade here is the percentage of your team that is focused on the objective completion role. Where as one engineer can quickly disarm a charge solo, a team that kills everyone in the objective area has a fighting chance and no one is ever forced into a permanent role.

You might say that these kinds of systems negate the need for teamwork, but the advantage of playing a merc’s strengths for the greater good of the team is still there. An engineer who does objs is going to allow for more combat dedicated players, a medic that heals/revives is going to produce greater momentum than those relying on auto-regen, etc, etc. The only difference is that the individual player has the opportunity to do more regardless of what their play style is in scenarios where teamwork is completely non-existent. Perhaps the objective completion times need to take longer? Maybe it’s a problem with maps and not agnostic objs? If there’s no real imbalanced outcome of having not having an obj merc, is it necessary to force the role even if choosing to have a better obj merc is still better? I think there’s a lot more to it. As long as there’s a significantly greater advantage to imploring teamwork, then I personally have no problem with making the individual experience less frustrating in the worst case scenario.


(RasteRayzeR) #59

+10000000000000000000 for this


(INF3RN0) #60

I really think SD could take some tips from Loadout in terms of weapon variety/functionality potential. All the different base types (tracking, hitscan, projectile, etc) with all the additional options in each gives some real perspective. They also have healing attributes on weapons and items, where in you have to essentially shoot teammates to heal them. That’s a really cool mechanic.