Initial Impressions


(Caerid) #1

I actually bought in to just support SD for their past games and what seems to me to be the only devs out there still trying to cater to the competitive crowd. But after having a chance to play the game and coming away optimistic I thought I’d share my initial thoughts/impressions on DB and maybe hopefully provide some constructive feedback to help the game reach its potential. My opinions are based on VERY little playtime due to the fact that there’s practically no NA presence atm and the lack of time to play during the UK prime time, so if there’s any misconceptions that I have feel free to correct them. But I feel that as one of the many who’s been dying for the next competitive FPS to come along since the quake/cs/rtcw/unreal era we get a pretty good feel as to whether a game is comp worthy or not pretty quickly. As a sort of gaming background I played q3 competitively and to a lesser degree cs and rtcw/et, so my input will mostly be from a competitive pov. As a blanket statement before I go on I’ll say that the game for the most part feels good at the foundation level, but as it goes up it just sorta feels like it lacks that depth to the meta-game that keeps one interested or invested.

Movement

I think I'm just going to have to concede that games will no longer incorporate a strafe jumping scheme. It's one of those underlying depth to movement in games that hasn't been replicated in recent fps and it seems the current gen of gamers don't care for it. For the most part I'm ok with movement in DB. It doesn't seem to be too different than what's the norm. I personally don't care for for the strafing speed and some of the hitches in movement when reloading, getting hit etc. I personally prefer smoother movement but can understand some of the slow downs....I just don't really care for it during fights due to the sense that it makes the fights one dimensional. I don't have any real feedback far as movement goes outside of the want to have SOME depth to it, but that's a general thing with all recent FPS games.

Classes

Having played very little I can only have generalized comments on classes. I've only really played the medic so that's where most of my opinions will be focused around. 
Atm the classes seem to lack that, for lack of a better term, core dependencies. What I mean is that there's not a WANT to be with other teammates/classes. Of course you can't make the classes so dependent on each other that you NEED to be together. Need and want are two different things and it's kind of hard to balance that out. Atm it just feels like if teammates are around me great...if not it's alright too. I don't ever feel low on ammo due to enemies dropping ammo (that's since changed with current patch). Health isn't much of an issue since you can regen health, and current revive mechanics feel somewhat weak. (that's being address with new patch as well)
As an idea for medics I feel that medics should provide an armor mechanic with their medpacks....say 5-10 armor that absorbs 50% dmg with a HOT that heals another 5-10 or whatever over time. Whether that HOT stops healing on any dmg taken or any un-armored dmg taken would be a balance issue to figure out. This would create somewhat of a perk to being around a medic. It could also create those gather and push strategies, having medics buff before making a hard push to an objective. Of course the armor mechanic could create a lot of balancing headaches. I can already see the self healing medics have a field day, but you could always just leave out the armor component on self heals...basically giving them a really weak hot.....or halving the armor they get and take out the HOT component on self heals. Another issue would be someone having really high armor...but you could make the max armor at something extremely low...maybe right at 10 or something.
Can't really comment on other classes due to minimal amount of play time, may update with opinions later.

Social

There's a really good discussion going on in the comp forums about a social system and I would agree. I would almost say that SD needs to concentrate on this aspect just as much as the game itself. It's one of those things that kept me playing competitively because there was a great community. As much as I love steam, its current chat/friend system is somewhat exclusive imo....It's great if you have friends but it isn't a strong system to create an environment to build a strong and lasting community. Almost all of my friends on steam are ones I made during my quake/cs/rtcw days and I contribute that mostly due to IRC. (of which hardly any of us use anymore sadly)
Like someone said in the discussion forum I believe it should be irc like. Maybe have a couple general channels like general/pug/scrim/clan recruit. And if SD wanted to monetize this somewhat they could charge people a small fee to create a clan channel. Of course if they went that route they better provide more than a channel with that fee. Something like invites to weekly/monthly/quarterly tournies (maybe with prizes of some sort) to people with clan channels, or even better have something in game like a clan matchmaking feature where clans can group up and have the game match clans up to play. Maybe include some form of clan ranking system and such.
SD needs to create a sense of persistence i think with the game....having a strong social aspect to the game helps creates that.
Above all else though this thing needs to run lean. No one likes bloatware.

Misc./Requests

Death ghost is interesting and I'd like to see the areas that you've been hit before death be in a different color or something to have a more visual highlight.
In the settings it'd be nice if you had the option to set refreshrate in there. Would also be nice to have a more granular scale for sensitivity along with more granular graphical settings if that's possible.

Not too keen on being able to see enemies hp either…it makes fights more predictable. If you have to have that in I’d maybe make it a feature of the heartbeat sensor…least that would make it more appealing
There’s alot I’d like to comment on such as map/gun/spread/recoil and the like but I don’t feel I have played enough to form a decent opinion on those mechanics yet.


(Maca) #2

Hopefully people keep posting first impressions!

I agree with the feeling of lacking depth. I personally would attribute this to the same thing you said, that there is no real class synergy, no dependency between classes, because there are some overcomplicating factors, it’s not simple enough. Also the different weapons between classes are mostly not that different at all. They are all fully automatic guns with some spread, with little variations in RoF, damage and damage fall-off. I mean people don’t get that feeling that ‘hey these guns are different and cool’ if you just change these little modifiers, and it doesn’t really add to the gameplay that much because the boundaries of the guns are so flexible. There should be semi-automatic rifles, primary/secondary weapon hybrids and all that **** I’ve written somewhere before, and they should somehow connect to the classes, even if it means some class would never be able to use some type of weapon.

Good idea about the death ghost damage, it would be very interesting to see.


(Nail) #3

as far as Social aspect, that’s being handled by Fireteam
http://fireteam.net/


(Valdez) #4

Really great post caerid. Maybe to increase team play instead of that armor buff idea from the med packs, just have the medics increase teammates health by 10 or so (if you are in a close vicinity to him).


(Caerid) #5

Yea I like that idea of an aura type buff, would promote grouping for some depth in offense/def schemes.

Never really paid any attention to fireteam and what it exactly was. It’s assuring to know they are taking the social aspect seriously. It’s just a little worrying in that from that site it seems pretty vague as to what exactly it entails for the end user.

I’d have to agree with you Maca with the weapons. It’s something I didn’t initially comment on because I thought I hadn’t put in enough game time to really get a good feel for the weapons thinking that maybe the changes are subtle and just needed more time with them to notice, that and I wasn’t sure if playing on uk servers from the US had any affect on the characteristics. But my impression of weapons were that they didn’t have that signature unique character to them. They for the most part feel the same. Least when it came to the fully automatic guns. I’m not really sure how you would go about really setting them apart though and still keep the kind of low spread to them…cause for the most part I do like the general direction with them…its just that they really don’t feel unique enough from each other. It kind of strips some of the depth to a game when there’s not that subtle learning curve to learning how to handle/master different weapons.

Which brings another point that I have but can’t quite figure if it’s just me or not. Gunplay feels pretty good for the most part, it’s responsive and tight. But sometimes the kills don’t feel as satisfying as they should be? If that makes any sense to anyone. There’s times where I’ll drop someone dead in a heartbeat and it feels satisfying cause I know that I landed a headshot or two and got these quality shots in the guy. Then there’s these moments where you’re landing all these shots into someone…what seems like quality shots but the fight lasts alot longer than you anticipate despite landing all these hits. Regardless if I end up winning or losing that fight it still ends up feeling empty. It happens more than I care for. I’d hate to bring up older games but in them when you landed good shots you knew for the most part you had the upper hand, and on the flipside you also had that knowledge that you were being out played and still had time to react to it before dying…whether that meant running for cover or trying to battle it out and try to win it out. I want to just say its the lag im experiencing from playing on UK servers and that the client is just registering hit sounds on my end without them actually taking place server side but there’s a nagging feeling that its not the case. Mostly cause most current FPS games also exhibit this behavior as well. I don’t really know how you go about getting rid of that…i kind of want to attribute it to the guns and their relatively fast RoF. That or having more control over limb dmg distribution instead of having the basic torso dmg vs head dmg etc. Maybe someone from the UK can comment on this on whether or not its just basically a lag issue or that they feel the same way.


(Nail) #6

Fireteam/Warchest/Splash Damage all same same

I like the guns, don’t feel the need to"learn" each weapon, generally games only have 3 main types, pistols, sub machine guns, and assault rifles. Each group consists of essentially different looking guns firing the same cartridge, what different characteristics could they have ?

never noticed any lag, and I was playing on Aus server, got every kill I deserved, and prolly stole one


(nailzor) #7

[QUOTE=Nail;435049]Fireteam/Warchest/Splash Damage all same same
[/QUOTE]

No. Splash Damage is a development partner with WarChest, Fireteam does work on multiple frontends, including iOS.


(Bangtastic) #8

thats the official version^^ dont they all have kinda the same roots? As far as i can tell, warchest and fireteam are own brands which splash damage created in order to extend their business into new markets. First being independet when it gets to publishing, and fireteam, not only providing tools for statistical output ingame but also introducing a whole new social platform and other marketing tools/services. Thats ofc is also offered to other game developers to extend their range of customers, improving marketing and so on. When Dirty Bomb is a hit, Fireteam will gain a lot of attention.

If things go well, it should be pretty sustainable for their future :smiley:


(mitsuhiko) #9

So does Splash Damage :slight_smile: We’re a family of companies under a common roof.


(nailzor) #10

How dare you question my knowledge on your company.

:cool:


(Nail) #11

“Fireteam/Warchest/Splash Damage all same same”

like I said


(nailzor) #12

How dare I question your knowledge on their company. This was left out of my retirement package, would the real Nail please stand up, please stand up!!


(INF3RN0) #13

I thought SD branched out and founded Fire team/Warchest? Mix of old and new staff ofc, but yea what the other Nail said.


(WindKun) #14

I just want to be able to have SLI without forcing it in Control Panel, and also know if the game will be Nvidia 3D stereoscopic 3D Ready. or atleast implemented (the rating of “Good” is very playable).

Mostly I want DX11 to change from experimental to just DX11 :slight_smile:

I believe the game should partner with FACE IT (Quake Live / CS GO) amazing online community, and amazing coverage of tournaments - great exposure.


(MrEd) #15

Would you use 3D in comp play? Does it improve perception? I don’t think I’ve ever seen a discussion about stereoscopy in a competitive context before.


(Volcano) #16

wouldn’t be advantageous at all unless screwing your eyes up after hours of 3D strain is a positive


(luQx) #17

[QUOTE=WindKun;435455]I just want to be able to have SLI without forcing it in Control Panel, and also know if the game will be Nvidia 3D stereoscopic 3D Ready. or atleast implemented (the rating of “Good” is very playable).

Mostly I want DX11 to change from experimental to just DX11 :slight_smile:

I believe the game should partner with FACE IT (Quake Live / CS GO) amazing online community, and amazing coverage of tournaments - great exposure.[/QUOTE]

Why you troll so hard ?


(Bloodbite) #18

What about that Oculis Rift?.. Ocular Rift… Ocusomething Rift.

That looks like it might have the potential to be natural for your eyes… of course one of the big advantages is the Track IR style independent movement of vision. I do like that free-look ability in sims like Arma and any decent racing/flight sim, just not sure if it has a place within the mechanics of DB.


(Volcano) #19

the 3d i was more referring to was like 3d tv and movies extended use of those glasses ****s your eyes, this Ocular Rift thing if it does have minimal effect could be cool but really no rush to get it implemented