MESSAGE TO DEVELOPERS, let them know about this


(retroactiveSulfur) #1

Hello to each and everyone,

I’d really like to have a comeback from the game developers present on this forum.

I’d like to bring out some suggestions to increase the gaming experience of all the Dirty players.
First of all, I’d like to invite people to stop saying that this game is a PTW game (a Pay To Win game). Even if someone buys a champ, if you have a better aim, you can be better. Not because Fragger’s K-121 does a lot of damage that an Aura can’t kill him. It’s not PTW. It’s play to win lol.

Where I’m from: I’ve played a LOT of hours of Wolfenstein: Enemy Territory, some hours of RTCW, Wolfenstein, Counter-Strike: Source and a bit of Combat Arms. I’ve played Battlefield and Call of Duty too. I’ve also played League of Legends. I’ve played on most of these games at a competitive level so I have a “not so bad” background.

Oh and on Dirty Bomb, if my memory is right I have between 150-200 hours (Closed beta tester; After they wiped the levels).

I firmly believe that Dirty Bomb has the potential to be really fun and popular. It simply lacks some small things here, misses some tweaks there and need a little more shining.
We all know that competitive players are not the main concern for a free video game, they want a big market and then they will work on this side of the game, but it would actually make the overall game even better for all type of players (competitive wise and public wise).

Here we go, I hope you are ready…

 SUGGESTIONS:
  • Class Restrictions in public games: We often see post about people claiming that there’s no engineer in their team. You can surely make a restriction that there’s at least 1 per team (in 6’s). (Means blocking some medic or blocking some attackers’ merc). It would even things and help everyone out. You could also make at least one of them in the Free to play Rotation.

  • Class Restrictions in ranked games: To have maximum 1 Fragger, 1 Skyhammer, 1 Kira, 1 Aura per team

  • Class Restrictions in ranked games’: Do not allow players to use the free to play mercs in the Competitive games. If you want to try it out it ranked, play casual games, do some daily’s and use your in-game coins to buy it.

    MERCS SUGGESTIONS

  • Fragger’s grenades: To have only one that the beginning of games, then he gets his second after the existing cooldown. When he gets a kill or more with a nade, it gives him 50% cooldown reduction. Would invite this player to use this feature accordingly).

  • Nader’s grenades: Having 5 shots (even though they are not that strong), it’s a lot, so reducing it to 4 would even it out, I think, or more cooldown.

  • Kira’s laser: To augment his cooldown a bit to make it more situational. Right now, if the other team plays it wisely, she can use it for every enemy spawning waves. Especially on Bridge, it can be really a big cough -Deal Braker- cough. She just has to stay on the defending team’s ramp at the last stage of the map and spot it freely and easily. Making it twice as long, or at least 25% longer (from 35 to 50 seconds) would make her suddenly more situational AND she won’t have it so easy. (In League of Legends, for example, your champion doesn’t have his ULTIMATE ‘‘R’’ (his special overpowered skill) every 25 seconds. Some are 40 seconds, some are 15, some are over a minute. It helps to create team plays to actually push the enemy team once they used their said ULT.) To bring it back to Dirty Bomb, extending the cooldown of Kira would make this map more offensive sided.

  • Arty’s artilleries: The damage that his artillery does is simply not enough. You can barely use it to destroy EV’s and you can’t really blow an enemy squad push with his (2) arty’s. This character felt short behind Kira, having the exact same abilities, but less powerful. Think about it. !!Oh and hey; In Enemy Territory, the Field Ops’ Artillery would bring waves of bombs from the sky, it was really great for clearing spots without using his slightly visible and noticeable airstrike.!! Give Arty one Airstrike every 50 seconds (2 spawn time waves) instead of two unuseful simili-artillerys.Simili-arty, it’s like simili-chicken, wannabe ‘‘taste like’’ chicken but doesn’t give you any vitamines, lol, just so you know, Kira would be the chicks.

  • Skyhammer’s airstrike: To be able to cancel his airstrike by positioning yourself over it, dealing some explosive damage in exchange. E.G.: Skyhammer throws his airstrike where you team is at, one of your mates just have to get on it and it won’t launch, but he will be damaged 50 points of health (50 HP). Doing so will give Skyhammer’s airstrike a cooldown redution (like 50% CR).


(retroactiveSulfur) #2
 **OVERALL GAME VISION SUGGESTIONS**
  • Make. The. Dirty. Bomb. Game. Offensive. Sided. There. Is. No. Points. In. Having. Teams. Getting. Full. Holds. It’s boring after a while…
    The excitement of all the games competitively is having the feeling that you are going to lose all the maps when you are on the defensive side of the map. And then, once you get in the offensive team, you know that you will at least be able to do the last objective (unless you are really not evenly skilled) of every single maps.
    The thrill begins when you know that both Offensive team have the advantage so it becomes a race against the clock and it augments the level of excitement while playing. Making it more fun to play.
    On W:ET, it is still not rare (the game is still being played) to see full holds after full holds after full holds. It gets really boring (for both formations) to play a map that the enemy team can’t break your squad’s formation on the first objective of the map.
    Here’s my LITTLE, yet BIG suggestion: Implementing a 30 seconds respawn time for the defending team and a 20 seconds respawn time for the offensive team would help to make the offense a tad more advantaged. Oh and ohwell, don’t just put it 30 seconds at every 00s and 30s of each minute, same goes for the 20 seconds RT. Put it randomly so both the offensive and defensive team have to figure out during the game what it is. Because actually, making both teams respawn at the exact same time is indeed, even, but even makes the defense advantaged because they don’t have to hurry to get objectives. So I’d really suggest to make it offensive wised and the best team will score the best time. Of course full holds would still happen, but it would be less often and mostly at the end of the map and/or because of the lack of time left.

  • To help to make it more offensive-wise, don’t let Kira’s laser blow the EV when it’s full health. Don’t let Skyham’s airstrike destroy the EV when it’s full health. Do amplify Arty’s artilleries’s damage on the EV, but don’t make it an instant destroy.
    To “even” things out a bit, add a permission to the medics (Auro, Sawb and Sparks or only one of them) to plant a C4 on an enemy EV that would do a certain amount of damage.
    E.G.: Sawbonez can plant a C4 on the enemy EV in (e.g. 5 seconds), when he’s doing so, he won’t be able to cancel the process of installing it. Successfully made or not, he has a cooldown of (i.e.: 2 minutes?). It could then take a minute to explode. It would do 25% of the EV’s remaining life. You then make it defusable by an engineer in 5 seconds or in 8 seconds for other mercs (same thing as of now).

  • When you are running out/low of/on ammo and there is a Skyhammer/Kira in your team, it should indicate above your head a sign (e.g.: an Exclamation mark) to inform that player that he needs to give you ammo. So you don’t have to run around him or try to figure out how the Voice Chat Menu works.

    POINTING OUT SOME BUGS

  • Ammo crates on Terminal close to the Defending team’s last respawn point near the MG gives 8 ammo at every 3 seconds, that’s just ridiculous. Just make it equal in every maps. You could even lower it up, but you should normalize it.

  • Sometimes it still happens that when you throw a grenade with Fragger on the floor, it doesn’t explode/do any harm to the enemy team.

  • You were talking about a Proxy buff, make the mine stronger. So it DOES kill everyone that passes by one (especially sometimes when they run on it, they don’t die… unless they turn a corner, make them die). And make it so that if a Rhino passes on it, it at least reduces his health below a hundred. It would invite people to play engineer and do objective (woohoo, public wise decisions*****).

  • Skyhammer’s airstrike sometimes still launches when it’s being hidden under the EV. That’s really not a good and viable thing.

  • When dropping out of the mounted MG, it should be instantly, to make the pace of the game faster. We probably all know as of now that when you press your (Switch to Primary/Secondary) key, it’s faster, but it should be the exact same thing with the default ‘Activate’ “F” key.

    MAP / OBJECTIVES SUGGESTIONS

  • On Bridge: The aspect of having to stand still to capture/deliver/return the drug is really not linked to the vision of Dirty Bomb. You are working to have a fast paced game, why don’t you make it so that you simply have to stand on the objective to return it. Like I said, the aspect of having to stand still, or the necessity of using that ‘‘Jump + Crouch + F’’ spam when delivering the objective is absurd. I strongly believe that if we could capture / return / deliver the objective just by touching it would be more suited for the game. Of course it would probably mean changing the place to deliver that said drug because it often takes around 5 seconds to get to the container.
    On GoldRush in Enemy Territory (which is almost identical), it was way more harder to penetrate into the bank to steal the Gold. In Dirty Bomb, you can just have a Ninja Proxy, rushing in, capping it and then bunny hoping from the back without even getting shot once. That part, which is mostly new to players, should really be a lot more hard.
    When I say hard, I don’t say that the defending team should spawn right beside it, but that the defense team could/should be able to set some positions outside that bunker without the fear of having a yolo Proxy running and jumping…*

  • On Terminal: Planting the gate is clutch because the spawntime is way too short. The enemy team spawns right beside the gate, and at a way to fast rate. The option to capture the flag is also kinky, it should be captured just by touching it (no need to be like those Battlefields and CoD metas).

    UI MENU SUGGESTIONS

  • I think Dirty Bomb should work with this Reddit forum. What they could and should do is to include in the main menu a direct link box to his own Forum, to this Reddit (http://www.reddit.com/r/Dirtybomb) and also to his Wiki (http://dirtybomb.gamepedia.com/). It would make the community more connected and will help the newbies to learn the game, to ask questions and to find answers.


So yeah, it’s about it. There are surely a lot more thing that could we worked on and I know you guys (developers) are listening closely to the community. I feel that this post could point some things that the game could try. And since this is still the beta, it sure has some flaws.

Oh and yeah, I didn’t talk about the problem with hackers or the lack of efficiency of the MatchMaking system. We know they are currently working on it, so it doesn’t need another post.

Oh, by the way, I would really love the Dirty Bomb developers to retry this Bridge map: < http://dirtybomb.wikia.com/wiki/File:Dirty_Bomb_-Gameplay-_London_Bridge >. This map looks really really exciting. I think the last part of the map would connect with the aspect of capturing the drug just by touching it. Also with the Nerfs suggested on the artilleries, lasers and airstrikes would make the last part so much enjoyable. You devs could try to use it during a weekend and ask for comebacks and see what it’s like.


I’d like to thank each and everyone that took the time to read this post. I tried to gather around all the suggestions made everywhere so the developers could easily cease what is lacking. Thank you and I am very welcomed to your opinion. Let’s make this game a hit!

Thank you!


(Guilte) #3

Very solid post. Pretty much agree with everything, especially making the game attacker sided.


(Nail) #4

TL:DR

this is the publisher’s forum not the developers


(perfumedCoin) #5

Is it just me but everytime I see a Nail’s post, it is completely useless and irrelevant to the discussion…?

You cannot really restrict mercs in public games, unless you have one free merc of every class (means 4 free mercs). If new players cannot play any mercs in their roster because there are already too many in the game, sounds kinda weird to me !
I don’t think restriction is a good thing overall. Maybe they need to add some counter or something to warn people that they have 1 medics, 0 engi and 12 supports for example ?

I agree with the next items until the respawn timers. They are fine atm, I don’t see why attackers should have an advantage. Use the timer accordingly to push at the right moment. Basically, you can have 10 seconds to do an objective without any enemy on the battlefield (considering a respawn timer of 20 or 25 seconds).

On Goldrush, it was more difficult because of the distance between the bank and the delivering spot. But I agree that they need to tweak either the spawn spot of the defenders or the delivering spot which is near the entrance of the drug lab.

I like the idea of warning players about ammo guys. Though in the video of Bridge you linked, we can see that every players have a class logo near their name, why don’t we have it ?

Thank you for your feedback !


(Amerika) #6

You might want to post something like this on the Warchest forums that the SD devs actually read. This forum is more active in the community for some reason but it’s not particularly useful in reaching anybody outside of MissMurder.


(Ardez1) #7

More active because steam directs players here and so does the Dirty Bomb website. The other forum is the devs site and nothing directs them there except some players such as yourself.


(Amerika) #8

Yeah, I know that. I’ve also brought that up during the SD streams. I’d rather see a unified place for everyone to post than be split. Especially when people are being directed to a forum that SD doesn’t really look at outside of the community manager and some Nexon GM’s.


(Ardez1) #9

Very true. I’m actually kind of surprised that SD doesn’t frequent these forums as well. I know they keep their own because only this game is with Nexon, but it is where literally everybody is directed to go.


(Nail) #10

Splash Damage is game developer (only ones who can change things)

Nexon is the publisher, they take care of Publishing, servers, anti-cheat, and the “Official” forums, up to them to pass questions to the developers and the answers back to the players. Splash does drop by on occasion, but they’re pretty busy with DB, Tempo, Gears of War etc.


(B_Montiel) #11

They should drop by more often, you perfectly know that. I’m being salty from here :
Warchest is just a forum full of middle-aged men who feel comfortable being there. So do the devs because the posters there follow them mostly since W:ET or ET:QW. I’m usually browsing there from time to time and you can only but notice that the average post counts of recurrent posters is over 1500. If they don’t read what could be interesting on this forum here, they will mostly miss the feeling of the game the average players has. And there is interesting content here. Like this thread. The thing is, they already fall in such mistakes not that far away. Brink (and et:qw which only had success in their beloved w:et community, big troll inside). And it seems they sometimes repeat themselves. I’ve depleted my stock of salt, for now…

Now, back on topic. For me, you’re pretty spot-on for most of your ideas. Couple things regarding mercs :

Nader got her nade stock buffed after her release in this build because she was considered too weak when she got released, but she lost 10 hp in the meantime. For me, this tune made her what she should be, a assault class who is great in just some narrow occasions.

The fragger cd reduction on kill is something I’m totally against. Players have already strong incentive to his nade wisely. Pretty much everyone cook them. It seems pretty balance from my point of view.

Regarding proxy, mines are still very debated, but right now, she does lack of efficiency compared to bushwacker or even fletcher. Her mines are too easy to read for good players and she is somehow a sitting duck in comp oriented games.

That’s all I had to say about mercs. About maps, in my mind, you’re saying what all people who already played w:et or et:qw say. Maps are probably to small, narrow and somehow def oriented. Well, even on warchest devs tend to elude that problem…


(Glot) #12

SD ppl do visit this forum.
But if one wants a real discussion with developers, a dialog, he needs to go to SD forum.