More Feedback


(EnderWiggin.DA.) #1

This is stuff I’ve been writing down for a while. Some echos feedback from others. Some if it might be repeated my posts scattered around but not much of it.

Movement:

  • Strafe speed doesn’t match the forward sprint speed. Player is pretty fast going forward but slow going side to side. Much has been said on this topic already so….
    -Jump height also doesn’t match sprint speed. Jumping makes me feel 40 pounds heavier. Especially when not sprinting.
    -I would prefer strafe jumping again
    -However, I very much prefer the movement changes made in the latest build (14502) over previous builds (no slowdown, etc.)

Gunplay
-I like the changes to the shotgun in the current build (14502). I don’t know if it’s perfect, but much better than previous.
-Reduce ROF for autos (much discussed).

UI-part 2
-Limbo menu: Should there be a button to just switch team?
-I like the teal sights
-Cannot exit the exit at the end of round screen. Have to wait until the next map loads. This interferes with RAGE QUITS!!!
-Text when people enter/leave the game is very small.
-No name of the map on the scoreboard or limbo menu.
-C4 should be bigger. It’s very hard to see on barricades even with the glow.
-Would like the ability to create a fireteam to meet up with buddies in the sea of blue icons. I don’t even need fireteam chat, just to know where my buddies are visually.

Sound (part 2)
-I don’t like the music when it’s played before the round ends. If the game is coming down to the wire I am playing hard and listening hard and don’t need the music as a distraction. I like the music, it’s just the timing is off.
-I’ve noticed on TS that sometimes people miss when objectives have been completed. What if there was a chime or squelch sound that preceded the announcement to draw attention? Something that didn’t break the “immersion.”
-No sound when picking up enemy health packs (haven’t retested in 14502).

Gameplay aka random stuff
-No name tags on enemy players when targeting them with stationary MGs (not sure if true in current build).
-The inability to shoot through but not break glass will be a big criticism with the game by players coming from other games. (I was told this would take too long to change improve but I still think it’s true).
-When you first spawn on a new map or in the game for the first time, the textures on weapons and med/ammo packs take a while to load (pop in).
-Artillery and airstrikes can be improved. Which way are they going to fall? Explosions –art and sound of explosions. WIP?
-Player skins should be more distinctive to tell friend from foe. Or just to be able to see on the maps really. A little too camouflaged. Maybe I just can’t see anymore.
-I like the new end of round shuffle. Had more close games which means more fun. Is this a permanent solution? I don’t know, but it worked better last night.
-I like that you can shoot the heartbeat sensors and destroy them.

Maps General
-Initially I thought the 3 maps looked very much the same which made them difficult to learn and distinguish from each other. Now I think it might be mainly because we had so much trouble getting the maps started initially in NA. Rogan Jo’s and the white chapel were the first things that stood out to me.
-Currently I feel the short spawn times create a trickle offense instead of the more effective waves. I know modern players hate to wait, but I just think it works better.

White Chapel
-Get the ammo from the church-The alpha of the objective markers can sometimes obscure the defense hiding in the church.
-I think you can come up with a more creative and fun reason for “repairing the 3 command posts” for the elevator stage of whitechapel. Making the elevator faster is useful, but is kind of a weird reason for the objectives. Maybe it’s just because there isn’t any story context? I like this section of the map, but elevator speed seems like a forced objective. Are they generators? Why do generators have laptops on them? Maybe once you repair the command post looking thing you get an electricity sound?
-The EV is very, very slow. Painfully slow.


(MrEd) #2

Really great post; succinct and considered.

Moar plx!


(EnderWiggin.DA.) #3

Two additional things I thought of after I went to bed:

The EV
-I like the roar sound when it takes off. It reminds me of Airwolf from the 80s. Most of you probably have no idea what Airwolf was but it was Knight Rider with a helicopter.
-I get stuck on the EV way too much on the WhiteChapel map. It’s very bad in the first phase from the point when it passes under the walkway to when it makes the turn in front of Rogan Jo’s. It’s very frustrating.


(dommafia) #4

I agree with enemies being hard to spot. They just blend too much with the map :\


(Senethro) #5

I’ll be honest, I identify enemies by any player who doesn’t have HUD elements over them. In those weird circumstances where friendlies have very transparent HUD elements over them related to spawning or yourself being revived, I sometimes misidentify people and friendly fire a bit.

Noticed a lot of enemy players running past me as well, even if I shoot them a little bit.


(tokamak) #6
  • Strafe speed doesn’t match the forward sprint speed. Player is pretty fast going forward but slow going side to side. Much has been said on this topic already so….

Ever tried strafing while sprinting in real life?

Just don’t paint them orange.

I had that as well. I was reloading my MG and suddenly three enemy players appeared, I thought ‘I’m dead now’ but they just ran past me, one of them even took a double take and then walked further.

Maybe make team-mates more easy to identify automatically makes it less necessary to start changing the appearance of enemy players.

The team-indicators just need to be very consistent and reliable. Doubt whether you’re looking at a friend or enemy is just killing the gameplay, that fraction of a second simply kills you.

Give the team-mates cyan hues, just anything to seperate them from the enemy players so that you don’t have to perform all kinds of trickery with their looks.


(Mustang) #7

Ever tried running forward and looking to the side?

There is no ability to turn your head independently of your body in-game, hence being able to strafe faster is an acceptable compromise.

Fluorescent bandanas FTW!


(EnderWiggin.DA.) #8

[QUOTE=tokamak;414198]Ever tried strafing while sprinting in real life?
[/QUOTE]
Tokamak,
I have. What Mustang said. Additionally, the problem with the reality argument is where do you stop? Have you ever tried taking 3 bullets to the head and healing yourself with a magical med pack? Have you ever tried respawning? So the reality argument is a rather weak one because reality isn’t always the best for fun gameplay. Better arguments could be what is better for game play? Does the current game play fit the map? What is more fun? Fun is of course subjective.


(SinDonor) #9

If you guys strafe any friggin’ faster I’ll never get any kills.


(Humate) #10

SinDonor if you want to get really easy kills, just follow someone around and never shoot first.
Let the target take dmg first, then roll in.

/soz for offtopic


(SinDonor) #11

[QUOTE=Humate;414234]SinDonor if you want to get really easy kills, just follow someone around and never shoot first.
Let the target take dmg first, then roll in.

/soz for offtopic[/QUOTE]

Ahhh, the ol’ “Operation: Get Behind the Darkies” assault tactic from the South Park Movie. Roger wilco.


(warbie) #12

Ever played a video game :wink:

Agreed about friend and foe looking similar. One evening I bumped into DarkangelUK, we both had a good look at each other - I think we even threw health packs at each other XD - before it twigged and had a silly fight with me chasing him round the room benny hill style while he looked for his gun :slight_smile:


(DarkangelUK) #13

[QUOTE=warbie;414441]Ever played a video game :wink:

Agreed about friend and foe looking similar. One evening I bumped into DarkangelUK, we both had a good look at each other - I think we even threw health packs at each other XD - before it twigged and had a silly fight with me chasing him round the room benny hill style while he looked for his gun :)[/QUOTE]

Actually I think you’ll find that I was throwing health packs at you while you were throwing bullets… it wasn’t a fair fight :frowning:


(Virus047) #14

HAHAHA. Epic.

In all seriousness though I echo most of the same things mentioned above by EnderWiggin & DarkAngel. Def would like to see some improvements to visibility of the bad guys. I’ve bumped into many bad guys and been like “Oh thank jesus a friendly teammate. WAIT why are you shooting me. Oh…”. Need to find some way to better sort out whos who.

Also not certain if its because the environments so far to me feel more bright and cheery or if my vision of London should be more dark/gloomy than it really is in real life (I’ve personally never visited but always wanted too). Not meaning this as a negative thing but seriously I feel like the other players in DB running around tend to blend in together way to well with the environment and buildings on the maps around them. I’ve had a hard time seeing players at distances. I’ve been tweaking some graphics just to see if I can make any improvement but had no luck.