My latest observations


(Rip-Off) #1

First I’d like to say that I enjoy Dirty Bomb a lot. I like the movement, aiming etc. There are really just a few things that take away the fun for me:

  1. All the waiting (waiting, then waiting and in the end: WAITING!)
    In Objective Mode, if a team doesn’t manage to get the first objective done, the game lasts for about seven minutes. Then all the screens come up, review, map vote etc. Why do we need such a console-like lobby stuff? Why aren’t there servers with a fixed map cycle where the results are shown for 15 seconds and then it goes on to the next match no matter whether anyone locked in or not? And where jumping into an already running game immediately gets you into the action without stupid countdowns? I really don’t get it. It always takes ages until a new round starts. But when you think you’ve passed all the waiting, every new round starts with te explanation of the objectives no matter whether there are only players above a certain level in the server who certainly don’t need these. I relly liked the approach of campaigns in ET:QW and W:ET. That really made you feel comfortable because it didn’t involve these really long waiting times.

  2. Choosing your character and loadout
    Why can’t I change the loadout of a character during the game? I mean the loadout system really sucks BIG TIME! I cannot choose my character during all the waiting in between games and I cannot get my character to use a different weapon during a match. WHY?? This feels like poor design. And the loadout cards anyway do not really make sense. What’s the use of all the shotguns? They just suck. Why aren’t players able to earn/buy single weapons and perks to combine them as their own custom loadout? I understand that the devs need to make money but this is just so cumbersome… A real Limbo menu would be awesome :wink:

  3. Balance
    I felt that the game is quite balanced (I’m not a pro gamer though), but today I played against 7 opponents where 5 of them were bushwackers. Was not fun at all. Maybe it’s just me but that felt pretty overpowered. Leads me to the assumption that this could be te reason for his ridiculous price tag. Is this the introduction of P2W?

  4. Constant back to desktop and critical errors.
    How can we report them so that they are useful for the devs?


(strawberryJacket) #2

I can agree with each point aside from nr3.

For me bushwhacker feels weak but your problem probably had to do with the fact that there were too many of the turrets. It gets pretty derpy with most mercs (even ignoring aura and fragger), and i think that there should be something to keep people away from mercs stacking (say, longer cooldown on abilities when there are more then 2 of the same merc).
Fragger do seem like a pay2win scheme tho, unless they plan on making every “new” merc cost 50k, which would be a bit insane but i wouldnt be suprised =/


(avidOverture) #3

Without repair specialist defeat is inevitable. It’s P2W at current state.


(Humbug) #4

you can unlock proxi after 2-3hours of gameplay… where is that p2w


(DadoPeja) #5

you can unlock proxi after 2-3hours of gameplay… where is that p2w[/quote]

How you can unlock proxy in 2-3 hours?


(Ardez1) #6

Levels 1-5 gives 24k credits just by leveling. 1800 credits worth of missions gets you to 25.8k(over 1 day, 2 days would get total 3.6k credits). You can do your daily missions over like 3-4 games which is less than an hour of time(max normal gam length 15 minutes, 30 for stopwatch, but you also need fewer games for stopwatch mission). If you return the next day you can do your mission again over an hour.

That knocks 25.8k up to 27.6k. Do a third hour on day three to be at 29k. If you toss in the match rewards for playing you are over 30k, which is the cost of proxy. You will even just get there on day one if you play 4-5 hours of matches. The key is don’t buy cases.


(DadoPeja) #7

You get 12k bonus on 2nd lvl only? or maybe even on 4th dont remeber but thats it u can get 1 merch in start if you know and save up if not u fucked up, and then what?


(DomMafia) #8

Like you said, you fucked up.


(DadoPeja) #9

Like you said, you fucked up.[/quote]

I bought Sawbonez at start i ain’t fucked up :stuck_out_tongue: Then i saved for Proxy :stuck_out_tongue: and now idk 50k is far- but they said bushcraper is gona be in next rotation and maybe even sniper coz he wasn’t yet…


(DadoPeja) #10

Like you said, you fucked up.[/quote]
@dommafia
I bought Sawbonez at start i ain’t fucked up :stuck_out_tongue: Then i saved for Proxy :stuck_out_tongue: and now idk 50k is far- but they said bushcraper is gona be in next rotation and maybe even sniper coz he wasn’t yet…[/quote]


(Rip-Off) #11

I still think that all the waiting and delays is the worst drawback of DB.


(Amerika) #12

Bushwacker is in a good spot. Proxy is still a better choice in competitive play due to her speed and evasion along with area denial and powerful weapon choices (shotgun and smg setups are good). Bushwacker simply has better kill potential on pubs due to his turret being pretty good with proper placement and setups and the KEK being quite good. He’s not a terrible choice in competition, far from it. But I think Proxy’s played with an evasion/shoot from the back/area denial and ability to get somewhere quick is potentially better.

Basically, Bushwacker isn’t P2W from my perspective. And as far as an engineer not being in the rotation…well, that does suck. What I’d like to see to address this issue in the future from SD is to announce future rotations WELL in advance so that players can prepare. If you know a month ahead of time that you won’t have access to an engineer without building up the credits or buying it then you have a full month to unlock them. That will alleviate most of the issues I think.


(FrankUnderwood) #13

@Amerika Or just try and keep credits banked so its not as massive a drain. Easier said than done now, especially with wanting to test the card system, but thinking more ‘end game’. I still think the earn rate needs some upping, which would augment the sticker shock some.


(Amerika) #14

I’d like them to break away from the loadout cards being tied to Mercs costs entirely. I’d rather them be RNG like they are but much much easier to get and fun when you do. So you’d get the more often and it would be like a freebie that scratches that gambling itch and detaches pay2win from the game.

Then monetize other assets like outfits and skins etc. Because right now you have to pay for a Merc with credits or money and you then immediately have to dump more credits or money into them to get the different guns and augments. They could make the cards tradeable on the Steam market but easier to get in game which would supplement their income. They could sell us sweet skins and stuff that doesn’t affect gameplay to further supplement income. And they could sell us new mercs from time to time (which wouldn’t be so hard to get freely since you won’t be paying for cards) that would be more income.

You have to look at it realistically from a business perspective to keep the game alive and moving forward without upsetting players (as much as possible). Monetizing in this way would make the game more fun for everyone while also, hopefully, producing enough funding for the game to keep going.

Merc prices are too high though. Fighting game characters costs much less in most cases and they require A LOT more effort.

I know this is all armchair quarterback economics but other companies have done it so I don’t see why SD couldn’t.


(Pogo) #15

I think going from an active game to the Lobby to another game should take less time. Letting players see medals and the scoreboard from the Lobby would shave off so much time and keep people interested in playing.