My suggestions for making Dirty Bomb a good tournament game


(Ashog) #81

ETQW. That is all.


(warbie) #82

Ah. I didn’t play that enough to pass fair judgement. I did try - after years of RTCW and ET it was the logical step, I just couldn’t get on with the feel of the engine and the vehicles.


(INF3RN0) #83

Vehicles weren’t that favorable for a lot of folks that liked the game either, but they did a good job with them overall to be quite honest. Plenty of infantry only objectives and maps, which occupied a big part of the curve.


(BMXer) #84

Give Quake Live a try sometime. Its free! But seriously, if you have kept up with competitive quake over the past 10+ years, its pretty staggering to see how high the skill ceiling can go in a FPS game!


(CSofoDaMofo) #85

I hear what your saying, but i enjoyed brink. The idea had me very pumped, but they went about it the wrong way. I am hoping this takes some good elements from it but leaves the rest behind. The freedom of movement was a great idea.

All i am looking for is a game that gives you the same magic competitave feeling that some fps do. I gave counterstrike probably 10-15 years of my life.

It was balanced. If you get hit in the head you die. Thats it. if you aim your pistol better than a person with a rifle it doesnt matter.

Weapons had spray patterns that it took skill to master.

The maps had many different routes and required tactical placement and movement to get through.

The ceiling on cs was up to the player. Your own skill limits what you do. nothing else.

Every now and then you get those good gun fights and exchanges with people that are so close and competitave.

Im not a huge fan of iron sights in shooters. Sure, its more realistic…but it adds another barrier between the player and raw reaction time. It takes away from the whole moving and shooting feel. It just doesnt happen the same when you are constantly toggling iron sights.

I think most people that would read this could agree with all of those good attributes and even add a few.

That is what i am looking for.


(Hundopercent) #86

I think we’re all hoping for that. I just question if SD can deliver it. As it stands it’s just an alpha and a lot can change so I’m trying to remain positive.


(biggyyyb) #87

The main problem with Brink and even ETQW (early on) were mostly engine related (IDTech4). Brink was an extremely poor implementation of the IDTech4 engine (so much so that ETQW legacy cvars were still visible).

It was the community that eventually made ETQW a playable game competitively. No anyone else. You can thank the ETQW:pro team for all their hard work in fixing and optimizing the IDTech4 engine for that. Sadly no one referred to their work with Brink/Wolf2 and it showed with way too many problems on and after release that could easily have been avoided.

(Apologies to anyone that reads this that may have worked on the IDTech4 engine. I appreciate the effort but it was not very good when stood side-by-side other engines of the period or even before i.e. Q3).

Sadly this is a common theme I have seen in many new games being released. The choice to re-use large parts engine code without learning from the positive work of the community is a really big problem for me. How after all this time and prior experience do teams keep making the same mistakes as their predecessors and not draw on the positive work from their communities?

There is enough information out there to build a game suitable for the masses (both competitive and otherwise). Existing games can be referenced/viewed to understand what ideas have worked vs not worked. Ideas that did not work should never be retried, you should only ever look to test 100% new ideas or significant innovations of old ideas.

What you should not do is try to replicate other game models as it is like trying to replicate Apple vs Android/Google (CoD vs Battlefield). The two are mutually exclusive in terms of success because they are an established brand, not because one is particularly any good. People view new titles with as much skepticism as new mobile phone manufacturers until said new brand can build enough market presence and reputation for people to start switching over.

So in summary what BMXer said, what everyone is hoping for is a little bit of the best from all the games we have come to love over the years. Games that in essence, are basically all the same.

Fast paced, objective based and team-play focused first person shooters. That is the established brand everyone here is after.


(scre4m.) #88

the thing that makes me most afraid that this game might fail, is the performance.

If the game will be released with as many technical issues like brink and be poorly optimzed, it will terribly fail on the f2p market.
F2P needs to be playable on almost any system. So a middle class system should run this game easily on high framrates. If performance will be bad the game will simply fail.


(Volcano) #89

yeaaaaah because the performance we have now will be the same as when its released


(Kl3ppy) #90

[QUOTE=scre4m.;432513]the thing that makes me most afraid that this game might fail, is the performance.

If the game will be released with as many technical issues like brink and be poorly optimzed, it will terribly fail on the f2p market.
[/QUOTE]

You are right, but keep in mind that DB is in alpha state and tbh I believe the game will get into beta in abou 4-6 months and might get released in about 7-9 months. Its just my opinion but I think there will be enough time to optimize the performance. Most of the other UT Engine games have a decent performance, some games run even on the xbox :wink:


(Volcano) #91

Well apart from RO2 on release that game ran like dog ****


(scre4m.) #92

I know. and I did not mean it will fail because SD wont get the game running fine.
It is just a worry I have since there were a lot of performance issues in the latest SD-games.

It is pre-alpha and as Anti said, there was almost no optimization done yet. Plus Unreal 3 engine seems to be the most optimzed current engine. So one cant say what the game will look like in half a year.


(Maca) #93

QFT, this is the place DB should try to fill, as no one else is filling that atm. And as said, an F2P title can take differentiate from mainstream in it’s game mechanics if it’s unique enough. Which is why all the current hickups in movement are quite baffling.


(Anti) #94

There may well be good reason, the last few attempts to fill that space haven’t done so well in the grand scheme of things.


(tokamak) #95

I blame external factors for QW though.


(warbie) #96

I can’t think of many recent attempts fullstop.


(Anti) #97

I was thinking the likes of Tribes Ascend, UT3 and Quake Live, and to a lesser extent how the early versions of things like Firefall and Shootmania have been received. Not to say any of them have done badly, in fact I actually pretty much like all of them :slight_smile:

They’ve just not had the sort of player numbers you see in the CoDs, CSGO and Battlefields.


(Loffy) #98

ahhh… nice


(INF3RN0) #99

[QUOTE=Anti;432664]I was thinking the likes of Tribes Ascend, UT3 and Quake Live, and to a lesser extent how the early versions of things like Firefall and Shootmania have been received. Not to say any of them have done badly, in fact I actually pretty much like all of them :slight_smile:

They’ve just not had the sort of player numbers you see in the CoDs, CSGO and Battlefields.[/QUOTE]

Some good examples that have had big money thrown at them for competitive tournaments, and that haven’t really resulted in the games becoming insanely popular.


(biggyyyb) #100

[QUOTE=Anti;432664]I was thinking the likes of Tribes Ascend, UT3 and Quake Live, and to a lesser extent how the early versions of things like Firefall and Shootmania have been received. Not to say any of them have done badly, in fact I actually pretty much like all of them :slight_smile:

They’ve just not had the sort of player numbers you see in the CoDs, CSGO and Battlefields.[/QUOTE]

All the competitive community needs is the tools to be able to configure (server and client side) the game to suit competition as it evolves. This is how Quake, RTCW, Enemy Territory etc. evolved into solid competitive games.

True that they were never as big as CS, CoD or Battlefield but that will always be the case as long as the respective franchises keep pumping out “sequels” on an annual basis.