Bring it on I am ready
http://www.twitch.tv/spookify4/profile
I dont think I am breaking any rules here…
Also check out my videos
Some of my best shots were while streaming… You can also see I handle the BF3 Snipers like DB sniper…
Bring it on I am ready
http://www.twitch.tv/spookify4/profile
I dont think I am breaking any rules here…
Also check out my videos
Some of my best shots were while streaming… You can also see I handle the BF3 Snipers like DB sniper…
You are going to need a way bigger sign (possibly even more signs) saying that it’s not finished.
I’d be happy for the NDA to be lifted fairly soon. The hype has certainly dropped and the public eye needs as much as they can to work with. Visually the game is nice. While we all feel the frustrations of playing, you won’t get that from watching. Plus there is a massive watermark saying CLOSED BETA BUILD so if people really cannot understand that this is still a work in progress, good riddance because I am sick of tards playing good games.
I’d be interested to know what constitutes a “retention update”?
I would suggest most of the players that have left have done so because of fundamental aspects of the game, short spawns, bad maps, long objective completion times and class-less objectives leading to a lemming-rush / meat-grinder TDM experience, etc.
Unless you’re going to address these basic mechanics how do you think you’re going to retain players?
Adding more “stuff” will bring some people back for a look, giving out more keys will see an initial turnover of players, but it’ll be dead servers again once people are bored of TDM’ing what’s supposed to be an objective game.
[QUOTE=Kendle;513830]I’d be interested to know what constitutes a “retention update”?
I would suggest most of the players that have left have done so because of fundamental aspects of the game, short spawns, bad maps, long objective completion times and class-less objectives leading to a lemming-rush / meat-grinder TDM experience, etc.
Unless you’re going to address these basic mechanics how do you think you’re going to retain players?
Adding more “stuff” will bring some people back for a look, giving out more keys will see an initial turnover of players, but it’ll be dead servers again once people are bored of TDM’ing what’s supposed to be an objective game.[/QUOTE]
when SD add stuff, they should think ‘will this bring ppl to the game after a month? after 2 monthes etc?’
i mean any new stuff is interesting for some time, because it is…you know…new
but only realy deep things will hook players. like good interesting maps and good objectives.
It does make me laugh when things get dumbed down and yet apparently the learning curve is still massive, but “you guys” don’t see it because you’re used to it.
I don’t buy it that PC gamers are stupid, need their hand holding, mechanics oversimplifying and supercasualification taking over, because then it just makes for a boring generic game with no depth or enjoyment.
Just been on my PC for the first time to catch up with this stuff. Absolutely laughable 
[QUOTE=Kendle;513830]I’d be interested to know what constitutes a “retention update”?
I would suggest most of the players that have left have done so because of fundamental aspects of the game, short spawns, bad maps, long objective completion times and class-less objectives leading to a lemming-rush / meat-grinder TDM experience, etc.
Unless you’re going to address these basic mechanics how do you think you’re going to retain players?
Adding more “stuff” will bring some people back for a look, giving out more keys will see an initial turnover of players, but it’ll be dead servers again once people are bored of TDM’ing what’s supposed to be an objective game.[/QUOTE]
Hire this guy!
What he says is so true.
[QUOTE=Kendle;513830]I’d be interested to know what constitutes a “retention update”?
I would suggest most of the players that have left have done so because of fundamental aspects of the game, short spawns, bad maps, long objective completion times and class-less objectives leading to a lemming-rush / meat-grinder TDM experience, etc.
Unless you’re going to address these basic mechanics how do you think you’re going to retain players?
Adding more “stuff” will bring some people back for a look, giving out more keys will see an initial turnover of players, but it’ll be dead servers again once people are bored of TDM’ing what’s supposed to be an objective game.[/QUOTE]
Outside of the core session we’ve had very little to help retain players in DB, we’ve not been setting them any goals or giving them things to achieve. When we talk about retention mechanics we mean things like types of unlocks, achievements, ranked play, ladders etc.
We agree with you that the core session is the primary driver of retention, so we are still looking at a lot of the things you mentioned as you’ll see during the next patch, but it’s not an and/or situation, we can and will look at both.
[QUOTE=Anti;513944]Outside of the core session we’ve had very little to help retain players in DB, we’ve not been setting them any goals or giving them things to achieve. When we talk about retention mechanics we mean things like types of unlocks, achievements, ranked play, ladders etc.
We agree with you that the core session is the primary driver of retention, so we are still looking at a lot of the things you mentioned as you’ll see during the next patch, but it’s not an and/or situation, we can and will look at both.[/QUOTE]
lol i don’t think you need things like that to play a game over a long time… But ok, just blame it to that if u guys feel better…
No all players are like you, playing only for KD and e-fame. Not all players are like Kendle, wanting something like RTCW/ET. Not all players are like me, wanting a Tribes 3 
If we make a game that is built for a single small niche it’s never likely to grow beyond that, that’s why we need to support at least a range of players. Even if that audience was just players that like competitive play we’d still want to try and support the casual comp players (Ranked Mode) as well as the more hardcore ones (Clan and Tournament players), because if you don’t support a ‘grass roots’ level of players then you have nobody to graduate to the higher level.
There are some good examples of recent FPS games out there that set too narrow a target and missed as a result.
[QUOTE=Anti;513946]No all players are like you, playing only for KD and e-fame. Not all players are like Kendle, wanting something like RTCW/ET. Not all players are like me, wanting a Tribes 3 
If we make a game that is built for a single small niche it’s never likely to grow beyond that, that’s why we need to support at least a range of players. Even if that audience was just players that like competitive play we’d still want to try and support the casual comp players (Ranked Mode) as well as the more hardcore ones (Clan and Tournament players), because if you don’t support a ‘grass roots’ level of players then you have nobody to graduate to the higher level.
There are some good examples of recent FPS games out there that set too narrow a target and missed as a result.[/QUOTE]
jeah haha XD But now you have 0 Audience. Not hardcore gamers, no competitive, no casual, no farmer, no nothing!!!
[QUOTE=Anti;513944]Outside of the core session we’ve had very little to help retain players in DB, we’ve not been setting them any goals or giving them things to achieve. When we talk about retention mechanics we mean things like types of unlocks, achievements, ranked play, ladders etc.
We agree with you that the core session is the primary driver of retention, so we are still looking at a lot of the things you mentioned as you’ll see during the next patch, but it’s not an and/or situation, we can and will look at both.[/QUOTE]
Personally one thing that keeps me coming back is being able to visually see that I’m either maintaining or improving my ability to play the game, i.e. not getting worse. For the most part global stats help towards this, but they have some drawbacks, namely that they work well in the beginning, but after some time each individual game makes and unnoticeable difference, also you can’t take a break from the game for a few weeks because when you come back and play bad your stats are ruined for life.
What I’d really like to see alongside the in-game total global stats is a second tab for last 20 games stats (exact number to be determined) so I can see recently and relatively how I’m doing, and also a way to earn global account stats reset, through some sort of prestige system perhaps.
[QUOTE=Mustang;513949]Personally one thing that keeps me coming back is knowing that I’m either maintaining or improving my ability to play the game, i.e. not getting worse. For the most part global stats help towards this, but they had some drawbacks, namely that they work well in the beginning, but after some time each individual game makes and unnoticeable difference, also it means you can’t take a break from the game for a few weeks because when you come back and play bad your stats are ruined for life.
What I’d really like to see alongside the in-game total global stats is a second tab for last 20 games stats (exact number to be determined) and a way to earn account stats reset, through some sort of prestige system perhaps.[/QUOTE]
Stats aren’t something we’re likely to update in the short term, but we are also big fans of ‘form’ based stats rather than endless running totals 
[QUOTE=Mustang;513949]Personally one thing that keeps me coming back is being able to visually see that I’m either maintaining or improving my ability to play the game, i.e. not getting worse. For the most part global stats help towards this, but they have some drawbacks, namely that they work well in the beginning, but after some time each individual game makes and unnoticeable difference, also you can’t take a break from the game for a few weeks because when you come back and play bad your stats are ruined for life.
What I’d really like to see alongside the in-game total global stats is a second tab for last 20 games stats (exact number to be determined) and a way to earn account stats reset, through some sort of prestige system perhaps.[/QUOTE]
ELO system is very quick in response.
if you started to play better - lets say, you bought a new PC< a new mouse, and a new 144Hz Monitor - you rating will go up during couple of weeks, or even faster.
+1 on “last 20 matches stats”
Heck, even with a free for all registration and an inexistent nda enforcement, those forums don’t exactly thrive with activity & life.
Would be awesome to view your monthly stats, as neat graphs; to see if your k/d is going up/down slowly, are you better at helping your team win, etc.
Will there be a decay or does the percentage be based on a total that keeps accumulating?
I don’t want RTCW or ET. I stopped playing RTCW in 2003 when ET was released, and stopped playing ET in 2005 back when it was as active as it ever was, through choice (I loaded up DOD:S one day when I was bored, because it came free with Half-Life 2, and got hooked).
What I don’t want is mindless TDM, especially when the game pretends not to be mindless TDM by having things like objectives to complete. If a game is supposed to be a team-based objective game then it should be a team-based objective game. With it’s current spawn system, maps, and class-less objectives, DB isn’t a team-based objective game.