I’d like to see weapons altered next before more movement changes. I don’t mind the movement too much at the moment, though still needs work. These proposes changed won’t change anything if the weapons remain the same I feel.
Next Movement Test Patch
I’d say the true skill is when someone can press the A and D keys in a more random pattern
In that case SD should’ve stuck to developing a very simple flash game.
It IS ‘a’ skill, sure. I just don’t understand why people covet it so much. Out of all the skillsets you can manifest in a complex multiplayer shooter so many people here seem to bank on this particular button/aim combo.
It’s old, it’s tired and it’s trivial.
Agreed. Movement could be better, but the shooting needs some addressing first. DB shoots like an ET/CoD hybrid at the mo.
[QUOTE=tokamak;415883]In that case SD should’ve stuck to developing a very simple flash game.
It IS ‘a’ skill, sure. I just don’t understand why people covet it so much. Out of all the skillsets you can manifest in a complex multiplayer shooter so many people here seem to bank on this particular button/aim combo.
It’s old, it’s tired and it’s trivial.[/QUOTE]
I’m not surprised you totally ignored everything else I wrote in my post that, in its entirety, totally validates my point.
I think I’m starting to figure you out, Tok.
[QUOTE=tokamak;415883]
It’s old, it’s tired and it’s trivial.[/QUOTE]
Or maybe it’s just more than you can handle. These games are run and gun, and they flourish from their fast paced atmosphere and freedom of movement. I can’t seem to find this in most other games that already exist or that are overproduced. You claim to be a fan of ET, yet your demands have nothing to do with it. You can keep saying it’s all a bunch of “tap dancing reflex aiming with no thinking or team work”, but then it’s apparent that you’ve not been playing the same game as the rest of us. I really don’t think one seriously confused person is enough to derail an entire genre anyhow.
[QUOTE=tokamak;415883]In that case SD should’ve stuck to developing a very simple flash game.
It IS ‘a’ skill, sure. I just don’t understand why people covet it so much. Out of all the skillsets you can manifest in a complex multiplayer shooter so many people here seem to bank on this particular button/aim combo.
It’s old, it’s tired and it’s trivial.[/QUOTE]
Didn’t you admit yourself that you’re not the best shooter or offensive player? Maybe you should indulge this talk rather than talking down about it and you may improve… or you can be happy being an ignorant and a mediocre player, in that case i don’t see why you’re providing input for something you don’t understand and don’t want to understand. I think you think it’s old and trivial because you simply can’t grasp it, you’ve shown this level of disdain before for things you don’t understand and just write it off as unnecessary which is a completely narrow-minded view.
Yeah, be good to try out these ideas later on, would just prefer small incremental changes in each area just to make sure we know what effect these changes are having, making complete overhaul in one go may lead to problems and we might not know what caused them as too much changed.
My point is that I think the movement needs to be addressed BEFORE decisions are made that are hard to revert back from. It seems like a waist to have artist doing “art passes” on maps that would no longer work if the movement changed and was made fun.
The movement is so far from SD’s past titles it makes the pace and feel of DB seem WAY off. I think we need to immediately get back to at least ETQW style movement before the hole is dug too deep.
[QUOTE=BMXer;415909]My point is that I think the movement needs to be addressed BEFORE decisions are made that are hard to revert back from. It seems like a waist to have artist doing “art passes” on maps that would no longer work if the movement changed and was made fun.
The movement is so far from SD’s past titles it makes the pace and feel of DB seem WAY off. I think we need to immediately get back to at least ETQW style movement before the hole is dug too deep.[/QUOTE]
Some people need to realize that ETQW and W:ET boats have sailed, DB is a new title and while it’s ok to compare them asking for a complete replica isn’t. DB is it’s own game.
I doubt movement will change to the point where maps get thrown out… tweaked maybe, but you may as well let the level artists create stuff that they can always take out and use elsewhere while other things are happening.
At the very least art passes are not slowing down other development and you may as well get those lazy artists doing something or else they’ll lay about being drunk and lecherous all day. 
True.
Still, there are a lot of concerns on movement, so something in relation to ET:QW’s movement could do the trick.
Strafe jumping and the likes isn’t what I’d want for DB, but more reaction time to proper engage in a firefight, so to speak.
I think we are ignoring the MAIN reason for having better movement and dancing mechanic. It will address the biggest problem with the game at the moment of feeling like if you just came out of a firefight, you are dead on the next one even if you are more skilled than the next guy you face. In ETQW as an engi, for example, you knew you still had a fighting chance even if you took damage as you headed for the objective. As long as you had better tracking and better maneuvers.
I totally disagree with toka’s “might as well make a flash game” regarding the “just press a+d” comment. We could make the same argument at the moment saying that if you just had a firefight you might as well /kill before proceeding forward as you are dead anyway as soon as you face the next person. Even if that next person isn’t at you skill level.
There are games that are well suited for small skill gaps, I don’t think this is one. Most of us played SD games because we know what to expect from them, fun fast movement and a game that let’s you constantly get better and reward you for doing so. If SD is looking for a new audience, fine but there are some fundamental things that made their games fun that I don’t think we should move away from. I’m tired of “tactical” shooters and there are enough out there to satisfy those people’s needs. Let’s get back to some f’ing fun, frantic games that reward you for getting better at it. That is all.
If that’s the case, then I’m wasting my time here. DB having it’s own identity and trying new things is all good, but it’s the core gameplay from these older games that’s the draw and why I think most people are here. And why borrow so much from ET and not the most important parts? Strip away the classes and objectives and ET is still feels great. I don’t want to be overly negative because SD have been very cool given and everyone uber christmas presents, but I wouldn’t play DB if the finished gameplay stayed similar to how it is now. That’s just being honest.
There shouldn’t need to be a way to counter anything. Everything should cancel everything out. It should come down to who hits the 1st shot in the right place and who takes the wrong shot in the wrong place, imo. That’s when the game is truly balanced. I don’t want to have to balance campers with sprinters etc.
+1
Brink’s movement was painfully gimmicky and didn’t work well, so I hope that there is no sliding, wall jumping or anything like that…
[QUOTE=SinDonor;415841]I posted this suggestion about sprinting should cancel the reload animation:
YES! Sprinting SHOULD cancel out the reload animation!
I think that if the movement is changed, weapon balance will need to be re-altered most probably, so it’s best to get movement THEN weapon balance.
The problem is this; With the current movement, the game is more or less a replica of any shooter out there right now. It’s got the Battlefield / Call of Duty feel to it right now, and that’s not what us Splash Damage enthusiasts love Splash Damage for. We love them for their great games in the past (ET/ET:QW) and how THOSE games worked. If I wanted to play Battlefield or Call of Duty, I would, but I don’t. I want to play a game that feels great to move in and just as good to shoot people in.
If everything cancels everything, it is much like it.
I do agree with your point made. It will come down to prediction, aim and movement.
It doesn’t feel like ET/ETQW therefore it must be a clone of BF/COD!
Seriously though, funny how both examples are often cited together despite being different from each other, ET and ET:QW were vastly different and so were the BF and COD games I’ve played, albeit not recent ones.