Painful Reality


(Hundopercent) #1

This goes out to both the alpha players and SD.

SD I believe the direction you are taking the game right now is the best course for the game to succeed. Focusing more on characters vs classes will make the game more attractive to a much broader audience. In addition, it will also separate it as an FPS compared to other FPS’s. In essence, the focus on characters is what will make the game unique and make it its own.

I think your biggest task will be achieving the perfect marriage between FPS and MOBA (more on this later.)

Currently, there are noticeable flaws with your current product. Some you are aware of others you may not be.

First and foremost, your largest flaw is your map design. I believe this is a consistent problem you have had across multiple games. At some point you need to address your level designers and tell them that the maps they are making are not working. Camden is your best map, don’t take that as it’s phenomenal, because it’s not by any means. It’s just the most playable, but even the ending of that map is lackluster. You have a fetish for putting objectives out in the open with minimal to no cover, then having defense spawn directly on top or in front of the objective making it near impossible to complete. Though classless objectives are somewhat of a band-aid to this, that’s like putting a cherry on a piece of **** and telling me it’s a sundae. Fix the root of the problem.

Here is a post I made on Brink repeating almost the exact same thing I am stating here.

http://forums.warchest.com/showthread.php/25784-Competitive-Issues-amp-Discussion/page2?highlight=strychzilla

[QUOTE=strychzilla;308539]Discussion Topics

1. Defensive Favored
There is the very true feeling that most of the maps are defensively favored. So far, the suggested solutions are:

Like you stated, spawn timers are a serious issue at the moment. By the time you clear the defense out they’re already running back in buffed and nades primed.

Gibbing should take 4 - 5 bullets tops. Currently, it takes anywhere from 15-30 bullets (far too many imo) to kill someone and another 10 to gib. You either die trying to gib or have to reload and by then they are being revived while you’re under fire.

The choke points are brutal, getting passed the bridge stage on Resort is almost impossible since it’s out in the open right outside where the defense spawns. Since snipers are almost useless, trying to pick them off on that ledge is quite a task.[/quote]

If you need some ideas on where to go take a look at some of the RtCW maps. Assault, the objective was right next to the defense spawn, but they spawned on a low level and you could plant on the opposite side of where they spawn. This made it so you could plant once the enemy team was wiped, then you could properly defend the plant. Ice, again, defense spawns right next to the objective, but yet again they spawn under it not on top of it. Base, and again, defense spawns close to the objective, yet they spawn under it. This is all for a reason, it’s so that once the offense wipes out the defense they can plant and defend; not get wiped out in 5 seconds from defense spawning on top of them and shooting them in the face while they’re trying to complete the objective.

In addition to the map flaws your current spawning system, which you stated will be addressed, is not helping the situation either. Having the opposing team come in pulses is infuriating to experience. There have been numerous times where I killed someone and then died to them shooting me in the back while I was completing the objective all within a matter of 10 - 15 seconds. My fear with your approach to balancing these maps is that you’re balancing them without a proper system in place. How can you balance a map when you don’t even have the spawn system correctly implemented? How is your echo data accurate? It isn’t. You can’t say it is because you know the spawn system isn’t working. Yet you’re moving objectives around and spawn locations etc. to accommodate the current flawed system. Fix it.

Being the current architect for our SCCM environment I can tell you I have made some poor decisions and have learned more of what not to do vs what to do. My advice here would be to write it out, even if it’s on paper, what you want and how you want things to play out, then design it. Right now it feels like you’re just designing with no direction, no architecting. That is, imo, a terrible approach. Reduce your scope (all this progression stuff you have planned.) Get back to the basics (fix the core before adding more, should be your office motto.)

I feel once the 2 above flaws have been addressed we will see a much more steady flow to the game and feel the objectives with their purpose and not just a zombie wave of players coming every other second.

The next major flaw that needs to be addressed is your overall combat system. I will break this up into sections to make it easier to comprehend.

Models/Hitboxes: Models are small and skinny. This isn’t really a big deal, but your hitboxes are. They are tightly wrapped around the model so tight, that I can shoot someones hand and it will be a miss (tested), I can have half of my crosshair on a model and it will miss (tested). For me, that’s too tight. Some people call it modern, I call it obnoxious. Increasing the model size does not seem like a reasonable resolution. Slightly, inflating the hitboxes though does.

Movement: Strafing needs a slight increase in speed. Sprint canceling for reloading, nade cooking, and specials needs to be removed. I was going to say over all the movement needs to be increased but after thinking about it, I feel removing the sprint cancels will be a better resolution and give the game a much more fluid feel. Whether you are against it or not, I think we should be given the opportunity to test it. Your movement and combat is chunky. There is no rhythm or flow just stop go stop go stop go. Can we get a yellow light please?

Weapons: You guys will work on this later but as you are aware a lot of the guns feel like they have no punch. No wow factor to them. Just blah. More often then not, I feel grabbing sand and throwing it at the enemy would be more effective than using the original medic SMG. The desert eagle feels and shoots nice, the revolver is the same, the new Lt primary feels pretty good too. Even the new engie shotgun feels and sounds nice, though if you miss it’s gg.

The marriage:

You need to take the best elements from A (FPS) and make them fornicate with the best elements of B (MOBA).

Your first mistake here was saying that this game was anything like xxx game. Essentially, you are setting an expectation that you may not be able to meet, at least not to everyone. Everyone has a different reason as to why WET was awesome. The damage is done so whatever, at least you can make an awesome game right?

What are the best elements in an FPS? That’s subjective because what is awesome to 1 person may not be to another. That’s what Anti would say. I agree to an extent but the one thing I believe most can agree on is memorable maps and fluid combat. RtCW, CoD 1 + 4, CS, TF were all extremely successful because of those above qualities. The core of those games are rock ****en solid and you can’t deny that no matter what game you came from.

To reiterate, you need to seriously put a lot of attention and time into making the most fluid gameplay experience ever. Followed closely you need to put a lot of work into your maps and I’m not talking about cranes and hamsters running around the map.

What are the best elements in a MOBA? For most I believe the characters are the most memorable thing. I can mention Teemo and immediately anyone who has played League knows exactly who I am talking about. It’s the little asshole that runs around dropping shrooms every where. Right now, DB’s characters are not unique enough at all. The biggest difference is Conker vs Nader and that’s only because they have drastically different primaries.

This is where I might lose comp players but I’m starting to feel in order for you to succeed with DB and the direction of an FPS MOBA you need to make some crazy loadouts to add flavor. How about a soldier with a Riot Shield + Pistol as his special. He would be used to break through a choke. He would be the more of a tank style soldier and have slightly slower movement but some beefed up HP with weaker weapons. Support only medic with no offensive capabilities, engineer with effective deployable cover (no turret), melee based spec ops, etc. Basically, give a reason for someone to want to purchase another load out. The benefits in doing this, especially with a classess objective system is that elevated levels of strategy can be applied for the competitive crowd. Example: “Well it’s this map, with this choke/objective, we need someone to run this character who excels in this scenario.” It would almost play out like a MOBA.

This is an idea that I thought about while typing this up:

Primary objectives are classess (repair tank, blow up wall, etc.) make secondary class restricted objectives that give noticeable benefits to the team. I.E. engineer can repair a command post that has a forward spawn for attackers/defenders. This will give reason to run a certain class, even if it’s for a temporary time.

That’s all that I have for you right now SD. Good thing it wasn’t a lot. :slight_smile:

To the players, I think you guys are zooming in too much and not zooming out to see the big picture. I know I’ve been negative or what I like to call over passionate but you guys are starting to just shoot **** down without thinking about how it could play out. I don’t think it’s entirely your fault because of the false impression delivered by SD on the “Magic of ET” statement or whatever but I’ve changed my perspective on what this game should be, to what it could be. To us RtCW and WET were the best games of all time…again that’s to us. SD needs to make the best game of all time to a new generation (look at Smite’s success.)

Basically, if we steer them towards RtCW/W:ET 2 you will have a population of 3 - 5K players and pretty much no competitive support because who wants to host a tournament for a game that has no following? It’s time to embrace change, even if you quit and never come back because it isn’t RtCW/WET 2, if it’s successful for what it is, a new comp scene will be formed and you will be replaced. That’s the truth whether you choose to accept it or not.

I think this game has extreme potential if we let SD go a little out of the box and not try and scare them to making a sequel to a dead/dying game just to relive our younger years.

Edit: Cleaned up some stuff.


(INF3RN0) #2

This is a very good post.

As to losing interest with comp players (well specifically only the ones who played said games) after reading I surely hope not. I’ve played all sorts of different games that were skillful and challenging, and I hope to help provide ideas towards shaping the unique parts of DB into something that I can appreciate whether it’s new or old.


(jRAD) #3

What he said.
There are some very resonant thoughts in there.


(Kendle) #4

Truly excellent post, I’d quote the best bits and reiterate my thoughts but then I’d be quoting the whole damn thing! :smiley:


(DarkangelUK) #5

Very nice post, the part that gets 2 thumbs up from me the most is the map design… this has been a constant sticking point for me.


(MrFunkyFunk) #6

Nice post.

The problem is that SD went for a very weak approach with characters in the first place.
The whole theme of the game is too wise, they imposed upon them invisible walls and locked themselves in a bland & clean realistic universe.
Even Brink with all its flaws had a richer universe and possibilities than DB.

They didn’t go all out on abilities or characters personnalities and sticked to generic/proven soldier types & weapons.
We have characters with the charisma of a potato sack. Nothing as memorable as all those MOBA given as examples.
Had it been the case, I would have rooted for the characters instead of just seeing and playing them for the weapon they wield.


(Seiniyta) #7

Really well thought out post. I agree with most of it except nade cooking. Leave nade cooking in :stuck_out_tongue:

Now, that aside. Some of the followup comments make some fair points that need to be addressed and still can addressed.

[QUOTE=MrFunkyFunk;462765]Nice post.

The problem is that SD went for a very weak approach with characters in the first place.
The whole theme of the game is too wise, they imposed upon them invisible walls and locked themselves in a bland & clean realistic universe.
Even Brink with all its flaws had a richer universe and possibilities than DB.

They didn’t go all out on abilities or characters personnalities and sticked to generic/proven soldier types & weapons.
We have characters with the charisma of a potato sack. Nothing as memorable as all those MOBA given as examples.
Had it been the case, I would have rooted for the characters instead of just seeing and playing them for the weapon they wield.[/QUOTE]

At first glance yes the world is a bit too realistic for my tastes. However there are elements where SD can go further into as they create more levels. I noticed some stylistic choices with colours (white and yellow in particular) and a lot of white curvy surfaces/structures that I also reconize from Brink. Now it’s definitly too generic but they can gradually increase the more sci-fi bits until you get to levels that resemble container city in visual design.

I know that SD used the setting of London because it’s really close to their office but I feel artistically they can go so much crazier with it whilst making it still fit the game.


(Smooth) #8

Excellent post! I think you highlight some the core issues we have and are working to address.


(stealth6) #9

On the hitboxes being too small:
Is it the hitboxes or the spread?

On marriage of MOBA & FPS:
Is it the idea that we pick a character for the whole match or can we switch during the match? In the first case I think it’s going to be some pretty boring / annoying gameplay. In the latter I don’t see the connection between MOBA & FPS at all :smiley: Just because you have characters instead of classes doesn’t instantly make it a moba.

On W:ET2 having a 3-5k players… baseless claims. Imo if SD actually put a good quality sequel out there it would be amazing. Reasons why:

  • W:ET still has supporters 10 years later… Even though it was riddled with bugs. (Yes I know it’s mainly thanks to the mods, that’s why I said a good quality sequel not one riddled with bugs :D)
  • 2 out of the 3 quotes on the DB homepage mention W:ET so it obviously still has some kind of attraction.
  • The amount of people on the forums that come from the W:ET scene.
  • W:ET has been on in the top 100 on multiple polls.

That doesn’t mean I’m not willing to adapt, everybody has been forced to adapt unless you want to keep playing the same game with the same graphics. I wonder though why do we have to adapt? I haven’t actually seen a single good argument why. The best I’ve see was that ET:QW was the sequel and it didn’t explode in popularity. (but I think that it wasn’t the same, it had vehicles)

Sometimes I just don’t understand you guys. One minute you’re referring to gameplay elements in W:ET like it was the bee’s knees, the next you’re throwing it under the bus: “a W:ET sequel would never work”.


(Ashog) #10

Good post indeed, but it mainly just reiterates all that we have been posting here thru all of these months in countless threads. Shame that it takes such a monumental post for SD to start paying attention to the issues (e.g. map design and spawn system).

I must say that I don’t agree on the small hitbox and low weapon punch issues raised here. The hitboxes have been recently decreased in size and I highly welcome it because it supports better aiming and tracking skill. The problem that has been discussed many times is that damage difference between bodyshots and headshots is utterly wrong. Decreasing finally the bodyshot damage should correct that.

The weapon punch power is in my opinion on the contrary too high and serves for instakills, short firefights and constant backrape and siderape, so that it doesn’t matter how good the damage recognition is - the player has no time to react to it anyways. No strafe sprint doesn’t help here too. Lowering the body damage will again correct this problem.


(Kl3ppy) #11

[QUOTE=Ashog;462789]I must say that I don’t agree on the small hitbox and low weapon punch issues raised here. The hitboxes have been recently decreased in size and I highly welcome it because it supports better aiming and tracking skill. The problem that has been discussed many times is that damage difference between bodyshots and headshots is utterly wrong. Decreasing finally the bodyshot damage should correct that.
[/QUOTE]

I think the same, I prefer the small hitboxes we have now. I also think that this patch is the best regarding gunplay so far. Finally I actually hit what I aim for!


(Seiniyta) #12

The increase in hitbox size he meant is only minimal. He gave a few examples of shooting someone’s hand but it not doing any damage etc. It would only be a very tiny correction.


(acQu) #13

Movement: Strafing needs a slight increase in speed. Sprint cancel for reload, nade cooking, and specials needs to be removed. I was going to say over all the movement needs to be increased but after thinking about it, I feel removing the sprint cancels will be a better resolution and give the game a much more fluid feel. Whether you are against it or not, I think we should be given the opportunity to test it. Your movement and combat is chunky. There is no rhythm or flow just stop go stop go stop go. Can I get a yellow light please?

Strafing speed is the same as backwards and forwards in almost all movement states.

It’s just sprinting that only increases forward speed.

This. It took me quite a while to figure that out; it was actually the sidewards sprinting i was missing so much and one of the main reasons why the movement felt so lame to me.

The result is: you have this sort of hybrid with long TTK and try to promote a twitch shooter, but at the same time your feet are cut and you are reduced to almost no abilities to actually do what the devs try to promote (if they actually promote a twitch shooter). Currently in DB it is like: oh “s…” there is an enemy, well now we already clashed, no way to use the movement system, so lets just point at the enemy and try to wiggle a bit side to side (doesn’t really have an effect) and whoever has the best aim wins. This way it looses way too much depth. There is almost no movement skill involved in firefights.

I hope i made that point understandable. I would rather have a CoD-like short TTK then, because infight firefights feel more rewarding that way. The way we have it now, every firefight is just exhausting since you are reduced to just aiming basically. No way, mostly, to avoid a confrontation once it has happend. Once a confrontation occured, it is almost 99% someone will die now.

The solution to me is allowing sidewards-sprint and having a better jump mechanism to escape firefights and move yourself into better positions, such that it is not always that a confrontation between two players automatically means one of them is going to die.


(Anti) #14

[QUOTE=Ashog;462789]Good post indeed, but it mainly just reiterates all that we have been posting here thru all of these months in countless threads. Shame that it takes such a monumental post for SD to start paying attention to the issues (e.g. map design and spawn system).
[/QUOTE]

We’ve been listening the whole time, some changes just take longer than others, and on some things we will disagree. Don’t make us re-release a build from last October to prove it, nobody wants to go back to massive spread and super-slow strafe to name but a few :wink: :smiley:


(Ashog) #15

Yes you are right!

But these were relatively smaller problems to fix, in comparison with the map design, spawns and model damage layouts :wink:

I’d like to see how you cope with thoses oneses :slight_smile:


(BomBaKlaK) #16

First and foremost, your largest flaw is your map design. I believe this is a consistent problem you have had across multiple games. At some point you need to address your level designers and tell them that the maps they are making are not working. Camden is your best map, don’t take that as it’s phenomenal, because it’s not by any means. It’s just the most playable, but even the ending of that map is lackluster. You have a fetish for putting objectives out in the open with minimal to no cover, then having defense spawn directly on top or in front of the objective making it near impossible to complete. Though classless objectives are somewhat of a band-aid to this, that’s like putting a cherry on a piece of **** and telling me it’s a sundae. Fix the root of the problem.

Yes map design is the biggest issue … like strich said even camden is just a bit better but that’s not a great map.


(Hundopercent) #17

[QUOTE=MrFunkyFunk;462765]Nice post.

The problem is that SD went for a very weak approach with characters in the first place.
The whole theme of the game is too wise, they imposed upon them invisible walls and locked themselves in a bland & clean realistic universe.
Even Brink with all its flaws had a richer universe and possibilities than DB.

They didn’t go all out on abilities or characters personalities and sticked to generic/proven soldier types & weapons.
We have characters with the charisma of a potato sack. Nothing as memorable as all those MOBA given as examples.
Had it been the case, I would have rooted for the characters instead of just seeing and playing them for the weapon they wield.[/QUOTE]

I agree, there is an invisible prison they created within this games universe. That doesn’t mean everything has to be bland though. Look at BBQ as an example. Wouldn’t he be a bit more attractive and unique if he had a flame thrower as a compliment to his pyro nade in addition, he would be in a fire proof suit allowing him to walk on his own flames and into enemy flames? His main purpose would be strong area denial. Would he be competitively viable? Not throughout an entire match, but not every loadout will be. As a comp player we have to be more open and accept this new approach. It will have loadouts we will not use in a match and we can’t criticize too hard for it. It will attract more players and more players = more competition and strategy. I remember pulsing a flamethrower into a choke point on mp_sub and mp_ice back when no one used the flame thrower.

Actually, it might even be good that the free loadouts are bland to encourage people to purchase the more unique loadouts.

[QUOTE=Seiniyta;462772]Really well thought out post. I agree with most of it except nade cooking. Leave nade cooking in :stuck_out_tongue:

Now, that aside. Some of the followup comments make some fair points that need to be addressed and still can addressed.

I know that SD used the setting of London because it’s really close to their office but I feel artistically they can go so much crazier with it whilst making it still fit the game.[/QUOTE]

When you cook a nade, it cancels your sprint. That’s what I would like to test being remove. I don’t mind cooked nades, it makes them more useful.

Second part - This is true.

[QUOTE=stealth6;462785]

On the hitboxes being too small. Is it the hitboxes or the spread?[/quote]

The hitboxes. The spread could be better, it’s not terrible (not like it used to be) but there are SS’s of the hitboxes around these forums and I’m pretty sure even in those screenshots the hands/guns aren’t covered. Also, every character has scoliosis making their head hunch forward making it extremely difficult to hit from behind when it should be easier. Also, they recently stated (2 months or so ago) that they reduced the headshot hitbox.

[QUOTE=stealth6;462785]On marriage of MOBA & FPS:

Is it the idea that we pick a character for the whole match or can we switch during the match? In the first case I think it’s going to be some pretty boring / annoying gameplay. In the latter I don’t see the connection between MOBA & FPS at all :smiley: Just because you have characters instead of classes doesn’t instantly make it a moba.[/quote]

Honestly, Jon (Fatal1ty) mentioned this a long time ago and I’m really starting to like the idea especially with the direction the game could go. Lets say you wanted to queue up your team for some 5 scrims for the night. You enter a queue and get matched vs 5 other players. You select the characters you plan on playing for that match (5) and that’s it. You can play those 5 for that map for that match. Now this is where things could change. With the classess approach are we still locked into the 1 sold, 1 med, 1 lt, 1 eng, and 1 sniper or can we pick whatever 5 characters we want?

How awesome would it be to get your 5 boys on vent, queue up for a match and just rage all night against random teams? CS:GO has a similar system and I think it’s pretty damn sweet and I loathe that game.

This is a bit farther out but their could also be a 1v1/2v2 queue for aim training and teamwork on aim maps etc.

[QUOTE=stealth6;462785][U]On W:ET2 having a 3-5k players… baseless claims. Imo if SD actually put a good quality sequel out there it would be amazing. Reasons why:

  • W:ET still has supporters 10 years later… Even though it was riddled with bugs. (Yes I know it’s mainly thanks to the mods, that’s why I said a good quality sequel not one riddled with bugs :D)[/U]
  • 2 out of the 3 quotes on the DB homepage mention W:ET so it obviously still has some kind of attraction.
  • The amount of people on the forums that come from the W:ET scene.
  • W:ET has been on in the top 100 on multiple polls.[/quote]

It’s not baseless, look at CS1.6 now look at W:ET. How many players are in W:ET during peak hours vs CS or TF2? I’m not saying their isn’t a community, I’m just saying it’s a very small one. If you make a game for that small community you will only keep that small community. Does that make more sense? The approach needs to be broad, new, and honestly being the 1st of a kind isn’t a bad thing at all. That’s prime time.

I haven’t seen a good argument as to why not. Other than, “the old way works, just do it that way so I can play the same game on a new engine.” That’s only going to attract a limited number of players. There are too many games out these days and a lot of them are the same. DB needs to stand out and set a standard. The SMART system needed tweaks, but it was a good system. Something I think SD did not even remotely capitalize on that other games somewhat have. This approach could be huge. The MOBA genre is massive, millions and millions of players.

I’m not throwing it under the bus at all. Keep in mind W:ET’s gameplay is near carbon copy of RtCW. RtCW to a lot of us, is the greatest game of all time. You put RtCW in front of a kid from today, he’ll look at you and ask if the game was developed in Israel? It’s a dated design that worked for us because it was new to us 12 years ago. Everything doesn’t need to be revamped but you can’t make the same game and expect ground shattering review with a massive population. Would people play it sure, would 50K - 100K players play it? I strongly doubt it.

This is true, but it’s easier to notice it all in 1 thread vs spread around multiple. I also didn’t just say “this sucks, fix it bitch.” I actually wanted to type this up about a month ago but I’ve been doing 65+ hours a week for 2 months now and just don’t have a lot of time to do anything.

[QUOTE=Ashog;462789]I must say that I don’t agree on the small hitbox and low weapon punch issues raised here. The hitboxes have been recently decreased in size and I highly welcome it because it supports better aiming and tracking skill. The problem that has been discussed many times is that damage difference between bodyshots and headshots is utterly wrong. Decreasing finally the bodyshot damage should correct that.

The weapon punch power is in my opinion on the contrary too high and serves for instakills, short firefights and constant backrape and siderape, so that it doesn’t matter how good the damage recognition is - the player has no time to react to it anyways. No strafe sprint doesn’t help here too. Lowering the body damage will again correct this problem.[/QUOTE]

Small hit boxes is one thing, hitboxes not covering the entire model is another. I also think as comp players we may welcome tiny hit boxes but for newer players it will be frustrating to get their face rocked over and over struggling to hit such small targets. I for one would like to be able to lean back and play DB every now and then and I don’t feel I can do that. I’m always sitting up hunch forward trying to see the small targets in the background (24in monitor.)

You confused weapon feel for weapon stats. I’m saying the weapons feel weak. Like I’m not actually holding a powerful weapon. The sounds, animations, textures or whatever aren’t done yet so I’m giving them the benefit of that but go shoot the medic SMG and then go fire the desert eagle. It’s night and day when it comes to the feel of those weapons. I’m not asking for a faster TTK. Personally, I would like 8 - 10 body 3 headshot setup.

Please don’t I think that would be worth a flight to your office. :slight_smile:


(Ashog) #18

I remember QW:TF back in those old days. There was a Pyro class with a weak flamer and an incendiary cannon, accompanied by a napalm grenade. Both weapons dealt not much damage (especially to pyros) but they were used to smoke out the defending demolition men, engies and medics from the choke points such as ramps and ducts/tunnels. The tactics was to set the defenders and sentry guns camping the passages to a flag on fire from afar, and only medics could extinguish the slow burn of defenders. While burning, the aim of the defenders was also distorted by headbobbing and medics were also a subject to burning while trying to heal teammates due to splash damage of incendiary cannons or napalm grenades (prolonged explosion effect). it wasn’t used much during comp but in certain cases was used to unlock the deadlocks with a fearsome deadliness.

When you cook a nade, it cancels your sprint. That’s what I would like to test being remove. I don’t mind cooked nades, it makes them more useful.

Yes, this is really upsetting the cooking tactics as it didn’t allow to decrease the distance fast enough to react to the enemy’s movement once the grenade has been primed. I was asking for it for ages.


(stealth6) #19

[QUOTE=strychzilla;462872]Honestly, Jon (Fatal1ty) mentioned this a long time ago and I’m really starting to like the idea especially with the direction the game could go. Lets say you wanted to queue up your team for some 5 scrims for the night. You enter a queue and get matched vs 5 other players. You select the characters you plan on playing for that match (5) and that’s it. You can play those 5 for that map for that match. Now this is where things could change. With the classess approach are we still locked into the 1 sold, 1 med, 1 lt, 1 eng, and 1 sniper or can we pick whatever 5 characters we want?

How awesome would it be to get your 5 boys on vent, queue up for a match and just rage all night against random teams? CS:GO has a similar system and I think it’s pretty damn sweet and I loathe that game.

This is a bit farther out but their could also be a 1v1/2v2 queue for aim training and teamwork on aim maps etc.[/QUOTE]

While this is fun and what I already do basically, how does this work for pub? Then you’re grouped up with a bunch of randoms and if they have bad picks, then what?

Promoted by the fact that it’s a team game, so if you’re paired with 4 less than average players you’re probably going to have a bad time. In moba games you could at least carry your team by buying the right items if you know what you’re doing. Now imagine you’re a medic in DB… lol :smiley:

CS & TF2 get official support and anti-cheat updates. W:ET it’s all down to the community, but I’m not really up for arguing about this since both sides are more speculation than anything.

There are a lot of games that look the same. That’s why I think using mechanics that are 10 years old will be refreshing. At this point most things have already been done. Also what’s the difference between saying “let’s copy moba stuff”, compared to “let’s copy W:ET stuff”. Obviously moba’s are more relevant, but you were just talking about all the games these days being the same.
SMART was cool, but it needed major tweaks, remove the S and we might be getting somewhere imo. :tongue:


(en2ie) #20

Really good post, think I agree with all of it.