players at different skill levels


(ailmanki) #1

From an interview in 1996 with Peter Molyneux, http://syndicate.lubie.org/siteinfo/bullfrog_interview_molyneux_1996.php

I tried playing an internet game called Air Warrior, which is a multiplayer flight simulator. It was the most boring experience I’ve ever had. I went into it and there were people in there who had been flying around for years, and they just shot me down in two minutes. There’s no fun in that. Games will have to be specifically designed with the internet in mind and the games will have to cater to players at different skill levels.

I believe that is the most important, you guys at SD have the experience and background to create a solid shooter. If you can top that with a solid stats system, then you will have a very lot of gamers I believe.


(warbie) #2

There’s the trick - have a game with a learning curve steep enough to keep players interested for years and any new players are going to get torn a new one at the start. Alternatively, go down the CoD route and make the game so random and spammy that anyone can jump on and start getting kills. I’d rather the former.


(acQu) #3

Are skill and fat female playermodels two sides of the same medal ? hm hides back into the shadow, thinking


(tokamak) #4

This game is -very- hardcore at the moment. I can appreciate it and most people here are pretty hardcore gamers but the risk that we’re getting a skewed picture and are alienating the casual gamers is very big. This game is currently far less aproachable than W:ET for example. My brother saw me playing (big TF2 fan) and the running speed completely put him off.


(stealth6) #5

I think we have some more “casual” gamers around here so let’s hope they vent their frustrations. As for somebody who plays lots of TF2 not liking DB, TF2 is just slow :tongue:

I just had an idea that you could show the average elo rating of the players in a server on the server browser. Then you could decide yourself if you want to risk it or not.

Of course this has the risk of people only caring about their elo score.


(.FROST.) #6

Whew, thought I’m the only one of that opinion. I thought of myself as an above average fps player, maybe even a pretty good one sometimes, but in DB I really have to struggle to not be at the very bottom. That is kinda good, cause it really gets me on my ego and forces me to play very concentrated, but not seldomly it outright frustrates me. That may be my own problem in the first place; the thing is, I’ll play DB regularly as I did Brink, no doubt, but average Joe may not be very patient and just hops to another title.
But maybe everything will change when DB goes live and the average player skill will be watered down a bit by the sheer amount of casual players that will drop in. Maybe the reason for the currently extremely high average skill is the fact, that especially top/longtime players were invited.

At the moment DB is really hardcore and quite intimidating for every newb.


(tokamak) #7

I’m not the best fps player either but in this case most deaths as well as kills feel undeserved. They feel situational and like I didn’t really had to work for it or could prevent it. That needs to go.

And then not the way Brink went. Brink didn’t feel situational, Brink was the other extreme, it felt deterministic. When people clash into combat it feels like you can’t do much to turn the tide other than just keep shooting.

Only in Quake Wars I truly felt like my actions mattered in the game, a player had the potential to kill multiple targets but only if the conditions were in his favour. There are moments where you just get in the flow of things and all the players in the field become your puppets, it’s you against the other team and your team-mates are left scratching their asses wondering what the hell is going on. That’s an amazing. Granted, it also meant that at other times you were on the receiving end and just couldn’t find a handle on the situation, but that’s something you gladly accept.

Brink as well as the DB have the problem that you’re trading lifes. You kill someone but you damage him enough for your team-mate to finish him off who then gets killed or mortally wounded, and so forth.

For me that takes the excitement out of the game. A shooter only truly feels right if there’s no actual limit to the amount one player can do provided that player is skilled and knows what he’s doing.

Situations like these are inconceivable for Dirty Bomb at the moment. Under DB’s model the medics would’ve gotten a few lucky hits at the start and that would’ve been the end of Dommaffia’s spree:

//youtu.be/f_7BMscbUNg


(warbie) #8

DB is no faster than ET. The maps are less open and are more cluttered, which may give the impression things are faster, but speed wise there’s no problem. The issue is with the quickness of deaths. This coupled with the crazy amount of side routes and the not clearly defined front lines gives a very chaotic tdm feel to everything. This doesn’t encourage team play and is often frustrating. Fights need to last longer and teams need more key bottle necks to clash at. The coolest things about ET - that feeling when you’re desperately trying to hold the line with your team mates when defending, and when attacking, trying to roll through the enemy defence backed up with your buddies. DB doesn’t have this at the moment.


(tokamak) #9

DB is no faster than ET. The maps are less open and are more cluttered, which may give the impression things are faster, but speed wise there’s no problem.

That IS a problem. The cluttering of the maps isn’t the problem, it just doesn’t fit the speed of the players. And yeah I agree with everything else.


(acQu) #10

In DB usually who spots the enemy first mostly wins the firefight. If you are first spotted, you usually have no to little response time and are not able to take a fight. I think this is a huge problem, since you just die so fast. So try not get seen = big advantage. This combined with the maps which are small and have in average at least 4 to 6 places where an enemy can shoot from makes the game an immediate-quitter to newbies (imo).

The teamplay is the other aspect which i leave undefined for now. But basically that is it about the game so far. Kill, kill, kill, sometimes revive someone, give some ammo packs or throw an airstrike, at rare occasions get to the objective if you are lucky, and that is it. There is really a lot of potentially frustrating factors currently in this game that it probably will not be enjoyable to newbies. But this is just my impression and entirely subjective point of view. I wouldn’t also be able to tell what to change, since everything is so mercylessly interconnected.


(Apoc) #11

Yea the big problem is the speed to kill. Basically reduces the need to track alot, since if you can just shoot them at the start they will be dead before they can do a 2nd strafe.

It also means, sprees and great 2 v1 moments are lost, since you fight someone, get down to 40%, lose to next guy. Or 2 people attack you, you die before you can even move away or strafe behind a wall.

Do not reduce the spread to do this. The spread is one of my favourite parts of this game. RoF, falloff, bullet damage, are where you need to play around.


(Kiddspooky) #12

I think ET had it right.

We had a squad, and I didnt want it to be only the top guns could join. But ET had the soldier class… a person could be a terrible shot, but own with a mortar/MG42.

Or avoid gunfire and go covie and be all sneaky. Do you know how good a person feels that normally would die every 2 seconds win a game being a covie with a stolen uni? pretty good I tell ya!

The medic class, total support. I am not a good shot, its obvious look at my BF3 stats :p. But you can as a good shot, go so much further with me behind you keeping you healthy and alive. That’s why I love the class based team shooters so much, they are the most inclusive games I have ever found.

Forget lone wolf, I want to be in the wolf pack!.. slightly behind people that can actually shoot! :slight_smile:


(tokamak) #13

Those roles definitely need to be way more pronounced but I guess that will come with better vsays and indication.


(Senethro) #14

I think we should do some organized play before messing with the weapons. Right now we’re mostly pubdeathmatching and occasionally noticing objectives are present. If its really the case that 2v1s are the guaranteed way to win fights and control the map, why don’t we see how that plays in an actual match? I think we’ve got an excellent pub game right now, with the lethality being a necessary thing to make the wider audience take notice of DB. I also personally find the need to never make a mistake and the importance of shooting first quite exciting.

But maybe we should do weapon balancing based around an organized game and not the pubstar game?


(Apples) #15

My main problem for now is that I usually dont have a clue when I hit people, a clear hitting sound and some more indication on screen to distinguish friends from foes would do the trick I think (and some practice indeed), this is really a point that need to be adressed, more indications, more objectives sounds, more sounds/visuals in general that bring the player “in” the field, I am lost most of the time I play, it is indeed because I didnt took the time to learn the maps and I just played like 2 hours or so, but I feel the pace of the game is OK IF there are more immersives sounds / visual to really feel like I’m in the game, and not at a different layer.

I started to play Qlive again and even if I suck I know when I kill / get killed, I know why, I’m in the game, and I know how to get better, in DB I dont find that yet.

edit : a cvar to enable healthbar please :slight_smile:


(Dthy) #16

This, I find it hard to tell if I’m actually hitting someone and doing some meaningful damage and I kept shooting everyone I saw because I couldn’t tell the difference between teams with a quick glimps.