PLAYING DIRTY IN 2015 [by Neil ‘Exedore’ Alphonso]


(Faraleth) #1

For those who often miss the news feed, this year’s round-up was posted by Neil ‘Exedore’ Alphonso to the Dirty Bomb news feed yesterday. For the full article: http://dirtybomb.nexon.net/news/5678/playing-dirty-in-2015

We thought that the holiday period would be a great time to say ‘Thank You’ to all of our players for what’s proven to be an exciting year, as well as talk about Dirty Bomb’s Open Beta so far and address some of the most common questions from DB’s community regarding our near and longer term plans. Dirty Bomb was conceived as a long-haul project here at Splash Damage, and that hasn’t changed. Open Beta has been one of the early chapters in a story that we’re dedicated to giving a long life yet!

2015 OPEN BETA HIGHLIGHTS

The Journey Begins
In Dirty Bomb’s Open Beta phase of 2015, it quickly became the most updated publically available game in Splash Damage’s history. We’ve learned a lot and changed a lot thanks to this, and there’s definitely more of both to come.

A World of Mercs
Dirty Bomb’s cast of Mercs have always been the stars of the show. Since Kira and Rhino kicked off the Open Beta phase with a bang, Sparks, Phantom, Redeye, Phoenix, Stoker, and most recently, Thunder, have all had adjustments and significant tweaks before re-entering the fray… and inspired a wealth of fan art, wow! This hasn’t all gone to plan… Phantom’s initial release was a particular low point for us in terms of gameplay quality, and similar issues frustratingly raised their heads again with Thunder. There are certainly lessons learned for the future, such as the importance of additional community testing before major releases.

The War Has Just Begun
The treatment of the Containment War release – our biggest in Open Beta, – shows the event-driven approach to content that we’d like to pursue next year, consolidating our big feature-focused releases while continuing to keep an eye on bug fixes and balance between them. The aim is to focus our teams’ efforts on delivering “meaty” updates with cool new content while still addressing community feedback and making improvements to the game.

A Safe & Secure Home
We freely admit that game security was less than ideal when Dirty Bomb opened its doors earlier this summer, and while things have improved considerably we believe there’s still room for refinement. We want to continue to build on our security features so that the community can get to the point where hacking and cheating are viewed as isolated problems.

2016 AND BEYOND

Maps & Mercs
Right now we’re hammering away at two maps – the Objective map Dockyard, and a new Execution map which will incorporate lessons we’ve learnt since the release of Overground and Market. We’re planning to share these with you in blockout form for your feedback early in the new year!

New Mercs will continue to join the fight, though releases will be less frequent as we move out of this phase of Open Beta and into uncharted territory. We want them in top shape before they hit the cobbles!

Match Balance
Creating better balanced casual and ranked matches is near the top of our list for 2016. You’ll probably know that the game sings when it’s a balanced match, but can be tough when it’s not, and we don’t feel that the average match hits that sweet spot enough of the time.

Our goal is to expand our use of smarter matchmaking so that we can give players better match experiences across the entire game. We also recognize that we urgently need to support party play throughout every aspect of the game , and matchmaking helps us do that. SD is a studio that came to be because of friendships formed through clan play, so a big part of the long term vision for the game is to create fertile ground for such potentially life changing experiences.

The Loadout System
The Loadout Card system has evolved considerably in the past year, in no small part thanks to your input; making all functionality available at Bronze, making all Bronze cards available directly, clarifying drop rates and aesthetic rarities are just a few of the improvements we’ve made based on the community’s direct feedback. But there is more work to be done. For instance, we heard your frustrations about the drop rates for the Containment War Meltdown, and added a feature - Our ‘What the Dickens?’ Trinket Hunt event is our first event-based attempt at specific, gated goals and rewards.

Finally, one of the major things we need to address in 2016 is to give different goals and rewards for different sorts of players. Given the complexities of the current loadout system, this will be a gradual process rather than a sudden overhaul, but we’re also planning on adding further features that are separate from the loadout system with fixed path rewards.

Bugs/Performance
Thousands of bugs have been squashed in 2015, but still we want to make sure that we’re responding rapidly to the issues that affect you most.

Improving overall game performance and reducing the number of crashes is one of our other top priorities for 2016. Inconsistent framerate effects every player of the game, no matter which way you look at it… The frenetic pace of Dirty Bomb and its blend of fast movement and accuracy have become a signature for the game, so we want to do our best to make sure that technical impediments aren’t hindering that.

The Competitive Scene
With Ranked Season 1 kicking off near the start of 2016 and with the promise of regular Ranked Seasons to follow, the competitive side of the game will be getting some love.

As mentioned previously on the topic of security, for the scene to gain a foothold we feel the game needs to be a tight ship. You need to have a reasonable amount of confidence that you’re on a level playing field, and that’s what we aim to deliver.

We know the game also needs some spectator improvements to make it more watchable; relay servers, better demo functionality, and all the latest bells and whistles on the casting client (telestrators, dynamic match stats, etc.). DB has a lot of depth that often isn’t immediately apparent, and our end of the casting experience could communicate what’s going on in a match considerably better.

Mercs, match mayhem, maps… to borrow a phrase, it’s been an emotional year. Thanks for reading, and thanks even more for playing. I hope this leaves you looking forward to 2016 as much as we are!

Neil ‘Exedore’ Alphonso, Lead Designer


(Hibbsan) #2

[center]Looks really nice, can’t wait for 2016!

Especially this

New Mercs will continue to join the fight, though releases will be less frequent as we move out of this phase of Open Beta and into uncharted territory. We want them in top shape before they hit the cobbles!
Will be amazing when you finally stop re-making mercs and actually make new ones from scratch, it’s boring to know that turtle and aimee are coming, give us something new and exciting. other than that i can’t really complain, 2015 was great.[/center]


(blufflord) #3

No mention of phantom changes in 2016 :’(
Regardless, super excited for the next year!


(Tanker_Ray) #4

Too bad I’m joining special force next year Feb.

I won’t be able to see Thunder’s getting some love, but those plans are actually lovely.

so please, don’t let this happen. I’m serious. Buff my husbando!!!

Well first things first, I hope this game will still remain after 4 years when I come back home… eventhough top priority is me surviving, but whatever.

Still have no idea why you guys nerfed and released Thunder, but keep up the good work SD.


(RyePanda) #5

Oh great, more events with low card drop rates. But hey, if it keeps the game going I’m okay with it.


(FireWorks) #6

Almost missed this… Maybe post it as announcement or make it a sticky?


(Mr-Penguin) #7

Right now we’re hammering away at two maps – the Objective map Dockyard, and a new Execution map which will incorporate lessons we’ve learnt since the release of Overground and Market. We’re planning to share these with you in blockout form for your feedback early in the new year!

Dockyard’s coming?

'Bout time we got another EV map.


(triteCherry) #8

For instance, we heard your frustrations about the drop rates for the Containment War Meltdown

Really? Seems like you kinda…didn’t.

and added a feature - Our ‘What the Dickens?’ Trinket Hunt event is our first event-based attempt at specific, gated goals and rewards.

Oh, ok. So I guess this was to deal with that frustrating card drop rate. Wait a minute…


#9

[quote=“derpypenguinz19;129719”]
'Bout time we got another EV map.[/quote]

prepares arty strike


(SereneFlight) #10

Somebody from SD wrote bunch of words? Time to have some fun~

Phantom’s initial release was a particular low point for us in terms of gameplay quality

No. The low point was when you fucked up with the nerf.

and a new Execution map which will incorporate lessons we’ve learnt since the release of Overground and Market.

NONONONO! The lesson was that nobody wanted execution!

For instance, we heard your frustrations about the drop rates for the Containment War Meltdown

So you didn’t hear the frustration about how people didn’t like the drop chances of those cards from equipment cases (gg 600+/700+ cases and only 1 CW card) and especially from elite cases (gee, I wonder why I didn’t spend money on these…)?
…just asking since if you did, you would have been able to satisfy the players (8 hours in matches and 0 event cases <3)
…of course, this could be just “yea yea we hear you but we don’t really care” but that would be just crazy talk… right?

The treatment of the Containment War release – our biggest in Open Beta, – shows the event-driven approach to content that we’d like to pursue next year,

Yay! More events with horrible special loadout drop rates! More chances to piss on paying customers with horrible 10% drop chances from elite cases!
“but you get an event case if you buy 10 elite cases”
What was that? I didn’t hear you since I’m drowning you in your own piss.

Given the complexities of the current loadout system, this will be a gradual process rather than a sudden overhaul, but we’re also planning on adding further features that are separate from the loadout system with fixed path rewards.

Whatever this is, it’ll be a new way to milk money. I’m calling it… not to mention bugged as hell on release.

The aim is to focus our teams’ efforts on delivering “meaty” updates with cool new content while still addressing community feedback and making improvements to the game.

Maybe less meaty and more polished updates? … pwetty pwease?

Finally, one of the major things we need to address in 2016 is to give different goals and rewards for different sorts of players.

Personally I just wanna have fun with the game… which community servers with map making would achieve since I don’t care about competitive or execution… but maybe it’s just me.

I hope this leaves you looking forward to 2016 as much as we are!

Me too! And toootally not because I might leave this game and play Overhype when it comes out!

PS. I would love to love this game and SD but each day that become more and more difficult since I feel like it would be one-sided love.

[quote=“ThunderPro;128769”]Too bad I’m joining special force next year Feb.

Well first things first, I hope this game will still remain after 4 years when I come back home… eventhough top priority is me surviving, but whatever.
[/quote]
Tbh I feel like I would not have minded if this game was released before I went to army and died during my service.


(Mc1412013) #11

things not looking forward in 2016 1) longer merc release wait times 2) more bugs 3)more .00000000000000001 chance special load out cards 4) missmurder less live streams

things i hope don’t happen in 2016 1) less updates/devs moved to different games, 2) nexon/sd does something stupid that ruins the game 3) shoe gets reassigned to another game. 4) livestreams/givaways stop

things i hope happens in 2016. 1)that damn security violation annoyance gets fixed 2) they finaly get the damn anti cheat to work, 3) maps that dont suck 4) trinkets get a purpose not just decoration( ie augments)

these are just somethings off the top of my head


(avidCow) #12

Nexon needs some new blood working on this game. I’m not sure if the people making these decisions are plain greedy or idiots.

Their idea of a festive event was poorly planned and very miserly. I remember seeing perhaps 4 or 5 Christmas skins in-match over the last few days (AUS). That’s not nearly enough and manages to miss the point completely. If the majority of players were using those skins for the past few days - that would be “festive”. Instead Nexon gets it completely wrong and treats the christmas costume as just another rare item cash grab. Utterly clueless. If that wasn’t enough, Nexon demonstrates their complete lack of self-awareness by giving players a lump of coal after X hours play. The candle and lamp trinkets (which, by definition, are trivial) should have been given to everybody for the duration of the event and then made available for purchase after the event ends.

Overall my experience of this “event” was very occasionally seeing a christmas skin in-game and also making jokes about being given coal for christmas.

3/10