The overall look of things is really nice. The modeling is just superb (but i have a bit problems with that because of overall not convincing background story, still miss mercenary-leaders and a bit of atmosphere) and looks really nice. The maps are also superb from visual point of view (although the reflective stuff of things is not so nice looking). Overall very nice visually and from art point of view imo 
Positive feedback to Splash Damage
Iāve been looking many new games release and always come to the same conclusion so far :
Dirty Bomb look better and is more fun
[QUOTE=MrEd;430099]Om nom nom
http://www.patisserie-valerie.co.uk/cafe-bromley.aspx
:stroggbanana:[/QUOTE]
How big is the team?
The question is how big will the team be once weāve eaten all the cakes?
if you want to give cake to the mobile team, warchest and fireteam too then about 100 but even 1 cupcake would be more than generous.
I think this latest patch is great. There are quite a few more things on my āpersonal list of mehā that I would like to see played with, changed, updated and we test them out for a week or two.
For example:
[ol]
[li]Carryable objectives, be able to shoot your gun like you used to be able to - just not a fan of this mechanic and the pickup/return times much.[/li][li]Remove all ammo bins and reduce the amount of ammo that all classes spawn with. There still is not a need to play field ops, especially on an indoors map like canary wharf with ammo bins littered all over the place.[/li][li]Continual map updates as we have seen to make maps more balanced, and more maps without the EV :-)[/li][li]UI related: Remove the glowing red/blue dots, remove enemy nameplates and enemy health bars, turn off grenade indicators or make this an unlockable feature that you can opt to have in your loadout, and also remove enemy team class/death information from scores screen[/li][/ol]
But it should be mentioned again I think. This last patch in my mind was a huge step in the right direction regarding time to kill and gun firing mechanics.
iām totally agree with your points!
but i think it would be better to make some of this points in a new mod like Pro-Mod or Hard-Mod.
let the player choose at serverlist to play public(fun)-Mod about run around and dont play like a team
Pro-Mod to use a lot more Brain Areas for teamplay like no Ammo bins and fieldops have to supply teammates and much moreā¦
so the community can split and choose which mod they wanna play like in ET.
more mods, more maps, bigger community = more fun to play the game
Positive feedback? Okay.
Iāve always been impressed with Splash Damage, and Iāve looked to them as a talented and dedicated development team. The first time I had a chat with Torchy at Map-Review.com when he became a professional mapper was really an eye-opener as to the dedication that these people have. I mightāve lost a bit of faith in them when Brink hit the shelves the way it did, but the discussions that followed (Rahdo, jRAD, Anti, seriously) left me hoping for better.
The setup for DBās alpha and the amount of feedback taken in and acted on (and acted on quickly, especially in game development terms) is incredible, and has restored my faith in SD completely. DB feels like itās going back to its roots in both game design - it actually feels like something that a lot of love is being poured into.
<3
[QUOTE=Verticae;442393]The setup for DBās alpha and the amount of feedback taken in and acted on (and acted on quickly, especially in game development terms) is incredible, and has restored my faith in SD completely. DB feels like itās going back to its roots in both game design - it actually feels like something that a lot of love is being poured into.
<3[/QUOTE]Werenāt there alphas for previous games as well?
Not sure if splitting the community is such a bad idea. Trying to force competitive play on everybody could just backfire into nobody playing the game since there arenāt enough hardcore players to keep it going and all the casual players canāt keep up (so they leave and play something else).
On topic: Got around to playing the game again last week and it felt a lot smoother, kind of bummed out that the maps seem to restrict movement a lot (pretty much everything is clipped so you canāt jump onto it). Apart from that I love the shooting and progress on the maps.
In CS there are also lots of mods to keep you busy, itās not all comp. I was mainly thinking of Tribes: ascend with my comment where you either play the game they intended or you can gtfo. Itās unique thanks to itās movement system itās not something everybody is just going to pick up and play.
Of course Iām just a couch critic here, no facts to back me up, just what I think.
Yeah having multiple ways to play is very helpful for sustaining a population. For example, starcraft 2⦠has so many ways to play multiplayer from casual, to hardcore, to the hundreds of mods. It basically sustains every demographic of player skill and desire. You can play vs. PC, rank vs. PC, vs. player, rank vs. player, team rank vs. players, ffa, custom matches, then all the mods. Also within the ranked system they have like 5-6 leagues for the super new to master.
Splash damage has to find a way for each of their players to fit into the overall scheme. FPS games that just set up servers for you to join up are largely doing it wrong. It leads to too many imbalanced matches and situations where mediocre players can feel like gods just because they are consistently playing lesser players over and over again for days or weeks. Personally I donāt find that fun to win without having to try.
It appears Raviolay made good on his threat to feed us cake. Most well-executed threat ever.
Big huge thanks from the team, Raviolay! Please accept a place on our List of Awesome People in return.
We will of course continue to weigh everyoneās feedback and suggestions equally. Erm.
so seriously,
will I get an extra key if I send you another cake? thats still cheaper than buying a key :stroggtapir:
Itās amazing how many members of the dev team, who have not been working on DB, suddenly showed up this afternoon when the cake arrived 
