Quality of life changes you want.


(bontsa) #21

Oh this is intriguing! I remember TF2 getting such feature many moon cycles ago, anyone around here has experiences how that turned out? Could it be implemented in DB- like shooter? Add small credit bonuses for coaching and I’d be a sucker for such feature, doubt I would play pubs anymore, rather spend my time to help out people who install the game still attempting to learn WASD ^^’

Not only the “call-for” indicators for ammo and heals that have been thrown around here, but on simple thing I would love would be HP and Ammo station having unique indicators on screen like HP and Ammo packs have. What also would be neat, is to be able to customize percentage value yourself, when you want to see HP pack and station indicators. Same with ammo. Setting the bleep threshold as a medic too would be rad.


(SaulWolfden) #22

Yeah I actually forgot about that, removal of complete x secondary objectives (changed to complete x primary OR secondary objectives) and 100 percent removal of the competitive match missions, perplexing they thought this was a good idea. Replace play x competitive missions with just play x matches which any mode, stopwatch, objective, competitive, and (eventually) execution so people can play what they want.


(Samniss_Arandeen) #23

Oh this is intriguing! I remember TF2 getting such feature many moon cycles ago, anyone around here has experiences how that turned out? Could it be implemented in DB- like shooter? Add small credit bonuses for coaching and I’d be a sucker for such feature, doubt I would play pubs anymore, rather spend my time to help out people who install the game still attempting to learn WASD ^^’[/quote]

I’m sure it could be implemented, the question is, can it be used effectively? It’s hard enough as it is when most of the pros and experienced players have a background steeped in Quake, Enemy Territory, and similar games, and already approach the rest of us with that mindset, expecting us to have the same. The coaching system would have to be designed around an incredibly patient high-level player showing, demonstrating, and aiding the student in various tasks and game mechanics, when the student may not even be familiar with this variety of FPS in the first place. I dunno about you, but I’ve never seen a pro player of any game be known for their patience or understanding.

I could go on and on about my experiences (and not just in the DB community) from both ends of trying to get people to explain things in terms comprehensible to the guy who’s just started. A coaching system would have to help the coach just as much as the noob by providing teaching tools.


(Rjsto) #24

[quote=“Clown;65407”]
7. Why are you being forced to play a character? You just need to put them in your squad to complete the mission. You also get it on the results screen, which is the most appropriate place for it, since if you leave a game you won’t keep progress and it’s not like there’s anything you can change mid-game.[/quote]

There’s still the point that if you have mission like “earn 9000 support xp with sawbonez in your squad”, it’d be nice to know when it’s done if you wanna play something other than support class


(bontsa) #25

Well, since coaching would be completely optional, I don’t think the most head-stuck-in-their-own-buttocks type of people would even bother with such thing. And one on the coached end of the situation should be given the option to ditch their coach in case of things starting to get toxic.

I think TF2’s way to encourage coaching was pretty neat; you got in-game cosmetic item which showed, when being displayed, how many users had found your aid helpful. Said beginners had had the option to write down player’s nickname who they had found helpful during their first X amount hours of gameplay. Just saying, not thinking that would fit in DB just like that.

Some toxic players can be good in aiming, positioning and such technical skills, but lack interaction skills so badly they have to bash others to make themselves feel better if things don’t go smoothly. Some are toxic because they know they’re not so good but have hard time admitting it to themselves. Nevertheless I can never see toxicity go hand-in-hand with actual skill. Good teamplay and interaction is what makes a real pro imho, at least those types I respect.


(AlBundy) #26

all this is worth raging for?


(shatteredwings) #27

Who is raging? This is just small changes that would make a big difference to the game.


(fubar) #28

These: https://www.reddit.com/r/Dirtybomb/comments/3bwnyn/sick6_newbs_feedback_post_is_it_that_time_again/


(Conqelson) #29

Healing stations nerfed.


(Dirmagnos) #30

Yes, whole “teammate repairing” thingie is confising. So, hes repairing, but it doesnt automatically mean that you cant repair. There is no indicator of it. Devs could at least change the color of the message to red, at least some indicator, since red is generally associated with danger or wrongdoing.
Ammo/health indicators should be automatic and persistent. Like yellow ammo/health indicator above player head, when hes down to 30% and red when hes down to 10%. With lowest taking priority(eg if player needs both ammo and health).


(bontsa) #31

Well, there is an indicator, everyone whose repairing does not contribute to objective, have their repair tools stop (visual cue). I have arms momentum and all that kind of settings off, and it still functions like that. That being said since it clearly is not enough, it should definitely be changed to more definite sign.


(AnimeDude) #32

Loadout card re-rolls! If I spend months trying to get a cobalt, just to have a 1 in 9 chance of getting the card that I want, I think I should have atleast a few more chances. allow me to re-roll the card 2-3 times for free for a higher chance of getting the card I want.


(Ghosthree3) #33

Annnd we’ve moved from QoL changes to other changes.


(Trendy Ideology) #34

I’d love to see more detailed information about how I died instead of just seeing where the last bullet came from. Shots fired, shots hit, accuracy, where they hit, etc. There’s lots of QoL improvements that need to happen to “pubs” for team balancing, being matched fairly in level/skill, etc. 5v5 shouldn’t be the only “competitive” mode. I’d rather wait in a queue for 10 minutes to find a fair/balanced team for “pub” games rather than spawn into empty lobbies or games that are about to end. Prices on pretty much everything in terms of cash are way out of whack, and the merc prices are pretty insane too even if you’re spending points on them. I’d love to be able to reroll or tweak loadouts instead of praying when I make a completely new loadout it’s not garbage. Also a lot of the garbage loadout options should really get nixed.


(N8o) #35

Fix Sparks.
That is all.


(N8o) #36

[quote=“raptMuskmelon;65847”]One of my big gripes about Dirty Bomb is the leveling process is so extremely slow. Once you hit around lvl 8 it becomes a steep uphill battle to gain levels. While levels don’t reward you much in the game, nor stand for anything but pride in time played the current system gives little sense of accomplishment. I currently have 122 hours played and currently hold a status of level 12. When a friend and I can sit and play for 7 hours on end and only gain 1/10 of a level throughout the night… there’s something wrong. I merely suggest lowering the required experience to level up. At level 12 there is a requirement of over 2,00,000 xp to reach 13. Lets say on average you earn 8,000 xp (this being a generous mark) per match to reach the goal of 2 MILLION xp would require 250 games played.

All in all I would suggest lowering the exp requirements so as to give an extra sense of accomplishment to players, in turn making the Dirty Bomb experience a more rewarding one.[/quote]

First off, the requirement to gain a level only ever reaches a max of 400k at about level 20-21. Once you reach 21, the exp requirement is linear from that point on. Also, if you are playing for 7 hours straight and only gaining a tenth of a level, I think you need to look at your EXP bar again.


(shatteredwings) #37

[quote=“Dirmagnos;66362”]
Ammo/health indicators should be automatic and persistent. Like yellow ammo/health indicator above player head, when hes down to 30% and red when hes down to 10%. With lowest taking priority(eg if player needs both ammo and health).[/quote]

I really like this idea.

Next idea: An in-game player reporting system.


(PurpleNurple) #38

Being able to lock loadout cards so you don’t accidently trade up it.


(Ghosthree3) #39

Now THIS is QoL.


(Sussepus) #40

The teammate repairing certainly isnt enough. like others i also thought the first times i played i actually helped repairing. especially since it shows a progress bar. they should just make it impossible to repair if some one equal or faster is already repairing with some huge warning text. and if you already are repairing and a faster merc comes you should auto stop repairing with a huge warning text saying a faster merc is now repairing.