Random ideas of the month


(RasteRayzeR) #1

It’s always something I like to do: brainstorm to find ideas that might be useful. So here I give some ideas I had recently, not many since I have all my exams currently. I invite you all to do the same exercise.

MAPS:
Or mostly routes. In networking we make the distinction between node-disjoint paths and edge-disjoint paths. In green a node-disjoint path (two routes cannot share the same nodes), and in red and blue edge-disjoint paths (can share some same nodes, but not edges). Where am I going with that ? Well, paths that share nodes are prone to congestion. This means that they are bottlenecks and if one shared link is compromised, the all the paths sharing this node will fail.


Illustration of node-disjoint and edge-disjoint paths

If it happens in networking for routing packets, it also happens in games when packets are people. In the above illustration a node is shared by the blue and red paths, so they are actually only a single path since they join at the same place. These routes should be considered only for side objectives. The green path is a real access route and there should always be two of these for each main objective. I know you are aware of this @SD, but maybe a different perspective can bring ideas.

MERCS
Field ops
: would be fun to be able to cook the airstrike marker. It could affect the distance at which it is thrown, allowing for better control over ballistic throws. Maybe there could be an audio feedback of the power of the throw.

Aura: really not a big fan of her shotgun’s damage distribution curve. She is way too powerful at close range since it’s basically one shot but behaves strangely at longer ranges. She is globally a good idea for a merc, but the shotgun does not respond as one could wish on such a merc.

RedEye: it’s hard for me to know if this is a close range or long range merc. I cannot count anymore the number of times I lost against a RedEye in close combat or how many times I got headshot before I could even see the red thingy. In close range in the hands of a good player RedEye is even better than a soldier because of the insta-gib headshot. I feel like this is unbalanced. I believe reducing his firing rate could solve this issue.

WEAPONS
Desert Eagle and Rhino’s pistols: maybe too much kick in. They are very hard to use and usually it’s a penalty already to have to switch to the pistol. Maybe they could deal a bit less damage but have less recoil ?

Grenades: why use an orange halo around the grenades to indicate them ? It kind of defeats the purpose of landing a delayed-grenade. This is even more true with Nader. Also it would remove some clutter in the field of view, which would be nice.

Idea: would love to see a weapon with double magazine attached to it with different types of ammunition (incendiary, toxic, armor piercing against the EV, etc.)

MATCHMAKING
Will there be an option in matchmaking to be matched with greater skills servers ? Something like after winning a few games in a row you can ask to be matched against better players. There could be greater rewards for playing such games and it would motivate players to perform better in games (I would be).

MUSIC
On this point it’s very strange to me how this is currently done: no music in the menus (probably not a priority) but Trainyard has his music running when the objective is 1 minute away from timeout. I would rather have no music at all in the game but more ambient sounds related to the action. Indeed paying attention to the right sounds can give a tactical advantage and is for me a skill.

PROFILE STATS
This is probably an on-going work, but the statistics currently are not placed by association: wins are 4 cells away from the losses, etc. Maybe the left black matrix could be reordered into a 3 columns matrix featuring for each row the two variants (kill/death, win/losses, fired/hit, etc.) and the ratio in the third column.


(Smooth) #2

RedEye’s rifle’s fire-rate will be slowed down a little and the instgib on headshot kill removed, since it’s not a true sniper and only deals 35 damage a shot.

Will probably draw the line at 40 damage, if it deals 40+ per round then it’ll be an instagib headshot.


(DJswirlyAlien) #3

Is this supposed to be a thread where we post our randoms ideas or is this just your random ideas for the month?


(RasteRayzeR) #4

It’s both :wink:

I mean i posted some ideas I had, and I strongly encourage anyone to take a moment to brainstorm and do the same, in here if they want.


(Alchemy) #5

I agree with mostly everything, cept the fieldop, his airstrike is pretty strong atm, and the music(because i have it turned off and have no imo).


(stealth6) #6

BF Hardline & apparently MOH Warfighter you can get ammo by just going up to a support player and taking it. No more “I need ammo!” ad infinitum while jumping up and down knifing your teammate in the face.


(Protekt1) #7

This is true but ammo and health packs in that game are pretty much infinite supply.


(RasteRayzeR) #8

Also you may want to prioritize to whom you give ammo/medpacks. It’s part of the intelligence of playing a certain class. For example you may want to give priority for health to a soldier taking constant damage rather than the covie who could wait for natural regen.


(tokamak) #9

Not to mention that it will make support classes lazy. They’re just going to do their own thing while assuming that everyone will come running after them for supplies.


(stealth6) #10

Well in a pub setting I often wonder if the players are even thinking… Problem is they aren’t dealing out packs so I don’t think their priority to whom they deal them out to will change and it definitely can’t make them lazy when they’re not dealing out ammo in the first place. You could counter these issues with the amount of XP & ammo given. I’m also not sure it’s needed in DB, but I thought it was an interesting idea for pubs.


(tokamak) #11

Once XP starts to mean something many players will go out of their way to figure out how to play this game in the best way possible. Competitive F2P’s have shown that much.

What Mobas have got going for though, is the immediate feedback to the player’s performance. It’s unforgiving nature and personal advancement path lie at the core of the genre. That’s what pushes even the most casual player into doing his best. Hell, even if the player doesn’t do it right the team-mates will scold him for not leveling up fast enough.

DB will need a similar layer. A way to grow during the match is still the best way for players to distinguish themselves among the rest.


(RasteRayzeR) #12

[QUOTE=tokamak;502292]Once XP starts to mean something many players will go out of their way to figure out how to play this game in the best way possible. Competitive F2P’s have shown that much.

What Mobas have got going for though, is the immediate feedback to the player’s performance. It’s unforgiving nature and personal advancement path lie at the core of the genre. That’s what pushes even the most casual player into doing his best. Hell, even if the player doesn’t do it right the team-mates will scold him for not leveling up fast enough.

DB will need a similar layer. A way to grow during the match is still the best way for players to distinguish themselves among the rest.[/QUOTE]

Ultimately the smart player will get the most XP. That’s what you want in such a game: play only objective and you may win the game, but not much XP. Look only for kills, you will have the XP but you have higher chances to loose the game. So you have to be both and smart to get the big load of XP out of a game.

Also with leveling (campain style as in QW) during games, you will give incentives for players to perform as good as they can.


(DJswirlyAlien) #13

How would people feel about Stopwatch being changed so that if a secondary capture objectives are permanent captures? Might be a nice tweak to re-tune the gametype to make it more race like than it is at the moment.


(RasteRayzeR) #14

The secondaries would become primary objectives. Not doable because it would kill all the competition that goes into recapturing it for both sides. Also if captured then the defense has not anymore any reason to stop camping the main objective, and you’re back to square 1 with pure camping and attackers getting raped (cf LB)


(Mustang) #15

Well first I’d like to actually have a decent number of secondary objectives before changing them.

But personally I wouldn’t change them to be permanent, primary objectives obviously have to be otherwise the game would never go anywhere, but decently done secondary objectives that seesaw offer a nice to and fro dynamic that is pretty special to play and interesting to watch.


(Glottis-3D) #16

i like the idea of permanent secondaries. changing the battlefield is awesome, if done properly


(Kendle) #17

Once XP starts to mean something many players will go out of their way to stat-pad and XP farm, forgetting the objectives and their teammates along the way if they can get away with it. The system will need to be very, very clever to prevent that happening.


(tokamak) #18

Definitely. It will have to be incredibly robust considering so much hinges on it. It’s not just gameplay depth, player behaviour and retention, it’s also going to determine the purchaseable content and thus the revenue streams and long term success of SD as a business.

So yeah, let’s get that right.