Remember the good old days .....


(prophett) #61

Based on most of the current travel times, 15/25 or 20/30 times would be enough to shift the bias to the attacking team (the way it should be).


(spookify) #62

I agree both could be tested… Travel times are so short and there is zero feeling of death penalty…


(Tankey) #63

Since everyone does, this ET moment is just a great example of how it should be. There’s so much skill/tactics/timing involved in this lil part of only 30secs.

It’s heartpumping for both the players and spectators. Imagine spectating this with a shoutcaster. Wunderbar!
[video=youtube_share;VFqM9UGkuwE]http://youtu.be/VFqM9UGkuwE[/video]


(rookie1) #64

I think DB would need Bigger Open space (indoor and outdoor) to get a feeling similar to these vids ^^ would have to be London inspiration but not at scale and
not the same geometry …Howbout to demolish and fire some buildings/walls to open some space a bit :tongue:
Old Camden was ok on that side tho


(warbie) #65

[QUOTE=rookie1;506455]I think DB would need Bigger Open space (indoor and outdoor) to get a feeling similar to these vids ^^ would have to be London inspiration but not at scale and
not the same geometry …Howbout to demolish and fire some buildings/walls to open some space a bit :tongue:
Old Camden was ok on that side tho[/QUOTE]

Yeah. The maps need to be more arena and less cluttered CoD.


(AssortedStuff) #66

Arena maps in Dirty Bomb? Somehow that doesn’t sound right…


(Glottis-3D) #67

Campgrounds gogogo!!


(EnderWiggin.DA.) #68

Yeah, but it also had a ****ty last defensive spawn. But I miss the chopper and I hope that asset will reappear in another map.

or London Bridge with its epic fight and trying to get the ev to the last bit.

Nope. Goldrush stock was poor. London Bridge original was poor. And I mostly remember the defensive spawn on that DB phase not being fun.

or when waterloo had loads of passages and a upstairs hack objective that had amazing fights.

I don’t know about amazing, but it was a bit more interesting.

or whitechapel when it had an actual chapel that was also fun to fight over.

ok, I’ll give you this one.


(.Chris.) #69

Not literally arena maps but arena areas in the maps, they’d still look like city theme, ET and the indoor stages of ET:QW did this well in places. Last stage of Salvage and Sewer spring to mind.


(xdc) #70

make ETQW free to play, on steam, remove ranked servers, and I stop playing this game


(Rex) #71

The only thing which comes to my mind at the moment which I really miss is the 3rd obj of Camden. Because it finally offered a lot more freedom of approaching the objective and wasn’t so cramped.


(Violator) #72

London has plenty of open spaces for some arena action:

Regent’s Park (contains London Zoo as well)
Hampstead Heath
The Wetland Centre
The Isle of Dogs(docks and stuff)

Less corridors, more open space please :slight_smile:


(Silvanoshi) #73

[QUOTE=Violator;507391]London has plenty of open spaces for some arena action:

Regent’s Park (contains London Zoo as well)
Hampstead Heath
The Wetland Centre
The Isle of Dogs(docks and stuff)

Less corridors, more open space please :)[/QUOTE]

Have you tried the updated version of Dome? It’d be interesting to hear what you think of it after you’ve played it for a little while :).


(MrFunkyFunk) #74

Well for me the “good old days” was mostly the early feeling, early 2013, that we would be able to witness and participate in the shaping of an oldschool class-based shooter (“by the creators of ET” / “Haven’t had this much fun since ET”). There was a lot of motivation in the air, now for me it’s mostly resignation.

Was also fun to see the same veterans, the ones invested in the game, in the small community hanging out on the servers.


(iwound) #75

[QUOTE=Anti;506256]Sorry, when was this? :slight_smile:

I recall a single narrow area, with only a few entrances and a hack objective that required holding down a button for 60 seconds. A space where all 16 players were funneled and where spam was the main form of combat.[/QUOTE]
You mean were 16 players are actually working together and fighting over an objective rather than anything else.
and having fun. and it was hell o fun. im sorry you did’t enjoy it. but i did and many others did.
all 3 ways in “waterloo hack” had to be covered and attackers had to probe.
central stairs, scaffolding at rear or escalator.
if entered at scaffold at rear you could see if mates were going up escalators or wait for them to give a two pronged attack. As long as defence were allowed to reach this point it was great. unfortunately so many problems including spawn issues meant players not even able to reach it sometimes.
when it was removed i was completely baffled.

from de_dust in counterstrike fighting over the first tunnel to nearly every map in ET i loved charging in with my mates and battling for a key point. that has gradually been removed from DB. for me the game hasn’t grown, it has shrunk. yes you have more maps and characters but there’s less of a game there than there was albeit less buggy. Team work is nearly non existent, a feature which splash damage yourselves said you wanted in this game. it’s all about being solo now.

maybe the reason is im old and younger players want this, all i can do give my feelings, which atm is :frowning:

re spamfest: some of us players who cant hit a barn door rely on enemies grouping together so we can nade then follow through or variations on that and knowing were players group together is part of this. this is were our kills come from.
you say spamfest as a negative, i say where is it so i can join in and have fun.

Not literally, but “remember the days when it was less worse than it is now” just doesnt have the same ring to it.

i dont understand this “its too long” argument. your saying you want to finish quicker so you can do the same thing over and over. a longer map has more variation.

Make death fun again.

[video=youtube_share;KXGUpaJIy6g]http://youtu.be/KXGUpaJIy6g[/video]


(Mustang) #76

Bring on the


(Humate) #77

all 3 ways in “waterloo hack” had to be covered and attackers had to probe.
central stairs, scaffolding at rear or escalator.
if entered at scaffold at rear you could see if mates were going up escalators or wait for them to give a two pronged attack. As long as defence were allowed to reach this point it was great. unfortunately so many problems including spawn issues meant players not even able to reach it sometimes.
when it was removed i was completely baffled.

Was nader / stoker in the game when waterloo was set up like this?
I dont quite remember.


(Rex) #78

[QUOTE=Humate;509215]Was nader / stoker in the game when waterloo was set up like this?
I dont quite remember.[/QUOTE]

Yeah, Nader was definitely.


#79

[QUOTE=Tankey;506452]Since everyone does, this ET moment is just a great example of how it should be. There’s so much skill/tactics/timing involved in this lil part of only 30secs.

It’s heartpumping for both the players and spectators. Imagine spectating this with a shoutcaster. Wunderbar!
[video=youtube_share;VFqM9UGkuwE]http://youtu.be/VFqM9UGkuwE[/video][/QUOTE]

wonderful.


(Glottis-3D) #80

[QUOTE=iwound;509164] im sorry you did’t enjoy it. but i did and many others did.
all 3 ways in “waterloo hack” had to be covered and attackers had to probe.
central stairs, scaffolding at rear or escalator.
if entered at scaffold at rear you could see if mates were going up escalators or wait for them to give a two pronged attack. As long as defence were allowed to reach this point it was great. unfortunately so many problems including spawn issues meant players not even able to reach it sometimes.
when it was removed i was completely baffled.
[/QUOTE]

i am with you, mate!
exactly my feelings.
best games on that balcony. was very dissapointed when that was gone.