Simple Changes/Additions to improve overall gameplay


(Richy423) #1

Hello, I know this might not be the right place to post this but there Isn’t a place for “suggestions in general”, so here we are. I’ve been playing dirty bomb for a while and I love it! I just noticed a few things I think could use some fixing, so bear with me here:

“Stacked Teams” issue:

Often in games we end up with what players call “stacked teams”; when there is a large level gap between the 2 teams players. this makes a large impact on the match, as a team of level 5’s obviously don’t have the same experience and overall skill level as a team of level 20’s. One major problem with this is that it can quite easily turn players away from the game, which is not good for the game at all. I propose 2 possible solutions to this:

  1. add an auto team shuffle at match start, mixing up the high and low levels to balance the teams. players of course are free to switch teams if they do not like which team they’re on, and it would not be hard to implement lines of code to keep steam friends on the same team. I suggest this because often players don’t notice/care if the teams are stacked, especially the winning team. but shuffling teams at match start would be a quick way to help ease the problem of stacked teams with very little amounts of code.

  2. different lobbies for different levels. A more complicated and time consuming fix, this would be the most effective way of preventing stacked teams. it goes without saying that a new player should not be plotted against a seasoned pro, so making different lobbies only players of certain level ranges can join would keep the newbs playing against the newbs, and the pros against the pros. While it may be a harder change to implement, I believe it would drastically improve players experience to play with and against players of similar experience, and work their way up to the pro level lobbies.

XP boost for snipers:

I enjoy sniping, and its well known that sniping, especially in a fast paced game like DirtyBomb, requires a lot of skill and is more difficult. this is why I think snipers should have higher rewards for their kills, especially since on average a sniper gets less kills then others. one simple fix would be a range boost in XP, meaning the farther away the target was, the more XP for sniping it. this would be a very simple thing to implement, just some lines of code saying “if kill was with sniper rifle and over __ meters, give XP boost of __ times distance to target”. This would make it easier to level up as a sniper and more fun to play as one.

Anti-SpawnCamping measures:

SpawnCamping, while often stemming from stacked teams, is its own kind of annoyance and problem that can be hard to rectify. Its not hard to imagine how dying seconds after you spawn can decrease overall enjoyment of the game, and so I think measures should be implemented to keep the fight away from spawnpoints. One simple fix would be to implement some kind of boost the closer you are to spawn, like a health regen or damage boost when you are close to your spawn point, making it much easier to fight back. another simple way would be to implement a sort of “immunity” to damage for a short time after spawning, allowing players time to asses their situation, gain their bearings, and fight off spawncampers.

those are all the issues I can think of that can be fixed easily, but while I’m here and your reading still, here are some ideas for additions I have:

-An XP boost for killing medics and snipers, thus encouraging more tactical target choosing

MERC ABILITIES:

-revive station; like a health station but it revives nearby downed allies. simply combine the code for bushwackers turret and sparks revive gun, and add a limited amount of revives. this would be a great ability for a new or existing medic to set them apart from the others.

-Riot shield: a Merc with the ability to pull down a shield (be it plexiglass or hologram based) that absorbs damage would be very unique among the other mercs, but also fit in well. you could also make the shield big enough to shield multiple players, or make it of the deployable variation that you place and gain XP for shielding players.

-Armor station: like a healing station but nearby mercs get a boost in resistance to damage, able to take more hits based on how close they are to said station. this would be another unique yet well suited addition to the support classes.

-quick move ability: a Merc with an ability to quickly move in a direction, or just gain increased movement speed, would be great for hit and run attacks or quickly getting into cover.

-glue bomb: a grenade that works like the flashbang, only it slows down affected enemies movement speed and jump height for a short time, making them easier targets.

-deployable wall: its all kind of in the name, but an ability that creates a barrier of some kind (with its own health of course) allowing quick area denial or redirection of enemy activity

-tazer pulse: a Merc that can send out an electrical pulse to make nearby enemies shake like theyve been shot for a short time, making ti harder to aim.

-flamethrower: similar to rhinos minigun, a ability-gun suited to close range area-denial; with a large spread but a very short range, users of this would have to get close, thus endangering themselves. but if hit, an enemy would sustain damage and possibly be lit on fire for a sort of bleed type of damage.

Thus concludes my textual-brainstorm of ideas for this wonderful game, let me know what you guys think! Ill post more in the comments if any more come to me.


(Mr-Penguin) #2

Deployable wall is Turtle’s ability. He’s the fourth engineer merc who has yet to be released.


(Richy423) #3

[quote=“derpypenguinz19;181262”]Deployable wall is Turtle’s ability. He’s the fourth engineer merc who has yet to be released.

NOICE! cant wait to play him! what do you think of the rest? think the shuffle at match start would help?


(U.C.A.P) #4

what they need to do to prevent spawncamping is to implement the measure they did in brink where they have invincible turrets that always kill you if you try to enter their spawn.


(TheStrangerous) #5

That yellow bee hive looking force field could work too. Projectiles and bullets could go through from the spawn, but not ouside of spawn.


(Amerika) #6
  1. The game already shuffles at the end of the lobby and it uses a private ELO system that uses your performance from the last 25 games. Also, if a new player joins and teams have an even amount of players the new player goes to the team with the lowest total ELO. T

he system does not factor in level because there is no way to tell if somebody is good or bad by their level. Somebody could be at the same performance level as a guy who just hit
8. If you shuffled by level then people with a higher level but a lower typical performance would be heavily penalized and their team would be penalized as they would be expected to do better than they can. Levels only matter at the super low end up the spectrum (level 5’s like you mention) but skill starts to level out pretty significantly at 10-15 for most people and their gains based on time played start becoming less and less.

Soon, however, the pub system as it is now is going to be revamped and it’s going to allow you to queue with up to 5 friends and all matches will be 6v6. The server browser and some servers are still going to exist though (hopefully all the min10/20). And the ability to rent/run your own community server will hopefully hit at the same time or near then. The queue system is going to try and balance your team with the other team and discourage people from quitting the game early with minor penalties (still not sure how I feel about that). So a lot of balance issues or PERCEIVED balance issues are going to go away. Especially since account level is going to be hidden.

So a lot of your issues are going to be resolved soon and the game, due to switching to 6v6 and a casual matchmaking system, should help some balance issues. Of course sometimes you’re going to stomp or be stomped even if everyone is nearly identical in skill. You see it in all games and sports in general. It will never be perfect.

  1. See #1. Level does not translate to skill at all. But there are min10/min20 servers and you can’t get on a Max level 5 server if you’re 6 or above. So there is some gating early on.

  2. You get tons of XP with snipers if you’re doing your job of taking out the other team. Kills, gibs and badges all equate to a lot of XP. Spotting also gives XP so doing that correctly helps. If you’re playing a sniper sitting at the back of the map trying to go for only long distance shots, well, you’re playing a sniper in dirty bomb wrong. You push on snipers and try to get great angles and sometimes you have to do some CQC work. Sitting back and taking pot shots does not work in an objective focused game like dirty bomb. I’m not saying you push the front line. But you push up and get new angles on closer shots and move A LOT and you suddenly become a valuable asset to the team.

  3. You already get a pretty long shield when you spawn which gives you a lot of time to get out of there. If you starting firing though you lose it…so more first and fire later. But yeah, normally spawn camping only happens when teams are royally f’d. Of course some people consider “spawn camping” anything that doesn’t let them have a free run to the objective area. So I could be sitting on top of the stairs outside of the bell room and be called a spawn camper (happened last night). So yeah…there are those people.

As for the rest make a new thread and post it in the merc suggestion forum. I think you might have missed it when scanning the sub forums :slight_smile:


(Richy423) #7

Thanks man! I had no idea a lot of this! And yeah oftentimes I find when playing it seems like the teams are just super stacked, and our team can barely get near the EV. And i say level can be equated to skill because even if you payed for increased XP, the higher your level is the longer you’ve been playing. however i had no idea about the ELO system, Good job Devs on that one! I still stand by the idea of different lobbies for different levels, because i don’t believe relatively low skill players should be set against high skill players.

as for the “merc suggestion” forum, i saw it but i didn’t want to post in it because the main point of this post was the top suggestions regarding the game dynamics themselves.


(Amerika) #8

Thanks man! I had no idea a lot of this! And yeah oftentimes I find when playing it seems like the teams are just super stacked, and our team can barely get near the EV. And i say level can be equated to skill because even if you payed for increased XP, the higher your level is the longer you’ve been playing. however i had no idea about the ELO system, Good job Devs on that one! I still stand by the idea of different lobbies for different levels, because i don’t believe relatively low skill players should be set against high skill players.

as for the “merc suggestion” forum, i saw it but i didn’t want to post in it because the main point of this post was the top suggestions regarding the game dynamics themselves. [/quote]

Level equating to skill only matters early on. People don’t learn linearly over time like that. You don’t see 30 year old basketball players dominating 20 year olds despite thousands and thousands more hours of experience. Everyone hits a point pretty early on when they know the game, the classes and the maps and the amount of skill they gain based on time played goes down drastically.

Well, make sure to split your posts and not post everything in General. I have to move tons and tons of posts constantly and it’s only gotten worse lately. So try to post things in the correct forum if you can.


(LifeupOmega) #9

This exists. Anything else wouldn’t help the issue, that if spawncamping happens, the other team is just outplaying you hard.