Some Suggestions for Changes.


(TitaniumTeddyBear) #1

New things keep occurring to me so instead of making a separate thread for each one I figured I’d just make one thread with a few.

These are a few ideas for minor changes that I think will improve the game.

  1. First, a silly on: There should be a ‘Return to Main Menu’ button on the first ‘after game results screen thingie’.
    There are 3 of these screens and the last two have a button that takes you back to the main menu, and I don’t know why the first one doesn’t have it.

It’s a tiny little change, but I still reckon it makes sense.

  1. Non-fighting servers.
    There should be a few servers were all damage is disabled, and people can just run around, or there needs to be a way to host local games that you can run for yourself, or a small number of people who you invite.

There are a few reasons for this. Firstly, it’ll be a great way for experienced players to teach new players about the game. As it stands sharing knowledge with newbs in the midst of a firefight is difficult, and often requires you to neglect your team. When I was a Wolf:ET player I would often just stand still and die so that I could type advice to the new players who were struggling. But I’m sure there’s a better way, preferably one that won’t make my team yell at me and hurt my feelings :’(

Secondly, this game already has a few trickjumps, and the Devs have said that the finished version is going to have lots of them.

These will take a lot of practice to get right. And, just like above, practicing them during a firefight is tricky and will require you to neglect your team while you repeatedly fling your face into the side of the building.

Non-fighting ‘Practice’ servers can fix both these problems.

  1. Bushwacker should get a notification when his turret is active, or dies.
    At the moment you sometimes don’t know if your turret is up or down because you don’t have time to scan for the icon, or because you’re dead and speccing someone who just isn’t looking in that direction.

And listening for its firing doesn’t work because you can’t tell one turret’s fire from another.

I propose that there be an icon on Bushwacker’s HUD that lights up when he places the turret, flashes when the turret fires or takes damage, and goes dark if the turret is destroyed.

  1. Campaign Gold
    Players should get a small amount of bonus gold (or XP, or ‘credits’ or whatever) for staying on the same server over several matches.

Balance is currently a major issue. I know that the game shuffles after each match, and I assume that the shuffiling either has, or will have, some way of trying to arrange the new teams so that they are more balanced.

This is great because it means that over successive games the teams will become more and more equal.

But the problem is that people enter and leave games so often that this dream of better balance is rarely achieved.

What is needed is some incentive for players to stick around.

Back with Wolf:ET the incentive was that maps were arranged in ‘Campaigns’ of 3 or 4 maps, and you unlocked abilities that carried over to the next game ONLY IF you stayed to finish the campaign.

It feels like that won’t work in ‘DB’ because there aren’t really campaigns, but other options for incentives do exist, and the simplest is to just give players an extra bit of gold for staying on the same server.

It could be something as simple as 5 gold for two games in a row, 10 gold for three games, 20 for four games and then that’s the cap.

Players who are farming (which will be all of us :smiley: ) will want to stay on the same server to maximise their gold return.

This will let the balance shuffling work, and it will also discourage people from quitting early if their team starts to lose.

Well, those are all the suggestsions I’ve got right now.

Let me know what you guys think
:slight_smile:


(Eox) #2

I really want the 2) to be a thing. Free roaming would be really awesome to discover the maps and train some tricks. Competitive definitely needs this.

  1. Could be a nice improvement and would make people less enclined to leave a server after a loss or the end of a match. I am not against that change.

I have no reason to be against 1). I have no opinion about 3).


(TitaniumTeddyBear) #3

That is a very succinct summary.

Nice :slight_smile:


(Morty) #4

Good ideas.


(TitaniumTeddyBear) #5

[left]Round 2:

  1. The tab that we click on to access our ‘cases’ of loot should have an indicator that shows when there are some cases in it.

It’s a small change but it will remind us when we have unopened cases languishing in there.

  1. We need a Skin Viewer.

I really like the art on the higher level cards that come with cool skins but it’s difficult to see how you’ll actually look with a new skin on.

If we want to encourage people to use the skins they like (and we do because it’ll be a source of income for the game) then we need to show people what their characters will look like in the skins they have.

Otherwise even when we’re WEARING a skin we still won’t know what we look like. Which makes the skins far less appealing.

Look at the model viewer on Lolking.net for one idea of how a skin viewer could work:

  1. The Skins need names.

Similarly, since we want people to desire the skins and part of that is the envy they will feel when they see someone else wearing a really cool skin we need an easy way for people to talk about the skins.

Giving the skins names would help a lot.

If the skins have names then a player who sees a skin they like can just make a note of what the name is and then keep upgrading cards until they get that skin.

Without knowing what the skin is called they won’t be able to search for it and remind themselves what it looks like, which will discourage them from wanting to get it.

  1. Secondary Objective XP

I think it’s a good idea if people get XP for defending secondary objectives. This would work in a similar way to the XP you get for escorting the EV.

One example would be the generator on ‘Bridge’ that keeps the barricade up.

  1. Auto Shuffle

Team balance is still a problem, and people aren’t voting when ‘shuffle’ votes get called. This could be because they don’t understand what the vote is, or because they don’t care, or because they don’t notice the popup.

One solution could be based on the following rules:
If 3 minutes of play or more have passed, but there are still at least 5 minutes left in the game.
And the average point score on one of the teams is DOUBLE that of the other.
And a shuffle vote is called.
That shuffle vote will automatically succeed.
Unless enough people vote ‘No’ to win the vote.

In other words if one team is obviously superior (I mean double the score? They would have to be OP) and someone calls a shuffle vote then that vote will succeed unless lots of people oppose it and vote ‘no’.

This will encourage people to pay more attention to shuffle votes, and it will mean that the really broken team balances can be corrected by astute players.

  1. Turret View.

When Bushwacker is dead and spectating he should be able to switch to the view point of his turret, just like switching to the viewpoint of the other players.

  1. Graffiti Guidance.

You might actually be using this one already.

I think that the graffiti on the walls should be placed in such a way as to provide tips on places to try and wall jump. This will help players to work out what they might be doing wrong. It can also gives clues to secret locations or new routes to the objectives.

In the absence of ‘practice servers’ this could help all of us master our wall jumping.

  1. Right Click to Message.

At the moment you can pull up the score with Tab and click on a player’s name to either mute them, or call for a kick vote.

Firstly, thank you for the option to mute. Every now and again there will be someone who either has their mic too loud, or is convinced that everyone finds their shrieking, squeaking, and cackling hilarious, so they do it constantly.

The Mute option has improved my quality of life.

Anyway, I think we should also be able to click on a player’s name to send them a private message.

It’s just an easier way to do this rather than using text commands.

I’m not even sure what the PM text commands are.

That’s all for now.

But I’m sure more will occur to me.

Let me know what you guys think :smiley: [/left]


(TitaniumTeddyBear) #6

Round 3.

  1. Heal Station Indicator.
    Aura’s heal station should have a visible indicator like mines and turrets do.

A lot of the time you won’t want to drop your heal station because you think the last one you dropped is still alive and being useful, but you can’t know for sure without physically going back to check.

  1. Double Click to Arty.
    A lot of people have been complaining that Arty is underpowered compared to Skyhammer because while his artillery is more precise and has more range it keeps getting interrupted.

I propose that when you manually select the artillery indicator the 1 second charge time is replaced with a double click.

The first click highlights the area in green if a strike is available, and red if it isn’t.
The second click triggers the artillery strike.

This will allow skilled players to position their artillery hits very rapidly, but doing so would be a tactical decision because they would have to temporarily put down their weapon.

  1. Five Gold for Readying.
    When the pre-game 30 second countdown is, well, counting down then everyone who ‘locks in’ should get 5 gold or 5xp.

This is a small change but it will provide an incentive for people to not just arb around.

But if people need that 30 seconds to run to bathroom or something they can still take it without any serious penalty.

Anyone else have any good ideas?


(TitaniumTeddyBear) #7

So far numbers 3, 4, 7, and 13 have been completely or partially implemented.

That was probably because the devs were always intending to make those changes, but I’m gonna go ahead and pretend that I helped :slight_smile:


(Nail) #8

#2
If you want to explore maps/practice jumps alone you can start a local LAN server by starting the tutorial and entering the following cmd into console “switchlevel obj_xxxx”.

OBJ_Bridge
OBJ_CanaryWharf (Underground)
OBJ_Map_6 (Dome)
OBJ_Trainyard
OBJ_Victoria (Terminal)
OBJ_Whitechapel (Chapel)


(TitaniumTeddyBear) #9

Awesome! :dizzy:

Thank you.


(TitaniumTeddyBear) #10

…and with the most recent patch number 6 has also been added (sort of) because you can now view the character, in skin, when you access the loadout card.

You’re welcome.

:wink:


(Nail) #11

[quote=“TitaniumTeddyBear;21306”]…and with the most recent patch number 6 has also been added (sort of) because you can now view the character, in skin, when you access the loadout card.

You’re welcome.

:wink: [/quote]

we had this in early alpha for both merc and weapon skins
B)


(Solid Stache ~NaC) #12

[quote=“Nail;21415”][quote=“TitaniumTeddyBear;21306”]…and with the most recent patch number 6 has also been added (sort of) because you can now view the character, in skin, when you access the loadout card.

You’re welcome.

:wink: [/quote]

we had this in early alpha for both merc and weapon skins
B) [/quote]

plus the ability to choose which skin to use.


(TitaniumTeddyBear) #13

I recently had a game that cemented for me the fact that some form of auto-shuffle is absolutely frikking necessary.

Go and check out that screenshot.

This is the worst game of DB I’ve ever had. The teams were more broken than Gary Kasporov in a primary school checkers tournament.

And I should point out that I was on the WINNING team.

The reason why my score is so low is because after a few minutes it became clear that there was no point in playing, so I practiced my parkour instead.

I repeatedly called for shuffle votes but they always failed.

And I mean COME ON!

The scores on our team were literally TEN TIMES those of the scores on the other team.

Crap like this will drive people away from this game in droves.

We need a system where a shuffle vote will automatically succeed if the teams are obviously broken.

And in a similar vein I’d also like to propose:

  1. Auto-Fail Condition for StopWatch.
    If it becomes LITERALLY impossible for the second team in a stopwatch match to win, then they should be given a secondary countdown, and if they don’t achieve the next objective in time the match should end.

Trainyard is the perfect example.

If there are 2 minutes left on the clock and the team hasn’t even blown the track switch then at that point winning is physically impossible. There literally is not enough time to blow both objectives (40 seconds X 2 plus 10 seconds of running once the gates open), watch the train crash (20 seconds), and then carry the package to the chopper, TWICE (20 seconds X 2).

Carrying on at that point is just a frustrating waste of time, and the game should end.


(TitaniumTeddyBear) #14

Number 1 has now been implemented, and I have new suggestion:

  1. My Pineapples!
    You should be able to use Pineapple Juggler on your own grenades and airstrikes markers.

Look, sometimes we just goof and bounce them off a wall too close to us. Being able to quickly throw them away would go some of the way towards making Pineapple Juggler a viable ability.