[QUOTE=Anti;537145]I would say in those cases that:
- It was something we felt strongly, as the designers, that we wanted our game to have
[/QUOTE]
You guys are ignorant of what aimpunch actually does. It doesn’t add more skill, it simply adds more randomness - I know you have probably heard this about a thousands times, but I ask you think actually think about it! For once!
Players don’t find themselves holding tight angles and waiting for the other player to run around the corner first, because them getting the initial drop grants them the ability to induce aimpunch on the other player.
I have never once found myself actually thinking of using aimpunch to my advantage on players other than snipers; It’s not a mechanic that adds to anything; it, instead, takes away from the core skill of the game that is: aiming.
“positioning, anticipation, reflexes”
Now that is actually laughable.
How can aimpunch add any of those to this game? I mean, like, really? Come on, you guys are making it out like you don’t even play the game. Aimpunch is a mechanic that almost every player in a modern fps will resent completely: cs:go had the worst aimpunch, and there were countless threads about it all the time (same thing with planetside 2 and h1z1). Dirty Bomb is a fast paced shooter that relies on adad et style of strafe aiming. Aimpunch only hurts DB’s gameplay. There isn’t any corner camping, or really hard angle holding like in cs, it’s just a game where you run around and shoot people (even at the highest level of play; almost every competitive player can agree that there is little “strategy” that goes into dirtybomb).
Why do you think I want there to be no jumping inaccuracy on weapons? - hint: it’s to add a little more variety to the gunplay (of course, doing this would require tweaks to jumping, so you can’t spam it).
- The consensus you believe was there across all of the community was actually across the users in your ‘sphere’ that are vocal. People are twice as likely to post to say they dislike something as they are to post saying it was fine/improved the game
Of course not everybody in the game hates aimpunch - personally it’s not that bad - but you have to decide whether the most vocal people are the ones you want to cater to.
All the people on the forums here are their own little ‘sphere’ and just because most of the other players are indifferent to the things we care about, doesn’t mean that those things don’t deserve attention. How could you possibly say that the people that complained about aimpunch on reddit are the minority? They are just the ones who care enough to complain about it.
How deluded can you be to think that it wasn’t popular opinion that nobody liked aimpunch?
Top post of all time in r/dirtybomb, and if you just sift through the comments you can clearly see that most people dislike aimpunch.
What a suprise!
And, of course people are going to complain about the things they don’t like… lol do you guys want everybody to suck you dick for every good patch note? That’s not something people do; they only post about the bad. If people don’t complain about something, then why change that something?
This is a concept that you guys tend to violate almost every set of patch notes (aimpunch, scope-sway, changing every new merc, even though nobody every complained about them - not once has a merc been released in the same state that the they were in almost a year ago).
- Just because it went out in one version doesn’t mean it wont be balanced and tweaked umpteen times after that, but that can take some time to do. You have to bear in mind the process here, a patch goes out, it’s played and we get the immediate feedback, it’s played for another week and then we get the ‘people are used to it now feedback’, if we want to change it we make the changes, test them internally for a week so we ‘get used to it’, put it into QA, they test the build, the next patch eventually comes out. When you iterate 2-3 times that can be a fairly long process before you arrive at the point where most people are happy
Depends on the severity of the issue that was addressed. After you guys released the scope sway patch (which Linkz and I noticed instantly, first thing when I played Vassili that day), you never reduced the scope sway for about say, 1-2 weeks or so. I maybe got used to it, but that doesn’t mean that it was still a sane and goodbalance change; it still needed to be reverted and no amount of affiliation would have changed my opinion of it.
To go back to point one a second you have to understand something. We have to make the game for all our players, we can’t just focus on one section, that doesn’t make economic sense.
If we focused entirely on competitive play with every tweak and update we’d be serving maybe 500 players (100 teams on DirtyCups for the league, five players each, that seems a fair estimate). That is less than 1% of all players that log in each day, less than 0.25% of the unique users that play each week. If that was all we’d focus on this game wouldn’t be able to support itself.
Not to say that some of those suggestions aren’t good for all players, they can be, but it doesn’t mean they all are.
None of this means that we don’t care about the competitive scene or their feedback, we do, because a large number of us have been competitive players in the past. What it means is we can’t always make it our top priority and we have to balance it against what is best for the whole game.
Explain to me how every popular esport caters to both the competitive and casual players alike?
It’s not that hard to make a change to something with both competitive and casual players in mind; ****ing league does it, dota does it, cs does it. Is there something I’m missing? Can a game only have patch notes that cater to the competitive players not have casual players too?
I mean, this would be 100% easier if both casual and competitive players played on the same gamemode.
Also, why does valve invite competitive players to the studio all the time to balance the game then? I know blizzard always talks to the pros and they have one of the best balance teams I have ever seen.
I have yet to see one balance change suggested that would negatively impact the casual scene of the game. Most of those guys barely care about balance, and if they do, they go to reddit to complain about how poor this game’s is. Balancing around the top players, while keeping the casual scene in mind is how you create a well balanced game; as the top competitive players are the ones that know the most about the game (even more than the devs, to an extent).
Use your brain, listen to pixel twitch, and stop doing dumb ****.
It’s 6AM and I"m going to bed you silly ****s. :^)