Spookify's Post


(ImageOmega) #1

This post has a lot of merit if you asked me. It is stating the frustrations of the game and giving an opinionated outlook on what the future of Dirty Bomb is.

Since TitanFall is such a popular subject around these parts, let me ask you this:

Why is it that a game like TitanFall is not trying to slow down movement or dumb down gameplay because it is afraid of alienating new players or frustrating gamers with poor aim who can not track well? And, TitanFall’s big draw is it is being developed for consoles…as well as pc. Advanced movement with no fear of frustrating gamers with poor tracking due to movement being too advanced or fast.

EDIT: I should add I mentioned the console bit because people will be using a gamepad to aim/track if that was not apparent. A harder control mechanism to track with, yet, no fear of alienating players who won’t be able to track. Plus vertical movement everywhere!

If you don’t know, it has been stated by Splash Damage several times that they are staying away from increasing movement speed or continuously sustained acceleration while jumping because they are afraid players will be too hard to track.

Oh, and I understand they added “air control” this last patch (did it make your movement amazing?) and that sometimes console FPS’s offer aim assistance. Those things have no bearing as the question still stands.

Open your eyes to what gamers want.


(Protekt1) #2

I’d like DB to be a little bit faster, but my impression of titanfall was not that its that fast. Maybe a tiny bit faster than CoD, I can’t tell just by the videos. Certainly sprint looks fast. The freedom of movement is nice but its also all intuitive requiring no special controls at all.

I think once you look at the game from a non-sprint run speed you’ll see it is closer to CoD than it is to DB. Gonna watch gameplay trailer again to focus on that aspect.


(ImageOmega) #3

I agree. It looks like CoD with Mechs. But, the ability to wall-run, hover-jump, etc. makes for faster movement because you can get from point A to B faster and smoother than another FPS; such as Dirty Bomb.


(INF3RN0) #4

Not that I don’t agree, but any style of game can be great. There are people who don’t know how to enjoy anything but their favorite game, so I just doubt the merit part there. It’s just that you should never limit things out of fear of what some people can handle, but rather how all the pieces fit into the bigger picture. Brink was a mess of illogical compromises and fear and it killed all the potential. DB has the potential, but if it doesn’t keep expanding then it won’t have much to offer other than being free. I think we all want the most we can get out of every aspect of the game, and that’s the stuff that kept people playing for years and years.


(k1ruaa) #5

[QUOTE=ImageOmega;464802]

If you don’t know, it has been stated by Splash Damage several times that they are staying away from increasing movement speed or continuously sustained acceleration while jumping because they are afraid players will be too hard to track.

Open your eyes to what gamers want.[/QUOTE]

I hope this isn’t true :< Hard to make a good game while thinking that way


(Kl3ppy) #6

imo the speed of DB is fine, the momentum loss while jumping is something that annoys me.


(Violator) #7

Console gamers have enough ‘slowed down so it works with a controller’ games already (CoD etc.). Bring back the speeeed :slight_smile: The game still feels less fluid than say Q3, ET or other games of the ‘classic’ era. (I’ve said about the jumping thing so I won’t go into that again, but theres the reload-sprint issue, the slight delays when strafing etc. little niggling things that break the movement flow for me). While tracking is arguably easier, dodging bullets isn’t as everything is slowed down to compensate (in my personal experience). Though its not super-slow atm (certainly a lot quicker than the original alpha back in November), its not super-fast either.


(BAMFana) #8

That thread was pure crap, no constructive criticism at all. Good riddance.

It’s strange that you mention Titanfall, a game that looks like the casual pub player’s dream come true from the videos I’ve seen. I can’t imagine it ever having any sort of competitive play or lasting impact.


(stealth6) #9

[QUOTE=ImageOmega;464802]

EDIT: I should add I mentioned the console bit because people will be using a gamepad to aim/track if that was not apparent. A harder control mechanism to track with, yet, no fear of alienating players who won’t be able to track. Plus vertical movement everywhere!

If you don’t know, it has been stated by Splash Damage several times that they are staying away from increasing movement speed or continuously sustained acceleration while jumping because they are afraid players will be too hard to track.

Oh, and I understand they added “air control” this last patch (did it make your movement amazing?) and that sometimes console FPS’s offer aim assistance. Those things have no bearing as the question still stands.

Open your eyes to what gamers want.[/QUOTE]

Typed up a post and lost it so here’s a summary:

  • TF has shorter TTK so less tracking needed (judging by trailer and Devs experience). Movement is also dependent on the maps so you’d need to take that in mind too. (larger maps = more speed possible)
  • Aircontrol has been in DB for months, they’ve just been tweaking it.

EDIT: TF also has titans so the players would need a means to “keep up” with that.


(attack) #10

but i have to say that its after natural selection 2 the first shooter which got my interest


(DarkangelUK) #11

[QUOTE=stealth6;464860]Typed up a post and lost it so here’s a summary:

  • TF has shorter TTK so less tracking needed (judging by trailer and Devs experience). Movement is also dependent on the maps so you’d need to take that in mind too. (larger maps = more speed possible)
  • Aircontrol has been in DB for months, they’ve just been tweaking it.

EDIT: TF also has titans so the players would need a means to “keep up” with that.[/QUOTE]

I think you’re missing the point, he’s saying that they’re not afraid to add those mechanics in the first place and potentially ‘scare new players’. Forget the reasons why it’s there, the fact it’s there at all and PC gamers and console gamers alike are eagerly anticipating it means that the fear of scaring new players with fast movement is, for lack of a better word, poppycock.


(stealth6) #12

In that case what’s the point of the thread?

According to the Roadmap there is still a trickjumping pass to come and additional tweaks to the movement.

It’s like you’re condemning the system before even seeing it.


(MrFunkyFunk) #13

The roadmap hasn’t been updated since may and isn’t really reliable regarding the “soon/later” (since we’ve had a bit of everything in the last patches: maps & character sets and some tweaks here and there; not really following the map).


(Kendle) #14

I understood it to mean it would be too hard (or a lot of work) for them to code it so you can track faster moving players (specifically if using a Quake-esque strafe-jumping mechanism), not that it would be too hard for players to track, i.e the difficulty was on their part, not ours. Could be wrong tho :wink:


(Anti) #15

The thread was closed because it offered nothing constructive, all the ‘points’ he made are already being discussed on other threads and in a much better way.

Titanfall is great fun, very immersive and very ‘Hollywood’, a lot of people are going to like it. I can tell you from briefly playing it this week though that it is no faster than CoD, in fact it feels very similar. The jet packs and wall runs add more verticality to the play, and provide more choice of routes at the cost of map flow and choke points, but they don’t make game any faster than CoD.

Don’t take my word for that though, it was a beta build, you should try it yourselves when you can.


(ImageOmega) #16

Found one of the quotes.


(stealth6) #17

That’s in response to UNLIMITED consecutive jumps…


(Anti) #18

ImageOmega is right, it is a gameplay concern rather than a technical limitation. We believe extremely fast movement will alienate a lot of players, we already have quite a bit of anecdotal evidence to prove that and over the course of the beta we will find out for sure if that is true.


(ImageOmega) #19

I can appreciate that, Anti. I tell people all the time that QuakeLive is a dying game because it is just too hard for new players to get into it. Regardless, still my favorite when it comes to FPS games.


(Anti) #20

If you ever watch Live On 3 it was very interesting to listen to their interview with rapha post-Quakecon on that topic