whats about call of extracion or extractionfield
State of Play: Closed Beta, Communication, & Community
You can’t use the term “Enemy Territory” in the name, SD doesn’t own the copyright, so it’s never going to be DB:ET or XT:ET.
Of the 2 names so far used I prefer DirtyBomb, because it describes the concept to a fuller extent. Extraction implies a game mode more than the entire game itself. In the Execution and TDM game modes, for example, you’re not “extracting” anything, but you are playing in a city that has been “dirty bombed”.
[QUOTE=Kendle;491642]You can’t use the term “Enemy Territory” in the name, SD doesn’t own the copyright, so it’s never going to be DB:ET or XT:ET.
Of the 2 names so far used I prefer DirtyBomb, because it describes the concept to a fuller extent. Extraction implies a game mode more than the entire game itself. In the Execution and TDM game modes, for example, you’re not “extracting” anything, but you are playing in a city that has been “dirty bombed”.[/QUOTE]
Speak for yourself, when I kill a guy in Execution mode I pull their teeth! :infiltrator::stroggbanana:
DB is better, but Black Rain is even better.
Black Rain is $$$.
anyway, I think the whole game needs to be more serious, and dark-mooded. i think the game started, when all the extracktions, and saving operations alrdy failed. and its all death and contamination. more stalker-like ruins
Dirty Bomb would only be good for the present game …it’s limits the game development …it’s has to be dirty bombers in every cities …Thats why I would like another name…Extraction can be good …depend of the base story and be good for all expansions (I had one in mind (story) but …anyway… )
Have you found this thread already? http://forums.warchest.com/showthread.php/39467-Name-it-!-(XT-DB-or-something-else-)
Great feedback in here… all 8 pages of it 
Think a lot of what you’re asking for is being addressed, thankfully. I’m part of that new team mentioned in the OP, so rest assured you’re being heard. First order of biz when I joined in January was to call a halt to the current branding/beta cadence/etc. and get the proverbial house in order. Hence why we went dark, stopped putting people into the game, pulled down the website, and are blowing up the current Nexon forums (building new from scratch).
We’re getting closer to the point of reactivation, still some weeks out, so stay tuned.
The CM team will be sure to keep you all up to speed and actively engage in the meantime. Just hold tight a little longer please and we’ll get there. I personally played the $hit outta Wolfy & ET, so I can’t wait until we start bringing new players in. Especially since right now, I’m getting absolutely destroyed by you guys (don’t shoot me, I converted to console when RTCW was ported :o).
Anyways, thanks for the patience and I’ll personally be sure to check in here often.
Cheers,
CHEFS
P.S. And don’t worry, the game will not go to a Pay to Win monetization model (seen posts concerned about that). Over my dead body…
[QUOTE=CHEFS;492494]Great feedback in here… all 8 pages of it 
Think a lot of what you’re asking for is being addressed, thankfully. I’m part of that new team mentioned in the OP, so rest assured you’re being heard. First order of biz when I joined in January was to call a halt to the current branding/beta cadence/etc. and get the proverbial house in order. Hence why we went dark, stopped putting people into the game, pulled down the website, and are blowing up the current Nexon forums (building new from scratch).
We’re getting closer to the point of reactivation, still some weeks out, so stay tuned.
The CM team will be sure to keep you all up to speed and actively engage in the meantime. Just hold tight a little longer please and we’ll get there. I personally played the $hit outta Wolfy & ET, so I can’t wait until we start bringing new players in. Especially since right now, I’m getting absolutely destroyed by you guys (don’t shoot me, I converted to console when RTCW was ported :o).
Anyways, thanks for the patience and I’ll personally be sure to check in here often.
Cheers,
CHEFS
P.S. And don’t worry, the game will not go to a Pay to Win monetization model (seen posts concerned about that). Over my dead body…[/QUOTE]
I played some RTCW on xbox back in the day. I probably had more hours on the console than on PC lol… That was the first FPS on console I really enjoyed, perhaps apart from Halo. I liked RTCW more than it tho.
Til W:ET which was obviously PC only and I was in college with plenty of time to kill between class.
[QUOTE=CHEFS;492494](don’t shoot me, I converted to console when RTCW was ported :o).
[/QUOTE]

So, what made you “to call a halt to the current branding/beta cadence/etc. and get the proverbial house in order.”? In your opinion what was wrong and how will you fix it?
In which direction the branding will go? Proready/PubFriendly/CODclone/WETclone/CombatArmsclone/cod+bf hybrid ? Or, how do you plan to present this game to the public?
Do you plan to inject some of your console experience in to this game?
Do you consider strafe-jumping a bug?
What is your opinion on DLC regarding this game?
What is your opinion on a SDK release for this game?
As a WET player, what are in your opinion the key factors that made W:ET be played for so long?
I guess how these latest questions are answered should be a good indicator of new approach
you already can build blockouts.unfortunaly SD have to do the scripting and modeling.
are there plans to change to ut4 ,if this game is succesfull?
will there be mantle support?
As this is more of a design question I’ll try to answer. Is strafe jumping a bug? No. It was when it first appeared but by devs deciding to support it it became a feature.
Is it a feature we want in XT? No. As we said some time ago it’s a mechanic that we feel can be confusing for a lot of players as it makes zero sense as an abstraction of reality, is quite hard to perform (and generally has little clear feedback in game when being done well) and in some cases it makes targets far too difficult to hit/track for some players.
Titanfall is a great example of the kind of skilled movement we do like. At its most basic level it is easy to understand, its controls make it relatively easy to execute for new players, but there is plenty of room for skilled players to build speed and master the movement (base-to-base runs without touching the floor in CTF). Despite that skill curve targets still remain relatively trackable, there are no sudden jerks in movement from one place to the other or completely erratic changes of direction.
We’re hoping with things like long jump and wall hop, plus a few others bits and pieces, we can achieve something similar in XT.


