[QUOTE=PixelTwitch;502796]The real problem is that its no longer 2004…
The days where people used to accept getting destroyed are long gone…
On top of that we have the issue of performance, lack of content and well… US!
[/QUOTE]
Yep, exactly. I really hope this project doesnt ruin SD in the end. The urge to make a game so hardcore hardcore that only a few of this forum want to play it, is a death sentence.
Asking for quality maps, gunplay, and movement is not making a game hardcore. It’s making a game palatable. Tighter spread, visible models, and a somewhat innovative tight, movement system isn’t going to do anything but bring more players at this point…
Game IS pretty hardcore imo, the same way ET was - meaning if your skill is not on par with other players you will get obliterated. There’s no place to camp and shoot people in the back, you cant hide in a bush on the hill with sniper. You just have to push forward and shoot people in a straight fights. However that doesn’t mean newbies won’t like it, Im pretty sure they will if they’re put against each other. The conclusion is DB needs matchmaking and some ‘elo’ type system very badly. Add ‘elo’ restricted servers and you will get solid newbie protection.
Just jumped in on two servers. First was pixeltwich raging for his team to suck, which was totally correct. We were all totally new, levels below 5. Some with default names. Great fun.
The other match was people standing right outside the spawn and just raping. Nowhere i could roughly compete after 3months of PoE and Nosgoth.
My first thought is trying different mercs to break the spawn rape, but that is restricted. kthxbai, back to places being fun.
We’re well aware of the issues a fast paced shooter with a reasonable skill curve can have in terms of team balance, so we’re definitely planning features to help with that. That means stuff like ranked matchmaking, as well as team shuffles on ‘public’ hot join servers, all stuff we’ve mentioned before.
Our definitions of hardcore are different then. I consider arena shooters hardcore. The hardest thing in DB right now is to stay interested. I’m hoping that has changed after this patch. I will find out in the next few mins while it downloads.
I understand the team balancing aspects you are talking about just fine…
What I actually fear you guys are not taking into consideration is that each time you speed up the combat, add better movement, reduce the spread and lots of other little changes. My fear is not team balance… The fear is that “casual/average” players will not be able to shoot each other. Sure you can make sure they do not get destroyed by us guys on the forums but they will still not play because the current mechanics make them feel useless… EVEN AGAINST EACH OTHER.
[QUOTE=PixelTwitch;503799]I understand the team balancing aspects you are talking about just fine…
What I actually fear you guys are not taking into consideration is that each time you speed up the combat, add better movement, reduce the spread and lots of other little changes. My fear is not team balance… The fear is that “casual/average” players will not be able to shoot each other. Sure you can make sure they do not get destroyed by us guys on the forums but they will still not play because the current mechanics make them feel useless… EVEN AGAINST EACH OTHER.[/QUOTE]
So they actually have to learn the movement and game mechanics? Like in… EVERY game?
Of course you get destroyed in the first hours… and that’s in every game.
Newbies will learn how to shoot each other.
The only thing that would help are matched teams by XP/KD/Rank whatever.
Which will come as Anti said… but I dont expect it to be in the next patches.
I disagree. There is nothing, yet, in the game that requires a high skill of expertise, or a amount of time required to master the ‘skill’. I haven’t noticed a way to make a plan, other than dual planting turrets with a teammate. It is basically run towards the objective and defend/attack it. There is no or atleast not enough of ‘2 go A and 4 go B’, or ‘all rush B’, etc
The guns have a random spread pattern, so there is no ‘high level’ skill in mastering the algorithms of a gun, like in CS 1.6. I don’t consider point and click/spray/burst/etc a skill, since every other FPS game requires this.
There is no strafing, or air control high enough like in other games.
Once you learned the paths of the maps, that’s basically it. You should know where to plant a turret, and a mine, etc
Coming from a real fast paced games like Quake, I don’t consider this game fast paced because it has no strafe jumping, building up speed, etc there are no trick jumps in the maps, nothing spectacular that would require training to perform. The movement system in the game is easy to ‘master’
Wall jumping is useless for most maps, except when you try to make yourself a hard target to hit when transferring a objective. Wall jumping can get you to a few areas where you normally can’t without it.
But for the most part, I don’t consider Dirty Bomb a ‘high level skill’ game, I consider it more Medium, than high. Quake 1/3/live, cs 1.6, warsow, painkiller, ETQW, etc are good examples of high level skill games
The problem with noobs is that they don’t know how abilities work, like full health revives, where the objective is, what objective is next, if they should /kill to respawn or not, what time enemies will arrive, and where the enemies are coming from, etc Once noobs have learned this they can do pretty well if they coordinate with the team instead of by themselves. For example Aura works best in close ranges, noobs might try and shotgun half way across the map.
You must spread some Reputation around before giving it to krokodealer again.
Actually I would be surprised if the player count would be high and stable. The game doesnt offer anything which keeps me playing. Its all too linear. You have to play every map only twice (attack and defence) and you saw already everything. The mercs are different but the gameplay is pretty much the same. There is imo no real difference between the mercs. Of course different weapons and abilities, but thats not enough to create unique mercs. SD should have stayed with classes because then it would be ok that you can choose between 3 or 4 guns and 3 or 4 abilities. The way BF went is much smarter than DB. You can choose your “class” and then pick different guns/abilties according to the class you choose. You get the freedom to choose the gun you want and still can play as a class.
exactly. what if i want to play engie with mines and an automatic weapon? like in ETQW. i cant, i can only have turret+smg combination. There are several types of play that we cannot achieve in DB. And instead of having ‘mercs, that can suit your gamestyle’ we have mercs, that dictate you how to play. And i agree all of them except for 2-3 (phantom, sparks, rhino) play almost the same limited, restricted play.