State of Play: Game Name, Focus Testing, New Forums, and more


(tokamak) #101

Letting the mercs pick their weapons makes them even more generic.


(RasteRayzeR) #102

Then they should add an ultimate to all mercs ! Since they go moba for this side of the game …


(Sun_Sheng) #103

First of all i’d say that I wouldn’t like to see an updated ET but …

one of the biggest problems I find is that the maps are so narrow and channeled. Being able to spawn camp doesn’t make a player, it’s a skill, but it doesn’t make them good. At the moment there are a lot of times when you get on server and it’s ruined by spawn camping. Usually it’s a couple of players who want to play that way, don’t want to swap sides to even things up, and the opposition struggle to break out.

In ET you had options because of the map design. In DB there are very few options where changing things such as the damage given by airstrikes, wouldn’t benefit the campers as well. Radar as an example, you could try to spawn camp the front exit and the attackers would send a full 6 around the back. Oasis, camp the main exit and you’re out through a tunnel and straight in to capture the flag. Same for Supply, Fuel Dump, Dubrovnik, Braundorf, etc. There was always that option to flank around the back with multiple routes leading deep into the defensive area. With DB that doesn’t exist and you’re pushed along two pathways that invariably come out at the same point and lead to you getting slaughtered. There’s no reason for a defence to actually hold back and defend and both teams play in attack mode.

It’s probably too late to start majorly redesigning maps, but as a personal opinion, the game needs changes of that sort of weight to make it a viable objective based proposition. Increasing damage for one weapon or another, or that type of change, is too small a change to have the kind of impact needed to make the game less of a team deathmatch. At the moment trying to do objectives is just an invitation to get slaughtered be cause nobody else is playing that way


(tokamak) #104

Agreed, but there are lots of elements in the game that currently don’t mesh well.

MOBA games take longer than a DB match, let alone a round. That means that in DB you have a much smaller window to level up (however you defined ‘levelling up’) throughout a match.

A way to solve this would be to extend the levelling over two rounds. But then you run into the issue that ultimates may favour defenders or attackers which would be unfair to whoever was on the unfavourable side in the first round.

It’s just another way stopwatch is poisoning the entire game.


(RasteRayzeR) #105


10 chars


(Kl3ppy) #106

Why?

Maybe I’m on the wrong boat but I thought that the Merc is basically only the character I’m playing. For instance, in defence I would play Aura (or whats the name of the girl with the healstation) but I dont because I have to pick the shotgun. If I could pick the SMG, she would be my favorite Merc for defending. When playing attack, I would choose Sawbonez because he is a combat medic.
Regarding the Fops, I would like to pick a medium/long distance (full auto) gun when picking Arty. He has an arti and therefore I would stay a bit behind because I support the the attacking teammates. When playing Skyhammer, I would like to take a short/medium range gun because I need to get pretty close to the heatzone to drop a good airstrike. Every player has a different playtype so there should be different guns available. No big choice, I think 3 or 4 guns should be fine. I imagine this: I buy a merc, play him and think his gun is bad or I dont like it. So I wasted 5€ or something and I keep that in mind. But if I know, the merc has his original gun + 3 global guns for support class, I can buy the merc and use my favorite gun (ofc only when my fav gun is a global class gun). Imo the mercs should be different regarding the abilities, not necessarily regarding the guns.


(tokamak) #107

[QUOTE=RasteRayzeR;505245]


10 chars[/QUOTE]

I’m not sure that should even be a possibility in a truly competitive match.

How is SD going to handle players dropping in and out? If we’re talking ranked matches then each match should stand by itself with all the 12 players that started it and no one else. Disconnecting should result in severe penalties (like double the penalty if your team eventually loses and half the reward if your team ends up winning).

[QUOTE=Kl3ppy;505246]Why?

Maybe I’m on the wrong boat but I thought that the Merc is basically only the character I’m playing. For instance, in defence I would play Aura (or whats the name of the girl with the healstation) but I dont because I have to pick the shotgun. If I could pick the SMG, she would be my favorite Merc for defending. When playing attack, I would choose Sawbonez because he is a combat medic. [/QUOTE]

Because then the ability is the only thing that defines the merc. We’ve already seen what happens in Brink everything feels similar because everyone gets to use all the weapons regardless of class.

The more options you give to a player the less his choices matter.

Right now limiting that choice creates diversity. You can still have weapon options per merc but those weapons would need to fit his role. That means that weapons should push the niche further rather than compensate for the merc’s weakness. That’s why they walk around with shotguns. They need them up close. It makes them entirely useless from a longer range but that’s not where they should be fighting anyway.

Engineers are very short-ranged in their role. They get to deploy stuff or throw stuff , they need to get into the thick of the action to get their abilities to work well.

If you then allow for longer range weaponry then suddenly you’ve broadened the scope in which they can be relevant in the game. To keep things fair you’d have to give the same range of usefulness to all other mercs and before you know it you’ve got a large collection of vanilla mercs who all can do a bit of everything.


(Kl3ppy) #108

[QUOTE=tokamak;505243]MOBA games take longer than a DB match, let alone a round. That means that in DB you have a much smaller window to level up (however you defined ‘levelling up’) throughout a match.
[/QUOTE]

I would like to see something similar to the ETQW main game mode Campaign. Just chain 2 or 3 maps together, the max. time for all 3 maps should be between 40 and 60 mins. In this time, you can level “up” fast enough but the level 4 should still be a challenge. Also the level unlocks shouldnt be permanent. If someone drops out, he loses all his unlocks during the match and ofc all the XP he earned.


(Ch4mpixx) #109

We allready have Kira and her divine punishment / mystic flare / orbital striker.


(tokamak) #110

Yeah I would favour it as well. 3 random maps, first map is coin flip for defenders and attackers, the next two maps side is chosen by the losing team (through a vote).

Now you’ve got somewhat of a fair playing field. It’s not league worth but it’s fair enough for it to even it out over several gaming sessions which is ideal for pub play.

I’m not sure how this can be reconciled with league play again but then again, I already think that stopwatch is a terrible spectator sport. I guess the best way is to make the maps last a bit longer than just two objectives. Preferably by implementing more side objectives and forward spawns.


(spookify) #111

[QUOTE=RasteRayzeR;505236]You mean you can be a panzer medic ? hahahhaha

On a more serious note what you ask for here is probably in development (I know that from a reliable source) :wink:[/QUOTE]

They actually mentioned it on the forums I think that they were working on this. :smiley:
Or something like this…


(spookify) #112

New noobs are calling out people for haxing that might not even be haxing! Dear god! Plus name stealing oh fun!!!


(Ashog) #113

Klepi shut up alredi and come play Payday2 :stuck_out_tongue: