State of Play - Maps, maps, maps!


(spookify) #41

How are the level systems going to work? Upon release 60 isnt going to be the highest is it? That was only 2200ish Minutes of play…

Infinite Levels? Level 10,000!!!?! Or 1000 with a slower XP system?

How about a cool rank number system… Everyone does numbers. BF for example is to level 100 and different rankings…

So you should come up with a customer ranking number system.

Games can be a learning experience for example gaming is how I learned about time zones… Cool Stuff…

How about ranking system based on Roman Numerals?

Level 60 = LX

Level 1000 = M

Isnt DB in a Post WW3 area so ranking might start from scratch or have a step system rather then a formal ranking system like BF or straight up army game.

Roman Numerals
Binary System
Base 10
Babylonian System
octal System
Theta

Or google Ranking

Or each player has their own ranking system, color, medals, shapes and so on.

http://en.wikipedia.org/wiki/Military_rank

Edit - Diable 3 does numbers but they also do protracts every 50 level or so that adds a star and color.
Something unique can be created to incorporate a number and shape or image into one ranked picture or decal??


(Sun_Sheng) #42

I’ll try and add more when I have time, but quickly, what was wrong with the ET style flag capture? only took an instant, lots of strategy around it, and some great moments!


(spookify) #43

The maps might play longer too!
AKA - The small maps may seem and play larger!

I consider myself an above average Back Rager so flag caps would be amazing!!

This brings up a point… Distance travels with a spawn shield is a little sign I think but I may be imagining it…

Cap Flag Cap Flag!!! Please!!!

Doc Runs!!! (From an Obj to an Obj!) — Not from a spawn to a point…


(Violator) #44

Yawohl! The wait to capture (leaving you a sitting duck) isn’t much fun at the moment :frowning: - one of the reasons I don’t play BF etc.

The plans sound cool but I have a few things which I feel should also be sorted (and I’ve banged on about for a while) -

  1. Defenders spawning on objectives => meatgrind. WC last objective is the worst culprit here - the secondary bridge is virtually impossible to build as you are wide open to snipers who have just spawned. Even a full wipe rarely works - only spawncamping the defenders which leads on to…
  2. Wall jumping abuse => spawncamp. What are the plans to fix this? I know the feature was added before any clipping passes have been made though, but its the major reason we have so much spawncamping currently. The worst culprits being attacker start spawn on Terminal and the attacker start on WC. Good to hear that more trickjump routes are going to be added. These are nice on the current Battersea for instance.
  3. Short spawn times => meatgrind. Good to see that more alternate routes are being considered to reduce the linearity, but the short spawn times need addressing.

Regarding no hack objectives and blowtorch gives you an advantage - any plans to still allow recon classes to have an advantage (or other classes for that matter - e.g. medic is quicker at removing a bio-weapon) for different objective types? This would greatly add to variety of gameplay and mercs used.


(Exedore) #45

From the OP, “we’ll also be looking at how we can better … normalis(e) the average travel times to objectives for attackers and defenders to better fit the newly fixed spawn wave timers. We do want the attackers to have a slight advantage to help drive the progress on a given map.”

Posting these in the Maps forum would make fixing them happen a lot more quickly!


(trickykungfu) #46

[QUOTE=Exedore;505735]From the OP, “we’ll also be looking at how we can better … normalis(e) the average travel times to objectives for attackers and defenders to better fit the newly fixed spawn wave timers. We do want the attackers to have a slight advantage to help drive the progress on a given map.”
[/QUOTE]

Would it be possible to let us test other spawn times in a match. Like axter guys vs US guys. Or is it a big Problem to change them?
I would love to see defense 30 and offense 20.


(montheponies) #47

Could you expand a bit on what this means?

As my number one frustration at the moment is symmetrical, relatively short, spawntimes.


(Exedore) #48

Until recently, many of the spawn timers throughout the maps were different depending on the objective and the travel time to it. You could have a 15 second spawn wave until the first objective was completed, and then it could go to 20 for the next objective. We now adjust the geometry rather than allow for inconsistent spawn wave timers.


(Exedore) #49

It’s not really what this thread is about (that’s more a Game Mode discussion), but we’re discussing things of this nature.


(BomBaKlaK) #50

More space, more routes, more tricks, larger maps !!! And then spawntime can be adjusted.


(Violator) #51

[QUOTE=Exedore;505735]From the OP, “we’ll also be looking at how we can better … normalis(e) the average travel times to objectives for attackers and defenders to better fit the newly fixed spawn wave timers. We do want the attackers to have a slight advantage to help drive the progress on a given map.”
[/QUOTE]

Good stuff - missed this :slight_smile: I assume it will mean increasing the times overall ;). Attackers should always have a shorter time than defense.

[QUOTE=Exedore;505735]
Posting these in the Maps forum would make fixing them happen a lot more quickly![/QUOTE]

I have put some in the bugs section but I will compile a list later :).


(trickykungfu) #52

But can’t you just change it for 1 private Server? Should be done in no time and i think it would help us a lot to see how it works!


(MrFunkyFunk) #53

Another thing that bothers me to no end: invisible walls/restrictions to prevent the players from natural and obvious interactions (cover/jumps/firing/…).
Don’t rely on something so stupid and exasperating.

On the contrary put more glass windows (buildings, cars, …), holes & spaces in piled stuff, etc
When I see I can’t make a 40cm jump or hide between two crates in game, or when I read you plan on making the WC bus glasses bulletproof (and the same for Victoria office window) I really think you remove once again an element of gameplay (and in most cases, an element that demonstrates experience or knowledge of the maps).

What happened to last year’s big thing of “we’ll introduce trick routes & hidden spots on all the maps”?


(BomBaKlaK) #54

[quote=mrfunkyfunk;505746]another thing that bothers me to no end: Invisible walls/restrictions to prevent the players from natural and obvious interactions (cover/jumps/firing/…).
Don’t rely on something so stupid and exasperating.
[/quote]

this !!!


(Silvanoshi) #55

There are still more blocking passes to go on the maps, so you’ll likely see improvements in terms of invisible walls and whatnot :).


(BomBaKlaK) #56

Any news about a date for the next build ?
I don’t have any problem to wait if maps surgery is in process. But if you can just give us some news about the timeline, I would appreciate.


(Silvanoshi) #57

[QUOTE=BomBaKlaK;505755]Any news about a date for the next build ?
I don’t have any problem to wait if maps surgery is in process. But if you can just give us some news about the timeline, I would appreciate.[/QUOTE]

We have a few more key bugs to crush before releasing the next game update, so it’s going to be a little longer. Once they’re well and truly stomped on, we’ll be in a better position to tell you more about the next update :).


(tokamak) #58

:confused:


(Exedore) #59

I actually doubt that you hate invisible collision more than I do, but layout changes are the bigger priority right now. :cool:
Pointing these out in the Maps forum would speed up the process if you’re so inclined, though!

It wasn’t quite that long ago but this is still coming, as stated in the OP. When we go back to blockout in certain areas for layout changes we’ll be working these in.


(Glottis-3D) #60

Bring those blockouts yahay!!!