Sustaining 'fun'


(Hundopercent) #81

I’ll just go over, like most people did, the list of things I find wrong and each add up making the game not so enjoyable/fun.

Most important are the spawn times and maps, followed closely by lack of freedom in both movement and the maps, and low TTK.

I’ll dig a little deep here but I believe that’s the only way you guys will feel how I feel.

The maps are for the most part absolutely atrocious. Camden is my favorite map and is the only map I find somewhat enjoyable. Waterloo is a distant second, and LB being an even more distant third. I did not bother to mention White Chapel because it should be deleted and started over.

The problem I have with the maps are that they are too cramped or too open. Rarely, do you find that solid middle ground. I can either get hit from 15 directions or I’m running down a 3 foot corridor to stop, grab a milk jug, and then run away down the same corridor with no way of trick jumping or juking my opponents.

The escort maps are dull by nature. The game is moving at 80 mph but the objectives are moving at 10 mph. It creates a stagnant boring experience where you are mentally screaming “COME ON, MOVE THE **** ON” and that piece **** EV just doesn’t go any where. It’s frustrating and makes me not want to play. I know you guys have hard ons for escorts but you really need to speed it up and stop forcing 20 minute games.

Lack of freedom. This is something I mentioned 5 months or so ago and it’s progressively gotten worse. There is almost no freedom on the maps. You are degressing one of the most enjoyable parts of FPS’s and that’s freedom of movement. I want to be able to jump on that car, EV, windowsill, fence. bush, or whatever the hell I see that looks interesting. I want to be able to make shorter paths on the maps by executing a series of jumps and crouches to cut my time from point a to point B by 2-3 seconds. I’m not asking for strafing jumping or anything of the sort. Just some quality work that used to be a standard. I try to jump over a fence and it’s clipped, let me jump in that window I just jump in place, let me walk through this corner boom clipped again.

Afterthought: The engineer not being able to place his dyno freely and move while planting is another example of lack of freedom and should be removed from the game.

Waterloo is [-------------] big and play in about [—|---------] much of it. Map was too short for you guys, the fix, you add and extra wall. That is some of the laziest trash I have seen from you guys and I think a lot of people just expect more from a seasoned FPS company. The map doesn’t even look right or make sense with the extra wall it’s just weird and unnatural. It detaches you as a player from the immersion a game is supposed to have. (Just using this as an example)

Their are too many carryable objectives and the whole carrying + having to hit E to pick up and transmit is poor and again slows the objective part down negatively.

Spawn times as mentioned 100 times before are too short. I’m assuming you guys will be fixing this soon.

Movement - The speed, for me, is fine. However, the fluidity of movement is absent. Between the constant sprint canceling for every action you do to getting stuck on cars, players, EVs, invisible walls etc. It just detaches me again from the game. I can’t get a rhythm because it’s always being cancelled. I personally don’t want sprinting and shooting but sprinting and reloading/special are essential for me at this point.

Class Imbalance - It’s rather annoying to hear 4 headshots and die because the opposing player is playing the derp class. All classes should be somewhat equal when it comes to shooting. Skill should determine the victor not the class they picked.

Another anti fun issue I have is lack of population. I don’t like 2v2’s in DB, it isn’t fun and I would really like to be able to try some 5v5s / 6v6s.

RoF needs to be lowered. Losing half a clip in .5 seconds is blah, forces you to reload too much and since you can’t sprint and reload you might as well just hit K and start over, you’ll be up in 2-3 seconds anyway.

I’m falling asleep here at the keyboard so I’ll end it here but I have other problems but these sort kill the fun factor for me.

Edit:

Afterthought: The maps have no progression. You just hold W to the objective and accomplish it. There is no build up or anything no pre-game fight. Just straight to the point and lemming rush it. Would like to see more areas of the map used to take control of and move forward.


(Patriotqube) #82

Who cares tbh, its one of the things that made the game as great as it still is.

Reason im not playing is not because im bored of it, i simply dosent have the time right now :frowning: will have again soon tho

But i see lots of valid points here

Movements:
As an WET hardcore gamer that never took any interest in COD or BF games, i would say that the movements in DB just dosent feel right to me, its like im moving in Water and and i miss the lean and the possibility to lay down.

Ironsight:
Just loose it imo

Weaponhandling:
Im not sure here, for some weird reason i cant really hit anything, and im used to do it abit above average in WET, here in DB i just suck :slight_smile:

Maps:
Looks great but are to small imo, and i miss the doors, elevators, ladders etc, and i cant understand why You dont go for bigger servers? or atleast makes it possible to choose from having a small server or a big server.

Solution:
Copy movements, weaponhandling from WET, update the game completely on the GFX side, give us lots of possibilities with our charachter and weapons, including let us buy nice badges with our clantags on :), make sure its possible for us to start making maps, ad a good cheat protection, let us have firstview spec mode together with freeflight spec, good rcon tools both on- and offline list keeps going on.

above is ofc my dream for this game :slight_smile:

for now, it would be fun to have 1 or 2 friends involved in the game, people i played with for years, and people that will help making game enjoyable for me as we can discuss stuff on TS while gaming and therefor also get a better chance of actually putting it to words what we have as concerns or what we truely like, my frinds just dosnt have the money to put into this, sell me 2 friend keys with instant access for 10 euro each and il pay for them.

And let me have my gamername please - Patriot|Qubenet in colours i hate playing as Patriotqube, really dont know that guy

what i do like about the game right now tho is the vsays :slight_smile: thanks


(tokamak) #83

Lean, ironsights, and prone were only involved in a small portion of the engagements in ETQW, saying that they involved 20% combined is stretching it. But the fact that they were there and sometimes proved to be povital moves in a match completely changed the way players behaved.


(Volcano) #84

why do i get the feeling you just want ET2 Patriot


(stealth6) #85

Who doesn’t tbh. Have you met somebody that said ET was a terrible game. I haven’t, therefore why try to reinvent the wheel.

Yes I meant strafe jumping not double jumping which basically broke the game since maps weren’t designed for it. As for strafejumping I was surprised to hear from SD devs that some of the original maps were designed with TJ’ing in mind (oasis walljump for example). I understand you frustration with it though, but I think it’s caused by a lack of accessibility. Most players didn’t understand that it was a part of the game not some cheat or glitch.

As for it being possible to reproduce strafe jumping in the unreal engine, it probably is. But even if it isn’t I try not to limit my ideas to the engine or other limitations, it’s up to SD to decide what’s possible or not - they’re the professionals.

Anyway the topic has been discussed to death, you can check my post history or search for strafe or trickjumping for more info. I’ve replied on most of those threads.

Sorry for second reply, but seems lots of people were replying to my post so thought I’d try to clear some things up.


(Patriotqube) #86

:slight_smile: well i never kept that a secret :smiley:

and tbh why not make a game that have a chance of beeing played for years to come? if im right SD will have a possibility to sell stuff for the game for years to come, and not only for a short period.

Stuff i def would buy was

  • designed uniforms with our clanlogos on
  • stats programs to run on our website
  • would even consider a small monthly fee for running a dedicated server that links up to a worldwide statssite, from which we can drag stuff into our server, like best killer etc etc

If SD makes the game so it feels like COD or BF well then ppl will leave when next release of BF or COD is released imo

I would have left before tho, returning to my WET :wink:


(Mustang) #87

Die too fast
TTK around January time was much nicer.

Spawn waves
Enemies reappear straight away after killing them.

XP reset
I’ve been stuck at 949383xp for several weeks.

Die too fast
TTK around January time was much nicer.

Strafing
Regarding strafing from side-to-side; either the direction change is too slow (acceleration), the input (or otherwise) delay between pressing a keyboard button to change direction and max speed in the other direction being achieved is too high, or max strafing speed is too low. Just something about it doesn’t feel quite reactive enough and nice to use. Basically strafe aiming is not feasible right now.

Jump
If it looks like I should be able to get somewhere then I should be able to get there. The main culprit right now are vehicles, some are 1mm too high to get onto, others have to be approached from the right angle or the jump timed just right. It should be that I 99% of the time am easily able get onto these sorts of things, right now it feels like less than 50%, which is more than low enough to make them not feasible for use during a game. Into this also comes the need for crouch-jump (and potentially ramp-jump).

Die too fast
TTK around January time was much nicer.

Over-clipping
If it looks like I should be able to get somewhere then I should be able to get there. Another culprit are overzealously clipped walls. For example one wall with a pillar I might be able to tuck in and hide behind the pillar, whereas another identically looking pillar/wall combo will leave me sticking out 1m from where I should be. Again this lack of confidence means I’m dubious to try and tuck into such a gap during a firefight, which is exactly when I should be able to.

Map traversal
Needs something, e.g. slide/vault/wall-jump/ramp-jump/crouch-jump/backflip/tripple-flip/ollie/etc.

Die too fast
TTK around January time was much nicer.

Grenades
Can’t replenish grenades without /kill.

Docs carry
Pick-up location is too close to attackers and transmit location too close to defenders, or visa-versa. Try to make them a bit more equidistant. Time to pick-up, transmit and return should not be map dependent, but the same values for all maps.

Die too fast
TTK around January time was much nicer.

Static objectives
i.e. plant, hack, repair, etc.
Should be able to pre-equip all tools, currently you can with pliers (multitool thing), but can’t with PDA and C4.
Should be able to look around whilst doing all objectives, currently can with repair and hack, but can’t with plant.
Should be able to stop doing objective and return to where you left off, currently can with repair and hack, but can’t with plant.
In summary, give PDA and C4 weaponslots, don’t lock camera when planting and allow C4 planting to be resumed if interrupted (should be resolved by having a weaponslot).

Airstrike
Damage is too weak and/or area of effect is not large enough.

Die too fast
TTK around January time was much nicer.

Incremental objective time
If we must have this at least give a bias to the first objective. For example if a map has 3 objectives that take an equal amount of time to complete then instead of getting 7 minutes to complete each one give 11 minutes to the first and 5 to the subsequent two. This might already be the case, but if so it’s not gone far enough.

Next objective
In some places defense can’t access the next objective to setup their defense until the previous one has been completed. Not a fan of this, defense should be able to sacrifice trying to defend one objective in order to give them time to setup a really good defense at the next one. Rather than futilely trying to retain one objective then upon reaching the next finding that attack has already taken it over.

Die too fast
TTK around January time was much nicer.

Objective icons
Can’t see enemies because objective icons get in the way. Give me the name of the current objective at the top of the screen and remove all unnecessary icons used to navigate new players.

Crosshair
Either can’t see where I’m aiming (default) or lose the crosshair if I take my eyes off it (dot).
Need a circle dot option:


(rookie1) #88

[QUOTE=Patriotqube;446414]
…Stuff i def would buy was

  • designed uniforms with our clanlogos on
    …[/QUOTE]
    interesting ^^

(BomBaKlaK) #89

[QUOTE=strychzilla;446379]I’ll just go over, like most people did, the list of things I find wrong and each add up making the game not so enjoyable/fun.

Most important are the spawn times and maps, followed closely by lack of freedom in both movement and the maps, and high TTK.

I’ll dig a little deep here but I believe that’s the only way you guys will feel how I feel.

The maps are for the most part absolutely atrocious. Camden is my favorite map and is the only map I find somewhat enjoyable. Waterloo is a distant second, and LB being an even more distant third. I did not bother to mention White Chapel because it should be deleted and started over.

The problem I have with the maps are that they are too cramped or too open. Rarely, do you find that solid middle ground. I can either get hit from 15 directions or I’m running down a 3 foot corridor to stop, grab a milk jug, and then run away down the same corridor with no way of trick jumping or juking my opponents.

The escort maps are dull by nature. The game is moving at 80 mph but the objectives are moving at 10 mph. It creates a stagnant boring experience where you are mentally screaming “COME ON, MOVE THE **** ON” and that piece **** EV just doesn’t go any where. It’s frustrating and makes me not want to play. I know you guys have hard ons for escorts but you really need to speed it up and stop forcing 20 minute games.

Lack of freedom. This is something I mentioned 5 months or so ago and it’s progressively gotten worse. There is almost no freedom on the maps. You are degressing one of the most enjoyable parts of FPS’s and that’s freedom of movement. I want to be able to jump on that car, EV, windowsill, fence. bush, or whatever the hell I see that looks interesting. I want to be able to make shorter paths on the maps by executing a series of jumps and crouches to cut my time from point a to point B by 2-3 seconds. I’m not asking for strafing jumping or anything of the sort. Just some quality work that used to be a standard. I try to jump over a fence and it’s clipped, let me jump in that window I just jump in place, let me walk through this corner boom clipped again.

Afterthought: The engineer not being able to place his dyno freely and move while planting is another example of lack of freedom and should be removed from the game.

Waterloo is [-------------] big and play in about [—|---------] much of it. Map was too short for you guys, the fix, you add and extra wall. That is some of the laziest trash I have seen from you guys and I think a lot of people just expect more from a seasoned FPS company. The map doesn’t even look right or make sense with the extra wall it’s just weird and unnatural. It detaches you as a player from the immersion a game is supposed to have. (Just using this as an example)

Their are too many carryable objectives and the whole carrying + having to hit E to pick up and transmit is poor and again slows the objective part down negatively.

Spawn times as mentioned 100 times before are too short. I’m assuming you guys will be fixing this soon.

Movement - The speed, for me, is fine. However, the fluidity of movement is absent. Between the constant sprint canceling for every action you do to getting stuck on cars, players, EVs, invisible walls etc. It just detaches me again from the game. I can’t get a rhythm because it’s always being cancelled. I personally don’t want sprinting and shooting but sprinting and reloading/special are essential for me at this point.

Class Imbalance - It’s rather annoying to hear 4 headshots and die because the opposing player is playing the derp class. All classes should be somewhat equal when it comes to shooting. Skill should determine the victor not the class they picked.

Another anti fun issue I have is lack of population. I don’t like 2v2’s in DB, it isn’t fun and I would really like to be able to try some 5v5s / 6v6s.

RoF needs to be lowered. Losing half a clip in .5 seconds is blah, forces you to reload too much and since you can’t sprint and reload you might as well just hit K and start over, you’ll be up in 2-3 seconds anyway.

I’m falling asleep here at the keyboard so I’ll end it here but I have other problems but these sort kill the fun factor for me.

Edit:

Afterthought: The maps have no progression. You just hold W to the objective and accomplish it. There is no build up or anything no pre-game fight. Just straight to the point and lemming rush it. Would like to see more areas of the map used to take control of and move forward.[/QUOTE]

nice explain about the maps issues, lack of freedom and the over clipping thing


(SockDog) #90

Expanding on Stealth’s post. I don’t think larger player numbers will help, at least not under OBJ mode. But how about some spectator slots so that people can at least join the server, watch the game being played etc and then if a space frees up they get put into the game. Such a thing for the final release would also be pretty awesome compared to sitting staring at a queue. Would this passive connection impact server performance?

Also wouldn’t mind if people complaining about boring objectives could provide some alternatives in addition to the suggested tweaks. I honestly can’t think of any that don’t simplify back down to escort, carry or interact.


(tokamak) #91

More spectator slots would definitely help. Also makes it easier to meet up with friends.

Oh and I seriously doubt that removing ironsights would suddenly make this game a bliss to play. Yeah I’m pushing my own agenda as well but this discussion is not about strafe-jumping and whatnot. That won’t solve the game.


(spookify) #92

I just need a little bigger dot not much bigger just a little I think my xhair in ET was 42 at a lower res screen…


(Samurai.) #93

Right, #MONSTERPOSTINCOMING!

I guess it’s a complete compilation of all the feedback I have given and can give right now. Sorry for the gigantic post, but with exams coming up I guess I will spend less time here so getting all my feedback across that has accumulated in one post is probably the best idea for me rather than waiting for individual appropriate ones to pop up. This is entirely aimed at the dev’s but if others want to read then go ahead but I apologize for the length!

Spawn System

[ul]
[li]Use the spawn wave system on Veteran server and transfer to Objective server as well.[/li][li]Display own teams spawn times on the HUD.[/li][li]Balance the spawn times through testing on each map.[/li][li]If player doesn’t respawn in time then they miss the spawn wave and have to wait for next one rather than spawn whenever they like.[/ul][/li]
Maps in General

  • They are too restrictive, narrow, closed (LB/WC/WT) – whatever class you play you are still forced to go the same route rather than choose a route that benefits your role; such as a narrow corridor as soldier, and an open space when recon (for example). [/li][li]Follow Camden style in terms of openness where the player has so much freedom to choose where they want to go and which route to take, not constrained through narrow buildings, and narrow stairs/escalators.[/li][li]De-clutter a lot of the maps, this is the reason why Camden is so nice, its open, clutter free and allows the players to move where they want to.[/li][li]Priority of fixing map layouts and objectives = 1st: Waterloo Terminus, 2nd White Chapel, and 3rd London Bridge. [/li][li]Waterloo Terminus suggestions. – maybe I will get round to others but in general just apply similar layouts & principles to the favourite maps found in ETQW / ET / RTCW, you already have the blue prints to perfect maps, just alter them slightly/reskin them to DB without claiming they are direct replica’s and you won’t get comparisons complaining but more compliments saying they play similar to X or Y from blablabla that you know players enjoy.

Implement & Improve Forward Spawns

[ul]
[li]Forward Spawns -> they need implementing on most of the maps. The progression throughout a map should be for the attacking team: Spawn -> capture forward spawn -> do objective -> capture forward spawn -> do objective -> do next objective = game over.[/li][li]At the very least all maps should have 1 forward spawn to capture.[/li][li]Location of forward spawns shouldn’t be infront of the objective in the open like in WT. They should be to the side in a location captureable via both teams. It should act as a stage towards the objective, so attackers mind set is to cap forward spawn then do objectives & defenders should think capping the spawn will give them more time to set up a defense.[/li][li]Capturing the forward spawns should require interaction (Use Key) and a measure on the HUD of capturing % - if you don’t capture it in one go, all progress is lost & more people capturing at same time = quicker capture. [/li][/ul]

Objectives

[ul]
[li]Carry objective mechanics can be seen here - detailed explanation of the issues & solutions[/li][li]C4 Objectives – Need to be able to select C4 before the location, also should be able to arm C4 anywhere around the map like a HE Charge in ETQW – generally not too bad though compared to the others.[/li][li]Constructing/Repairing – need freedom of movement like in ETQW, mining lasers are a prime example where you can construct but strafe while doing it to avoid taking damage as easily. Also feels like you aren’t “locked” in while doing the objective and you could react at any moment. Repairing the E.V should be able to strafe while repairing it to avoid taking fire.[/li][li]PDA Objectives – Make them recon only, so a hack objective specific to recon class. Same as above in terms of allowing movement while hacking. Be able to select the PDA before getting to the objectives. Smoother transition between hacking and changing to weapon to defend self. Often find myself turning away to shoot then get switched back to PDA for some reason and die = FRUSTRATING.[/li][li]E.V. – Terrible objective right now. Possible suggestions – speed it up, allow a player to drive the E.V and follow the route (requiring interaction = more interesting). More players near it the faster it travels. The opportunity to repair the E.V if damaged but not disabled. Provide more ways for players to disable the E.V. – wasting grenades/bullets does nothing so unless you play FOPS there is no real way of contributing to damaging the E.V – Anti vehicle Turrets / Lock on Vehicle Rocket Launchers / Mines that do more damage to vehicles than players / EMP Nades for temporary disable – Give it flares to avoid some of the rockets heading its way -> controllable via the driver (further interaction for the player). [/li][/ul]
Movement System

[ul]
[li]Need a more complex and responsive movement system.[/li][li]Introduce the Battlefield style strafe jump that keeps momentum going – can’t find my original post with this but here’s the video.[/li][li]Implement Trick Jumps[/li][li]Implement Jump + Crouch[/li][li]Implement Sprint + Reload[/li][li]Implement Sprint + Shooting (After playing ETQWPro this game feels sooo slow in firefights – the variation in strafe patterns is very limited). [/li][/ul]

Weapon Handling / TTK

[ul]
[li]Find a middle ground between current TTK and previous TTK[/li][li]Have movement stances impact the spread of weapons more (Crouching = reduced, jumping = increase spread etc). [/li][li]Either remove ironsights or make them way more useable & useful, right now there is no point using them, hip spraying functions just as accurate, allows greater movement and vision of the surrounding area so why use ironsights at all right now? [/li][li] Reduce ROF slightly, still to fast emptying an entire clip, reloading way to often at the moment. [/li][/ul]

HUD

[ul]
[li]Clean it up.[/li][li]Move objective status to the side of the HUD, we don’t need all three objective bars at the top all of the time, only the objective that is currently the focus. [/li][li]Provide a more detailed minimap graphically – i.e like adding terrain textures rather than black paths to the minimap so more visually enjoyable and useable – also personally prefer a circle minimap rather than square.[/li][li]Get rid of the black boxes around EVERY LABEL, such a dark miserable mood to the HUD, lighten it up, use lighter colours in DB White + yellow theme to lighten the mood and make it pleasant to look at.[/li][li]Provide a HP value next to the HP bar so we know exactly how much health we have. [/li][li]Get rid of all the progress bars above all the objectives, these should be displayed down the side of the screen with the progress. All the icons scale them down to smaller value and visible when looking at them. [/li][li]When facing opponents display the same information / layout ETQW does during a firefight.[/li][li]Crosshairs – Much greater depth in customizing the size / style – option to choose shading behind the crosshair to allow it to further stand out. Current dot is too small/hard to see to use so no benefit for me through that implementation so far. [/li][li]Introduce Fireteams -> create own fireteam, add FT name, invite/make public for players on your team to join, separate fireteam chat. Displays players class + HP in the fireteam info box. [/li][li]Obituary could be more interesting, instead of using white silhouette outlines for each kill, make a small graphic of the actual weapon and replace the silhouette’s – would be more visually pleasing and give a “polished” look to the obituary. [/li][li]Allow colour in players names/clan tags – gives individual personality & aesthetically pleasing. [/li][/ul]


Player Models

[ul]
[li]Remove the lighting system on player models[/li][li]Distinguish two distinct light and dark colours for each team. Like GDF recognisable through light colours, strogg recognisable through dark -> follow and emphasise this in DB so you can recognise if enemy or not solely on player outfit. [/li][li]Use arrow icons above player models to distinguish between team/enemy with server option to remove arrows. [/li][/ul]


Graphics

[ul]
[li]Give the maps more distinct colour, right now they all blend together creating a blue (insert general map colour) washed out dull haze that makes it very hard to spot players, also isn’t very appealing at all like the game is blurry. [/li][li]Look at CS:GO visually, the textures are very crisp, clearly see the colours contrasting with each other, the general digital vibrancies is much greater there and it allows player models to stand out clearly and its actually pleasant to just look at the environment – it isn’t over complicated with thousands of lighting and shadow effects. We are playing an FPS game yes realistic graphics is nice to an extent but the second it intrudes on gameplay it is one of the worst things ever. Gameplay should always take priority over graphics in an FPS game. [/li][/ul]

Rewarding Players / Stats / Awards / Scoreboard

[ul]
[li]Been stuck on same XP/Rank level for what seems like years, reset the stats on every main patch update just for the sake of us Alpha testers feeling like some progress is made after playing a map even if by release it is meaningless.[/li][li]Provide visual badges relating to what rank you are like in ETQW on the scoreboard next to each players name [/li][li]Introduce a ranking system based on getting XP for specific activities rather than just getting a lot of general XP – this spreads the playtime between classes and stops players playing one role in the game that gets the most XP in the fastest time. ETQW did this and so did CS:GO it works really nicely encouraging players to take up all aspects of the game. [/li][li]Scoreboard – Keep the current personal stat tracking at the bottom, but end of game remove the kills/deaths/assists for each player shown to the server. [/li][li]End Game Awards Tab – DISPLAY VALUES NEXT TO EACH CATEGORY. Such as “Most Accurate : Player X – 35%” “Most Kills: Player Y – 50 Kills” – the number of times I’ve typed this out in these forums is frustrating. To see your own value, hover mouse of the category.[/li][li]Fix the bug that still means you can’t interact with the scoreboard/awards page. [/li][/ul]

Ammo

[ul]
[li]Bring back gibbing enemy players dropped ammo – when I first arrived in this alpha it was so awesome, refreshing and actually encouraged me to use good competitive tactics (gibbing players) in everyday public play. I thought you wanted to blur the lines between comp and pub -> bring back this as it’s a key aspect of competitive play and getting pub players used to such a simple mechanic would help them transfer to comp easier. This was a feature that ETQW never had that I wish it did.[/li][/ul]

1on1 Map for Alpha Testers

[ul]
[li]There was some positive response about this from one of the dev’s but I haven’t heard about any progress since. With the current state of playtime these kinds of servers provide a nice meeting point to start up a server as well as provide a controlled environment test out classes/weapons vs each other. [/li][/ul]

Jeez that took longer than I expected, and more words than the assignment I am meant to be doing right now… I hope the dev’s read this and take it on board and actually implement the majority of features I’ve suggested. I’ll be around posting every now and then but probably won’t be doing too many more monster posts like this for a while (probably for the best for everyone haha).

I bet you regret this now :tongue:


(Kendle) #94

Great post Samurai but can’t agree with sprint + shoot, as this would mean adding a stamina bar, and I’d rather not have that. Sprint + reload (or any other action) fine, but not shoot.

Also can’t agree with returning the ammo drop. It’s not a key aspect of competitive play, it is / was a key aspect of enabling the ET Medic to rambo, which is not the same thing. RTCW was perfectly competitive without it. The incentive to gib should not be a selfish one (get their ammo) it should be good for the team (put them in spawn). The problem is that spawn times are too short. Once they’re increased gibbing will become more important.


(scre4m.) #95

[QUOTE=Samurai.;446478]

I bet you regret this now :tongue:[/QUOTE]

In case any dev read it.

I didn’t read all, but all in all it sums up my thoughts about the game quite nice.

Points I do NOT agree with are:

arrow Icons: I dont want any bar, icon, whatever. ONLY a playermodel. Like this it’s possible to sneak aorund and surprise an enemy. Right now you see stupid health bars blinking for a short moment when anybody happens to be in your fov . You would never see the enemy, but the health bar gives away the position. pure crap.

shooting while sprinting
I cant imagine this in DB tbh. with this TTK I just cannot imagine how this should work well. If I had a chance to test, I wouldn’t say no, though :stuck_out_tongue:

gib ammo
I enjoy the game more without gib ammo and ammo stations. forces you to act more as a team even on pub. if you have a nice fops you are in a clear advantage. just like you are if you have a great soldier or a great sniper, so why not make the fops even?
For me the problem here is more about the medic, as reviving mechanics feel a bit strange, and reviving all in all is not always a good idea. This needs some improvements.
The only issue with ammo imo is that 1 Fops doesn’t have enough ammo to spread for 7 teammates plus himself on a 16 slot server.


(dIaBol0s) #96

I agree to Kendle. I would like to add that if the textures are not crisp, I would leave the shoulder light. Maybe a little more discreet.


(Anti) #97

The main thing I wanted to get from starting this thread was, is it the direction of the game that is causing a lack of longevity, or is it bugs/balance issues? Thankfully it seems to be the latter based on the feedback you’ve all given, which is good because that’s the kind of stuff we can and will continue to fix.

We are looking at map flow, map length, clutter, spawn times and objective functionality a fair bit at the minute so over the course of the next few patches you should start to see improvements there.


(dIaBol0s) #98

OMG Anti OMG : D


(iwound) #99

keep goin champ.


(BMXer) #100

It’s closed alpha… bugs, balance and map issues are to be expected. What makes the game “unfun” for me is %90 the movement. I realize pretty much everyone has mentioned the movement already but I don’t think this point can really be emphasized enough.
The movement feels WAY too restrictive. It makes for a very shallow game when the movement system can be mastered before the map even loads.

For the most part, FPS games should be about shooting. Shooting is ALL movement. Choosing your position, being creative, dodging, etc. are all gimped to the max in DB atm.
Without a proper advanced movement system, I honestly see DB dieing after the money tourneys stop. Sad but true.