Sustaining 'fun'


(Bangtastic) #101

movement changes like posted above, except sprint + shoot cause then the flee or fight decision is gone, then you could delete sprint, speed it up in general and introduce sneak like in cs. sprint + shoot = snipe + aim steady

But it should be faster anyways. It has now the same speed as cs but only when you sprint, which isnt especially what i call “fast paced” it should be already fast on fov 70-80 and i play 110 to enjoy it lil bit more. You know when it just feels good in a game, you already enjoy walking around^^ (at least for me xD) would be nice to have drastically movement changes, like the low ttk change, in future updates.

as long as we are in the alpha :slight_smile: So we have a reason to test more again.

well in BF3 its kinda retarded and not much of a big issue even when you dont jump at all, since one side is always faster on the second flag.

Edit: sry for posting about movement everywhere x)^^


(Samurai.) #102

I think it’s also probably a good idea for SD Dev’s to keep making threads that are very specific to a certain aspect of the game that they want feedback on.

As you can see by this thread, its been up a day and has 5 pages already. Maybe make a specific kind of thread in which each user has a maximum of 1 post in the thread so they keep it to the point, and there’s less discussion between members and easier for dev’s to track feedback.


(Bangtastic) #103

exactly, and dont forget the survey^^


(Anti) #104

[QUOTE=BMXer;446530]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.
[/QUOTE]

As we’ve said before we’re not going to implement varied movement quite to the extent of a game like W:ET, but we are still looking to add some more stuff on this front. For example the latest prototype to be completed (yesterday on our internal builds) was crouch-jumping.

We’ll continue to evaluate and add more stuff as we go.


(tokamak) #105

[QUOTE=Anti;446522]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.
[/QUOTE]

What exactly would you be looking for in comments on the direction of the game if not the ones that have already been made in this thread?


(Anti) #106

I guess I was checking that it wasn’t high tempo gameplay, accurate hip-fired weapons, objective play etc that people were suddenly feeling had dated :smiley:

All of the feedback was helpful though, thanks.


(tokamak) #107

Nah that’s not it. I know that it’s IP-technically impossible but if you guys ever manage to throw a Quake Live for W:ET then it would be easily the biggest game again.

It’s just that ETQW made some really meaningful developments on the concept that I don’t recognise back in W:ET. I hope those features aren’t being judged on Activision’s crappy marketing which they held in favour of their flagship titles. At least, that’s my pet-theory on why DB is the way it is right now. SD suffered some mild and some severe blows after W:ET* and I think some flawed causality between gameplay features and success is being drawn.

*Well, that’s putting it dramatically, but I’m sure you guys and most of the community feel that the last titles didn’t get nearly as much appreciation as they were due.


(warbie) #108

The SD forums would be a very lonely place if that was the case :slight_smile: It’s all about the high tempo hip firing goodness!


(Hundopercent) #109

[QUOTE=Samurai.;446478]Right, #MONSTERPOSTINCOMING!

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][/QUOTE]

I forgot to mention the haze effect on my write up but this. I’m not sure if it’s because it’s an alpha or whatever the situation but the game comes off blurry, blended, and terribly hazy almost like your controlling a drunk soldier. I really hope it gets crisper, cleaned up, and more vibrant.


(acQu) #110

As for movement: i think there is a huge problem with collision in general. Basically everything you run into in a map, may it be models or simple brushwork, it sometimes throws your height up, then again down, sometimes you get stuck on something, ah the list is long. Pretty big problem imo.

Also i would still like to emphasize this one point i once made: if the game is more leaning towards tracking in the gunfights, then you need to have a better strafe-movement system (no i don’t mean strafe-jumping here, just normal strafing without jumping). The character a) needs to be more responsive (= faster transition when you change the strafing direction) b) like it or not the game needs a stamina bar and c) with the stamina bar you can strafe faster from time to time and use your stamina energy well.

Really hope that i made this point understandable, because it is pointless to lean towards tracking with such a bad strafe system. I think someone said that stuff like this pretty much feels like your character running through mud or has very heave weights on foot and this describes it pretty well.


(SockDog) #111

[QUOTE=Anti;446522]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.[/QUOTE]

My concern here is you’re valuing feedback from the handful of people actually playing the game, albeit less, rather than the people who aren’t. Granted there isn’t much you can do with thin air but absence doesn’t mean there isn’t an issue there.


(sunshinefats) #112

I feel like SD had an evolution going up to the point of ETQW…that there was a logical progression culminating in the freedom and strategy of ETQW. And to me that is the bar by which everything SD does thereafter is measured…unfortunately, the bar was set very high there. I think Brink wasn’t as successful because for every step forward it took, it also took 3 steps back. And I fear we are treading in the same territory here with DB. For me, it comes down to the lack of freedom and strategy. This game is simply a deathmatch. Sure there are some objectives and what not, but I’m not even seeing the depth that Brink had, let alone ETQW or the others. I get that you don’t want to re-tread the same ground over again per se, but on the other side of that, why fix things that aren’t broken? It doesn’t seem like a far stretch to simply take the things that were great about the other games and continue the progression that was being made before. Yet I see a lot of trying to re-invent the wheel going on instead. It’s discouraging really.

Now I still hold out hope that some of the freedoms (both in movement and gameplay) we enjoyed before will return, and that some of the new additions will be welcomed…I get that we’re only seeing pieces of the puzzle thus far and not the whole picture, so it’s hard to judge in that regard. But there is a lot here that’s making me nervous. And thus far, I’ve had a lot more frustration than fun I’m sorry to say.


(murka) #113

Regarding some complaints about the HUD. Making a decent HUD takes time and isn’t clear at first sight how it should look, i think it’s best if everyone who has time to bother could tweak those settings themselves and find something suitable. I’m quite sure examples of user HUD-s would give a good direction on what should be changed.


(tokamak) #114

Meh the HUD doesn’t determine the entertainment value of this game.

It would really help if people in this thread limited themselves to the core issues of DB. If you truly think that the HUD is a core issue then fine, that would mean DB is nearly finished and ready to be released. But somehow I doubt there’s anyone who truly believes that.

[QUOTE=sunshinefats;446623]I feel like SD had an evolution going up to the point of ETQW…that there was a logical progression culminating in the freedom and strategy of ETQW. And to me that is the bar by which everything SD does thereafter is measured…unfortunately, the bar was set very high there. I think Brink wasn’t as successful because for every step forward it took, it also took 3 steps back. And I fear we are treading in the same territory here with DB. For me, it comes down to the lack of freedom and strategy. This game is simply a deathmatch. Sure there are some objectives and what not, but I’m not even seeing the depth that Brink had, let alone ETQW or the others. I get that you don’t want to re-tread the same ground over again per se, but on the other side of that, why fix things that aren’t broken? It doesn’t seem like a far stretch to simply take the things that were great about the other games and continue the progression that was being made before. Yet I see a lot of trying to re-invent the wheel going on instead. It’s discouraging really.

Now I still hold out hope that some of the freedoms (both in movement and gameplay) we enjoyed before will return, and that some of the new additions will be welcomed…I get that we’re only seeing pieces of the puzzle thus far and not the whole picture, so it’s hard to judge in that regard. But there is a lot here that’s making me nervous. And thus far, I’ve had a lot more frustration than fun I’m sorry to say.[/QUOTE]

Just stating that I fully agree with this. Last night on Canary Wharf was just a grind. Yes the shooting mechanics were much smoother than before but it’s still a grind. Just wave after wave of teams clashing into each other with no real means of outsmarting them in any way. The only moments of joy were slightly novel kills which really isn’t something I play a game for.


(iwound) #115

one issue id like to bring up.
SD initially targeted themselves for 1 update per week.
these are now few and far between.
for me it was mainly good to have the loadouts swapped around that made it interesting.


(pulley) #116

good point iwound! Weekly updates would maybe bring back more players… Or at least more fun for us


(RasteRayzeR) #117

They obviously work with scrum methodologies for agile development, and believe me when I say it’s really hard to make a sprint per week, it is super hard. Google does it but they have much more money and workers.

Two weeks is the solution I’ve seen the most, and it reduces the overhead of paper work. With one week sprints they would just lose too much time and never be able to complete features before release I’m afraid -> BAD IDEA


(Violator) #118

We work on two-week iterations/sprints, one week is very ambitious and not much gets done + we’re a fairly small team :).


(Anti) #119

You guys hit the nail on the head really, the bigger and more polished the game gets the harder it is for us to turn around super-quick patches like the weekly ones we’ve done previously. For example the next patch we’re going to release has hit a few big technical issues, we don’t want to release it broken so we’re taking the time to fix it.

We’re still aiming to keep updates fairly regular, but weekly will happen less and less I imagine.


(pulley) #120

wouldnt it be possible to change just little things. Like ROF, Spawntime, Walking Speed. We don*t need a complete new build for that. This would be good to fixe some of the major problems atm.