Tackling long-standing issues & features


(JRMC) #1

I have been mainly focused on Dirty Bomb for the past month, only because I have built a new rig a few months back and decided to give this game a try yet again, seeing as my older machine couldn’t withstand the game’s requirements.

Now, as with all suggestions that I am going to talk about they are nothing more than just feedback. I’m not demanding nor implying that they’re anywhere near terrible, I’m simply trying to discuss a feature or an idea that I think could be further improved on from my own perspective.

  • CONTENT

Let’s face it: This game is roughly two and a half years old now. With that said, one would expect a lot more playable content. When I started playing once again I was somewhat baffled with how little it had changed, though I can shrug it off. I’m here for the enjoyment, not to critique the development progression, but I do have to make a statement.

There seems to be a lot of events and balancing changes, that I’m extremely glad for, but it’s not enough to justify the dim playability, especially when most events have players spend money in order to get more out of them, when the game is already filled to the brim with microtransactions, albeit alongside the possibility of using in-game credits, which is a plus in my book.

I understand the need to monetize, but, in all honesty, it feels like they’re being pushed by Nexon. When I first saw Dirty Bomb being announced with Nexon’s name on the corner I was fearful for its future. Nexon has an infamous reputation of heavily monetizing their titles. I’m not against it, they have to feed people, but there are other approaches to said means. It seems development is stagnant thanks to the publisher itself. It’s a common malpractice with many of Nexon’s published titles.

But like I said, not all is bad. The game still has its big crowd and a lot of veterans are satisfied. Many players don’t mind, they always find a reason to continue, but the numbers have plummeted through the course of nearly a year alone.

  • ACCOUNT RANKS

Levelling up is always fun. It pushes players to be above the ranks, to show how much they have progressed and how far they have gotten, but with the current levelling system all one is rewarded with is loadout cases at one point.

Levelling up is already extremely tedious as it is. I see those numbers on the screen, as I’m usually on the top, and it fills me with glee, but then the progress bar shows how much it actually changed and it’s simply disappointing. When I finally level up it feels great, no doubt about it, it always does, but there’s nothing to it. There are no significant rewards of any kind.

  • TUTORIAL

The tutorial of this game is extremely bare-bones. It introduces you to two mercenaries which in my opinion is not enough, but they are not going to develop a new tutorial level just to introduce players to a new mercenary every time.

I propose that the tutorial be generalized in a way that teaches the players the mechanics of the game in general, not what two simple mercs can do. This should alleviate the stressing teammates who cannot use their abilities properly in combat and leave others in dangerous situations which usually ends badly.

  • HEADS-UP DISPLAY

It’s always nice to see a shooter that allows for greater customization over its elements compared to many other shooter games, most which have you pay for such in some not-so-rare cases. However, as unfortunate as it may be, customization is not available in the game’s configuration menus. It can only be achieved by editing files, which I personally do not enjoy.

Another issue that seems to come from out of this is the fact that these edits aren’t optimized for the general population, so it doesn’t always work properly in a visual way. I want to be able to make information a lot more visible than it is right now. It is tucked away so far into the corners that it distracts me when in extreme combat situations.

This could be coupled with some other options, such as percentages. I prefer those over progress bars any day. Not only are they accurate, they show information that could be potentially life-saving. - Sometimes it’s the little things.

  • MATCHMAKING

I have no complaints about the matchmaking, but it definitely could use more filters than just the maximum game mode and maps. Why am I not able to choose all game-modes instead of just one? Sometimes I enjoy playing whatever comes across my way. Other filters such as which regions I want to play on, which is extremely useful, given how poor connection in a fast-paced game is beyond excruciating.

Other than that, there’s a feature that’s truly needed: Automatic team balancing. I cannot stress it enough how often teams become unbalanced or start out that way. Whether it be players of higher skill or simply an uneven number. Whatever it may be, it’s definitely necessary.

  • CARDS

At a certain point, there’s really no point in getting higher rarity cards, namely past the Bronze rarity. It’s mainly visual changes from then on. I was confused when I actually found out about it. I thought it would only get better, thus the difficulty of obtaining them, but, at least for me, I don’t see why. I don’t care about aesthetic, especially randomized at that. I do like looking unique but I’m more concerned with the effectiveness of my loadout rather than how cool my gun looks with a gold plating or a cobalt theme.

Although I can see as to why there’s no real difference, due to balancing issues with characters, and I honestly can’t think of anything interesting to add upon these higher rarities, but it would certainly be nice to see some change in order to promote higher rarities.


(ElDingDong) #2

I agree.
But leveling up is fine imo
However the missions are kind of rubbish.
There needs to be a huuuuuuuuuge overhaul, from the menu, to the hud, to the maps and even the mercs. The progress is unbelievably slow. Even though the game is still really fun, the lack of substantial progress is actually worrying.

Its completely fine for the devs to take there time, but they need to atleast give us some sort of situation report as to when future updates might be implemented. The stream couple days ago was really wishy washy, and we got no solid time frame as to when the future updates are coming. They only speculated things, which may or may not be implemented, for example fletchers nerf etc.

All in all, I believe the devs do have alot of plans for Dirty Bomb, but its long overdue.


(ImSploosh) #3

It’s a good thing that any skin can be obtained without paying real money and that there is no difference in augments/usefulness of a Bronze and Cobalt card. However, if they were to have it like how it once was (I believe), then Cobalts would be better than Bronze cards and that would be stretching into pay-to-win territory- which is NEVER a good thing.

I dislike the current loadout system because it limits gameplay variety. Loadouts are pre-picked for you. I dislike that. However, I’m grateful for the fact that Splash Damage hasn’t entered pay-to-win territory just yet.

Higher rarities are already promoted for their shiny new looks. Of course people’s opinions on this will vary person-to-person, but would you rather have it so Cobalts had a major advantage against Bronze cards? Especially with the current RNG system? Even if you pay-to-play, you still risk wasting tons of money until you snag the perfect loadout. That would just create a really unfair atmosphere and bring on more bad publicity (like with Angry Joe’s butthurt, shitty review).

I do have to say that the lack of content is a bit disappointing, but the amount of people working on Dirty Bomb is small. For me personally, my only gripe is with the lack of maps/gamemodes. Player-made maps/gamemodes would definitely help with this. Even if SD could just hold contests for the best player-made map. The current maps are just bad in my opinion. Dome was a step in the right direction, but it rarely gets played due to some issues such as lag, stuttering, spawns. Dockyard and Gallery were also very fun to play, but we have no idea when we’ll see those fully released. Playing on the same maps, with the same linear routes, and the same invisible walls (I just hate invisible walls :D); this just bores me.


(JRMC) #4

[quote=“Sploosh;170136”][/quote]

Of course it’d be hard to implement an interesting idea for higher rarity cards, and like I said, I can’t think of anything, but it’s obvious that I don’t want it to be a disadvantage over those with lower rarity cards.

I also dislike the loadout system as it is. I like picking out the weapons that I want to use, and buy them or unlock them, but this is an interesting system. It only means players can’t have access to what they find easy to play with right away.

As far as content goes, let me just bring up Warframe. They started with an extremely small team, without a publisher too. They still managed to put out major content updates every two months with a lot of changes, additions and fixes in-between, such as new weapons, characters, cosmetics, balance changes, etc.


(ImSploosh) #5

Of course it’d be hard to implement an interesting idea for higher rarity cards, and like I said, I can’t think of anything, but it’s obvious that I don’t want it to be a disadvantage over those with lower rarity cards.

I also dislike the loadout system as it is. I like picking out the weapons that I want to use, and buy them or unlock them, but this is an interesting system. It only means players can’t have access to what they find easy to play with right away.

As far as content goes, let me just bring up Warframe. They started with an extremely small team, without a publisher too. They still managed to put out major content updates every two months with a lot of changes, additions and fixes in-between, such as new weapons, characters, cosmetics, balance changes, etc.[/quote]

Oh gotcha. I definitely prefer that system you mentioned, picking out my weapons and what not. The current loadout system is reminiscent of some old games. Though i didn’t mind it back then, I do now. Older FPS games have a lot of advantages, but their loadout systems just isn’t one of them.

I didn’t know that about Warframe. I only played the game a few times, never really got into it. I’ve heard great things about it and now I can see why. :smiley:


(terminal) #6

[quote=“JRMC;28212”]I have been mainly focused on Dirty Bomb for the past month, only because I have built a new rig a few months back and decided to give this game a try yet again, seeing as my older machine couldn’t withstand the game’s requirements.

Now, as with all suggestions that I am going to talk about they are nothing more than just feedback. I’m not demanding nor implying that they’re anywhere near terrible, I’m simply trying to discuss a feature or an idea that I think could be further improved on from my own perspective.

  • CONTENT

Let’s face it: This game is roughly two and a half years old now. With that said, one would expect a lot more playable content. When I started playing once again I was somewhat baffled with how little it had changed, though I can shrug it off. I’m here for the enjoyment, not to critique the development progression, but I do have to make a statement.

There seems to be a lot of events and balancing changes, that I’m extremely glad for, but it’s not enough to justify the dim playability, especially when most events have players spend money in order to get more out of them, when the game is already filled to the brim with microtransactions, albeit alongside the possibility of using in-game credits, which is a plus in my book.

I understand the need to monetize, but, in all honesty, it feels like they’re being pushed by Nexon. When I first saw Dirty Bomb being announced with Nexon’s name on the corner I was fearful for its future. Nexon has an infamous reputation of heavily monetizing their titles. I’m not against it, they have to feed people, but there are other approaches to said means. It seems development is stagnant thanks to the publisher itself. It’s a common malpractice with many of Nexon’s published titles.

But like I said, not all is bad. The game still has its big crowd and a lot of veterans are satisfied. Many players don’t mind, they always find a reason to continue, but the numbers have plummeted through the course of nearly a year alone.

  • ACCOUNT RANKS

Levelling up is always fun. It pushes players to be above the ranks, to show how much they have progressed and how far they have gotten, but with the current levelling system all one is rewarded with is loadout cases at one point.

Levelling up is already extremely tedious as it is. I see those numbers on the screen, as I’m usually on the top, and it fills me with glee, but then the progress bar shows how much it actually changed and it’s simply disappointing. When I finally level up it feels great, no doubt about it, it always does, but there’s nothing to it. There are no significant rewards of any kind.

  • TUTORIAL

The tutorial of this game is extremely bare-bones. It introduces you to two mercenaries which in my opinion is not enough, but they are not going to develop a new tutorial level just to introduce players to a new mercenary every time.

I propose that the tutorial be generalized in a way that teaches the players the mechanics of the game in general, not what two simple mercs can do. This should alleviate the stressing teammates who cannot use their abilities properly in combat and leave others in dangerous situations which usually ends badly.

  • HEADS-UP DISPLAY

It’s always nice to see a shooter that allows for greater customization over its elements compared to many other shooter games, most which have you pay for such in some not-so-rare cases. However, as unfortunate as it may be, customization is not available in the game’s configuration menus. It can only be achieved by editing files, which I personally do not enjoy.

Another issue that seems to come from out of this is the fact that these edits aren’t optimized for the general population, so it doesn’t always work properly in a visual way. I want to be able to make information a lot more visible than it is right now. It is tucked away so far into the corners that it distracts me when in extreme combat situations.

This could be coupled with some other options, such as percentages. I prefer those over progress bars any day. Not only are they accurate, they show information that could be potentially life-saving. - Sometimes it’s the little things.

  • MATCHMAKING

I have no complaints about the matchmaking, but it definitely could use more filters than just the maximum game mode and maps. Why am I not able to choose all game-modes instead of just one? Sometimes I enjoy playing whatever comes across my way. Other filters such as which regions I want to play on, which is extremely useful, given how poor connection in a fast-paced game is beyond excruciating.

Other than that, there’s a feature that’s truly needed: Automatic team balancing. I cannot stress it enough how often teams become unbalanced or start out that way. Whether it be players of higher skill or simply an uneven number. Whatever it may be, it’s definitely necessary.

  • CARDS

At a certain point, there’s really no point in getting higher rarity cards, namely past the Bronze rarity. It’s mainly visual changes from then on. I was confused when I actually found out about it. I thought it would only get better, thus the difficulty of obtaining them, but, at least for me, I don’t see why. I don’t care about aesthetic, especially randomized at that. I do like looking unique but I’m more concerned with the effectiveness of my loadout rather than how cool my gun looks with a gold plating or a cobalt theme.

Although I can see as to why there’s no real difference, due to balancing issues with characters, and I honestly can’t think of anything interesting to add upon these higher rarities, but it would certainly be nice to see some change in order to promote higher rarities.[/quote]

  1. What lack of content do you see? I see a game that has a potential to be a huge esport and the only thing holding it back is the negativity from the community and the lack of attention to the public. You mentioned dim playability; but this game has a lot more ways to push down chokes and win than csgo where all you do is just rotate from bomb site to bomb site and watch corners, and csgo is a huge esport.
  2. All levels are are just rough estimates to see how long somebody has played this game for. I do agree that there should be a better form of reward though; maybe like a trinket when you get past level 100.
  3. It only teaches two mercs because those are the two starter mercs, and people who play the tutorial are usually just starting out. If a player wants to buy another merc, chances are that they would already have done research on them and know how to use one’s ability.
  4. I personally think going into files to edit is a lot more fun than simply dragging a few things in-game; It’s what kept me for a few hundred more hours in TF2.
  5. Automatic team balancing is not a good idea, learn from tf2. You’re better off learning how to play the game than having someone being constantly switched back and forth. Also, poor connection has little effects in dirty bomb since hit detection is all client sided.
  6. That’s another feature to the game for the casual player base, you can continue to play and play to trade up for the best loadout in the highest rarity. Having a rare card let’s someone have a feeling of possession, and from what I’ve learned in marketing, that’s what makes someone brand loyal.

(solace_) #7

You have to remember they are a small team of about 10 people trying to run the game, fix the bugs, keep players happy produce new content, and many other things. Expecting things to just get done from such a small team isn’t exactly realistic although I do agree that certain things probably should have been added or fixed by now.


(xRotting) #8

If a “family Business” as u indirect stated has success, its bound to grow, and growing inevitable comes to the point of being unable to satisfy it’s customers if there is also no growth in personnel. Cant agree on your point there m8. Growth is good but you need to manage growth.


(terminal) #9

10 people working on the same thing is a lot of people fyi


(ElDingDong) #10

I believe that community made maps are a fantastic idea. Not only would this help us players get interest back, but it would also help the devs too. As @Sploosh said, the devs could hold a competition making us, the community vote for it, much like the Dota workshop for skins.( and hey, why not fan made skins too?)


(JRMC) #11

[quote=“terminal;170182”]1. What lack of content do you see? I see a game that has a potential to be a huge esport and the only thing holding it back is the negativity from the community and the lack of attention to the public. You mentioned dim playability; but this game has a lot more ways to push down chokes and win than csgo where all you do is just rotate from bomb site to bomb site and watch corners, and csgo is a huge esport.
2. All levels are are just rough estimates to see how long somebody has played this game for. I do agree that there should be a better form of reward though; maybe like a trinket when you get past level 100.
3. It only teaches two mercs because those are the two starter mercs, and people who play the tutorial are usually just starting out. If a player wants to buy another merc, chances are that they would already have done research on them and know how to use one’s ability.
4. I personally think going into files to edit is a lot more fun than simply dragging a few things in-game; It’s what kept me for a few hundred more hours in TF2.
5. Automatic team balancing is not a good idea, learn from tf2. You’re better off learning how to play the game than having someone being constantly switched back and forth. Also, poor connection has little effects in dirty bomb since hit detection is all client sided.
6. That’s another feature to the game for the casual player base, you can continue to play and play to trade up for the best loadout in the highest rarity. Having a rare card let’s someone have a feeling of possession, and from what I’ve learned in marketing, that’s what makes someone brand loyal.
[/quote]

  1. You’re comparing two different styles of games that are diverging into different paths. Counter-Strike is moddable. It has a massively active community with loads of custom user-made content, game-modes, among others.

Competitively speaking, both are just as great and both are just as equal. You basically do the same objectives in each. While in Counter-Strike the main competitive focus is a bomb defusal game-mode, where the only thing that matters is how many players you put down and win the round, Dirty Bomb is an objective game-mode, where objectives matter over kills. Still, you’re tasked with doing the same thing, except they differ in gameplay.

  1. I was thinking rewards for every level or so. I did mention how dull leveling is and reaching level 100 would take well over one to two thousand hours of play. When I said I didn’t really care for cosmetics, that would include trinkets.

  2. The tutorial should approach the player with more information rather than show off two mercs, that’s what I was trying to say. It should be generalized in a way that it encompasses how the game is played from every angle.

  3. I don’t like editing files because information is not provided about various command lines, and that leaves me with the only option to look said line up in order to know what it actually does. That’s why I don’t like exec files in Counter-Strike. Pre-made ones usually have little to no information. Websites that create exec with an array of configuration options also provide either basic or minimal information.

  4. In Team Fortress 2 it has little impact and it keeps teams balanced enough for there to always be a winning chance for either teams.

Regardless how the client-server relationship works in Dirty Bomb, it’s still very irritating to play with a poor connection and against players with a poor connection. It’s a fast-paced game and accuracy and movement are key. Combine both of them with an awful connection and you have a disastrous experience.