This game needs to stress out certain things


(Carniege) #1

In my opinion this game needs to put a lot of emphasis on some of the little yet game changing things that sometimes turn the tide of a match.

Things like airstrikes and the way they are called in, cooking defibrillators, crouching when long jumping and etc as some players still don’t know these things and they really really help out in matches.

As well as the tutorial I think there should be like little see-through pop ups in the first game with a merc that show you things like “Skyhammers air strike will be perpendicular from right to left” when you select it and the same for whenever they’re in their first match with a new merc. Of course there should be an option to disable it just in case it’s your second account or something like that too.


(BananaSlug) #2

this is in tips on loading screen but to br honest probably any newbie isnt reading it, but that is very good idea or just make the tutorial like that


(Carniege) #3

@BananaSlug yeah the tutorial tells one mainly what to do in terms of how to shoot and the objectives, but it doesn’t tell you anymore more than that.


(Occult) #4

Also stressing to new players that playing objective is not like playing TDM


(Jostabeere) #5

Such small things are the learning curve of DB.


(Szakalot) #6

@Jostabeere learning curve in the game should be about skill-based elements like how to aim and use abilities well, not about basics like long jump, destructible generators, shifting spawns with EV, etc.

many of these are very hard to discover on your own, and create a wide non-skill-based gap between newcomers and veterans, which is very bad for DBs longevity


(Jostabeere) #7

[quote=“Szakalot;132369”]@Jostabeere learning curve in the game should be about skill-based elements like how to aim and use abilities well, not about basics like long jump, destructible generators, shifting spawns with EV, etc.

many of these are very hard to discover on your own, and create a wide non-skill-based gap between newcomers and veterans, which is very bad for DBs longevity[/quote]

Why are usage of abilities and aiming in the learning curve but movement beyond the basics, alternative ways for objectives and others not?

I mean, for example, Tribes. It shows you how to ski and how to use the jetpack. But to master both you need to learn those 2 mechanics for a while.
Or CS with the bunnyhop mechanic. It’s also movement which need to be mastered.
Imo there should be things in a game like that.
I’ve learned many tricks from just seeing veterans doing it. And this is a good thing if veterans teach newbies things. That’s what veterans are there for, not just stomping people.


(XavienX) #8

Kinda like Overwatch I’m guessing where little tips pop up during the match.


(Szakalot) #9

[quote=“Jostabeere;132378”][quote=“Szakalot;132369”]@Jostabeere learning curve in the game should be about skill-based elements like how to aim and use abilities well, not about basics like long jump, destructible generators, shifting spawns with EV, etc.

many of these are very hard to discover on your own, and create a wide non-skill-based gap between newcomers and veterans, which is very bad for DBs longevity[/quote]

Why are usage of abilities and aiming in the learning curve but movement beyond the basics, alternative ways for objectives and others not?

I mean, for example, Tribes. It shows you how to ski and how to use the jetpack. But to master both you need to learn those 2 mechanics for a while.
Or CS with the bunnyhop mechanic. It’s also movement which need to be mastered.
Imo there should be things in a game like that.
I’ve learned many tricks from just seeing veterans doing it. And this is a good thing if veterans teach newbies things. That’s what veterans are there for, not just stomping people.[/quote]

not everything that is being done is readily visible to you. For example, noticing the difference between a long jump and simple sprint jump is actually pretty hard, from a 3rd person. What a newbie will notice is that the other player is a lot faster, but with little insights as to how thats achieved. I’d often get called on ‘speedhacks’ when playing fletcher due to abuse of long&walljumps and doubletime.

Similarly, nothing in the game itself explains the ability to destroy the generator. You’d have to intentionally shoot it to notice the obj-hp-bar. Yeah, some perceptive players might notice another merc spamming nades at the generator, and that it got destroyed without planting C4 - most DOES NOT. The fact that the generators could be blown for over a year now, and only recently did the meta set in on bridge barricade, is testament to that.

Learning curve should be about getting better. Not discovering very obscure tricks. Of course its okay if there are some, like trickjumps; sneaky ways to use kira lazor, pre-aimed nades, etc. The game has too many though. An excellent aimer will struggle with a lvl50+ player, and this creates an unnecessary barrier for newcomers.

An example of this in quakewars was stroyent ammo=health conversions, that are not explained anywhere in the game, short of finding the relevant hotkeys.

Naturally, tutorial is likely going to be developed more before final release, introducing these concepts to the game.

Getting into the game, and getting better at it should not require finding a veteran-friend and having them explain the tricks to you. It makes the game unnecessary elitist.


(Carniege) #10

@Jostabeere what you said about Tribes teaching you how to use the jetpack and something else but to master them you need to play is the other side of the argument. What I’m saying is that the things that should be known should be shown, whereas to make sense in your example, it would mean that Tribes tells you to press J for jetpack but doesn’t tell you that the jetpack will fly with a left tilt and will run out in 50 seconds of use. (The scenario is just an example, I haven’t played that game). Yes you will learn eventually, but it would be extremely convenient to know from the start.

Things like aiming for the head and jumping should be mastered, things that like cooking defibs and knowing to crouch when jumping should be shown. I’m not saying tell them all the perfect locations, I’m just saying to show them how to do the process.


(Amerika) #11

I didn’t enjoy Overwatch’s gameplay as it felt like they compromised too much to make it console-friendly and “appeal to the widest possible audience”. However, what they did get right was the “tips” part that constantly coach players on character choices and tips for how the game works. It was definitely a concern of the devs to ensure that the game was built with these type of coaching tips included in the game as it was being developed.

Dirty Bomb could definitely be helped if there was an options tips pop-up that showed up during merc selection and maybe even pointed out that nobody on the team has a medic or engineer and tips during the game saying “no medic/engineer currently”. Some people might switch if they realize that. And obviously allow them to be turned off since at some point you won’t need them.


(torsoreaper) #12

Agree with above, I hated overwatch but I like that it warned you “your team has no medics”. I wish it could do that in DB. Also if you have 2 snipers it might say “you have too many snipers” and then if you don’t have snipers and someone tries to pick vasili it says “try being someone else if you’re sick of being bottom of the scoreboard”.

Of the useful “basics” that aren’t taught and instead are learned from loading tips or watching people, I think the tutorial would be better served teaching wall jumps, long jump, cooking defibs, etc…


(ImSploosh) #13

I absolutely hate how medics, even experienced players, NEVER charge their defibs. I feel like one of the only medics that do. When there’s little to no enemies around, why not charge up your defibs for another half-second and give your fallen comrade more health while you rack up the exp?


(blissfulUrn) #14

Alot of the time there isnt time to charge your defibs because your in the heat of battle I
would prefer that a medic revived me with less hp to continue the push or battle for the objective than getting killed while trying to charge their defib


(Carniege) #15

@blissfulUrn Yeah that’s fine, if there are enemies around and I’m running through crossfire to revive someone, I obviously do a quick tap, but if it’s someone like a sniper in cover, or even someone whos in the middle of the battlefield but none of the enemy team is around then it makes sense to charge it for an extra second to get them up to 100%.

And that’s the problem, I would love to continue to push or battle for an objective, but when I have 30hp instead of 120 because someone didn’t bother to charge the defibs even though neither of us were in danger, I would die in about 2 shots instead of 8, making me fairly useless. Even 5hp have a difference, imagine what 90hp could do.


(blissfulUrn) #16

I do get your point but even with 30 hp your still a valuble assest to your team as long as you land your shots 1 or 2 mercs with less then 30 hp can still contribute to their team even take out 1-6 of the enemy I have had situations where I have been revived with little hp and taken out 3 or 4 of the enamy team its in the moments that I feel a sertain satisfaction and accomplishment I also wish that I had taken the time to set up my recording software to capture these moments


(Mrarauzz) #17

I like when games don’t treat you like a baby and spoon feed you everything. The first time I threw an airstrike I was all like “damn dude that’s pretty dope…I wonder if it always goes one way” then after like 5 throws I learned by observing it was perpendicular and my life forever changed because sky is bae. With long jumping it takes time to master but once you get it and learn certain spots it feels good man.jpeg . some other games would highlight jump areas…and that’s cool and all, but let the players that figure out the small things to come out on top. I like DB because it didn’t feel like it was spoon feeding me everything like COD. It has a skill gap and I appreciate that.


(Gung-ho) #18

SD should follow in Hi-Rez Studio’s example with Smite and include little YouTube guides linked/playable in-game to provide the basic 101 of role and abilities.

The December patch was touted to be a large patch but all it really brought was a few balancing tweaks which are hardly large at all. Well the audio lock up bug received an attempted fix and whilst it did reduce the occurrence the audio locks still exist.


(Carniege) #19

@blissfulUrn Im not saying you can’t do much with 30hp. You said you killed 4 people? With your full hp you could’ve killed 15 and that’s what I’m stressing.

@K-smooth Yeah it’s the learning that’s the beauty but a lot of people don’t think the airstrike lands a certain way and the main reason for it is that they run around meaning they don’t pay attention to how it flew. Also I know the line going through the airstrike marker indicates how it’s going to fly but I just thought that it was decoration until I realised what it meant.

And with the jumps what I’m saying is that they should simply point out that to jump better you have to crouch in mid air but not actually tell you where to do it, and give you a step by step tutorial. I watched YouTube videos on it and still couldn’t do it for a long time despite practising so much. When I finally done it, on terminal, by the attacking team stage 1 spawn on that car to the pipes, I felt like God has came down to touch my soul and personally congratulate me. But in all seriousness, I’m just suggesting for DB to simply tell people what’s possible and in the game, not that they should be spoonfed information, because when you rely on that one skyhammer to stop the EV before you lose and he throws it perpendicularly to where it’s going…


(KorpKyuuSama) #20

well… i remember something they said long ago about dirty bomb

[spoiler]This game is NOT gonna hold your hand!![/spoiler]