What could be better in DB?


(b4lu) #1

PART 1: Part 2 in comments:
Hello fellas,
so i had nothing to do at work last week, so i took the time to write down some thought about Dirty Bomb…there is no tl;dr sorry!

About me:
My nickname is „balu“, i am 27 years old and i live in germany. I have a degree in marketing&sales and at the moment i’m writing my bachelor thesis in „media engineering“. After a break i just recently got back into DB, which i kind of enjoy. As i really want the game to be more popular, i want to share my personal thoughts about the current state and future of the game as a feedback to the development team. Also i will try to explain some progression steps about developing to all the people who share their opinions on social media and have the feeling to be unheard (i.e. asking for new content).

Develeopment team:
A development team is a group of people with different jobs that work on the same project. Just as in every other job you need an education to be able to work in your job. As an example which everyone is familiar with:“i don’t think anyone wanted their music teacher in school take over the math classes“. Therefor the different jobs are done in different time periods, because not everyone who works in the same company works in the same job, it’s just the same project. This is the reason why alot of updates have new trinkets, but not new mercs. There are different people working on different tasks. The artist working on skins is not able to work on server performance or client optimisation. So the next time an update is coming bear in mind to not complain about the content you GET, but about the content you DIDNT GET.
Incorrect: I dont want another $#!&§ trinket, i want more maps
Correct: These trinkets are awesome, now all i want is more maps
Acceptable: I don’t like this new trinket, also i want new maps
-Criticism and feedback is always welcome, just don’t be rude about it

Development goals:
The main goal is to earn the most amount of money with the possibilities your team has. Especially in a video game, the developers are very passionate and put their heart into the project and want to make it as enjoying as possible. But there are restrictions. Most of the people who take their time to write feedback or complain about the game are the people who also play the game very often. Additionally these are also often the people who are very skilled in the game and play in teams or just competitive (Ranked/Ladders). So the question for a lot of players is: why doesn’t a development team just implement the belongings of the best players in the game, as they know best about balancing and stuff that a game needs to be successful?
Yes this is a very good way to look into the development, but it’s not everything. The larger a game population gets, the lower the competitive/professional scene gets in contrast to the overall population. The players that play competitive tend to play and grind alot. Also they spend alot of time into the game resulting in them having everything they need (i.e. people sitting on 1.000.000 Credits in DB, will not spend 10€ to buy the new merc, but use their Credits instead). And these people are simply just a small part of the existing playerbase (maybe 1-10%).
As the main goal is to get money with ingame sales, the development of a games draws into the attention of the other 90% of the players, lets just call them „casuals“.
Casuals are those players, who spend some of their free time on playing video games. Most of the time they play a bunch of different games and do not care alot about their performance, they just want to have fun (with friends). In fact, these people do not have the time to grind for mercs and still want to play them, resulting in spending money on buying mercs. (I.E. few years back i would’ve just grinded for new champions/heroes, but the other day i just spend 20€ on a game by a different publisher, just because i didnt have the time any more to grind for a hero that i wanted to play). And this basically is the concept of every modern Free-to-play game. You have the possibility to get everything you need for free to compete with the best players, but you will have to spend alot of time unless you invest some of your money. You can also find this system in games that are not „f2p“, but their focus is in selling cosmetics like weapon or champion skins.

How to achieve the goal:
So this is the actual hard part. In the time of Live-Streaming you need a competitive scene for people to recognize your game, therefor you have to make changes the professional/competitive scene wants, to make them stay with the game. On the other hand, you need to make changes so that the playerbase that comes and wants to play themself, also use their money to support the development and buy all different types of content. And in my opinion this is something were the DB-Development team did alot of bad decisions in.

So first of all i want to start about loadout cards.
After almost every game you get a case which contains a random loadout card. Eventhough it’s a lead-card most of the time, these cases are awesome, because they are free and if you have enough luck you can get some nice loadout cards with cool skins. Furthermore you can buy Bronze-loadout cards for 17500 Credits in the store, whos only difference to higher value loadout cards are only in the cosmetic skin, which is a super cool deal

So what if i want a Cobalt Phoenix Card with a Kek-10 and the 3 Perks i like best in a set? I have either the possibility to try and craft one, with a super high cost to a chance of 1:18 or reduce the RNG by a factor with Weapon Kits which again cost money. And even then there is a chance i get one of the cards that doesnt have the perks i want. Even worse are the high chanced crates in the store, which contain like 50 different types of cards, which are extremely overpriced for the chance to not even get something you actually want to have. There is actually a chance to NEVER get a card you would love to have, because it’s based on RNG. This feels to be pretty underwhelming and depressing for me and I don’t have this special feeling that I really want this one specific card so much, that I would even pay 100 € for it.

Ideas to fix loadout cards:
1.:
Loadout cards have a skin, primary gun, secondary gun and a mele weapon
Additionally every Loadout card has 3 slots for perks
You can choose 3 perks individually through a perk-library

  • It’s important to balance out the perkz, because i.e. noone would use the perk that reduces the time of mounted MGs overheating

2.:
Loadout cards have a skin
Every merc has a xp-progression level. (XP-Gained with every merc is saved, so the levels could easily be added on every already existing steam acc.)
Additionally every Loadout card has 3 slots for perks
You can choose 3 perks individually through a perk-library (could add perk slots unlocking on levels also)
Different weapons unlock on different merc-levels (i.e. 1,5,10)
-XP- Boosters could be added to the store

3.:
Delete Loadout cards
Give every merc 3 perk slots (Choose 3 from a perk-library)
Add merc skins
Add weapon skins
Add a currency (i.e. DBCoins) give people who spend money on the store the amount of currency they lost throughout this change (they already payed for it, just let them buy the new skins)

Idea 1 is in my opinion the best treatment, since it is as close to the current system as possible, while still fixing the actual problem. It results in way less RNG in getting loadout cards and also adds more variety to the gameplay and perk-choice depending on enemy’s picks and maps.

New features:
Back in 2015 when i first heard about Dirty Bomb and got to play in the closed beta, the devs said that dedicated servers will come in the future. I think this is one of the most important things for the competitive scene and also for public-casuals who want to create their own clan with a personal clanserver. Therefor dedicated gameservers are something DB will need and most importantly the servers owners need the ability to put custom settings. The most important settings that come to my mind will be listed at the end. Also to get the money flowing in for DB, it would be super smart, to make DB-dedicated servers exclusively buyable in the DB-Store for a fair price.
Fragmovies and montages have always been a big thing for content creators, thus a replay system, which features like bullet/objective-tracing and camera pathing would be awesome to implement into the game.
Especially for new players and ranked matchmaking a lobby feature telling which assigned merc-roles are missing in the loadouts would be a good thing to add. (The other day i played a ranked-chapel game without an engineer.)
Casual-Matchmaking: Has been discussed alot of times. Queue up with up to 4 friends for a 5on5 game with ranked settings. Nothing more to add to this
Spawntimers: In Wolfenstein:ET the spawn times for both teams were created as the match started, so it was always random and your team could have a bad spawn in contrast to the enemies. In DB both teams spawn at the exact same time, which is very balanced and fair, but doesnt bring much of counterplay. As a new idea it could be fun if every 3rd spawnwave takes 5 more seconds and the start of the long spawn could be a random thing and a-sync to the enemy. You would have to find out which wave the long spawn is to be successfull in spawn killing, which now is a very easy thing.
Enemy health bars: ATM you can just chase down an enemy because you know he is down to very low hp, if the health bars would be turned off, you could actually bait an enemy into a trap by running away early.

Fixes:
-Moving and repairing a tank at the same time results in weird camera warps
-Add an option that disables the explanation of the map-objective before every single game
-Smaller or transparent objective icons
-As long as Casual-MM is not a thing, let friends not be put into different teams on public servers, unless they want to.
-The idea is that friends (using a voice-chat system) don’t have an advantage of randoms together, because DB has an ingame VoIP feature. This VoIP-System should be fixed, because it is literally impossible to understand what other people say, because of the quality and the volume (increased volume is more important, since the quality might be caused by client-microphones)
-Bigger visual information if another teammate is already repairing or an engineer took over
-Filtering the servers in the server browser doesnt work properly. (i.e.: EU – Min LvL 10 , will not show the min lvl 10 servers eventhough the servers start with the exact same string)
-After literally every game in public servers, 90% of the people will leave the lobby. I guess this is the reason because its faster to join a new game, than waiting for the next match to start. (Reduce the time for a next match to start and for choosing your mercs)
Another possibility could be the fact, people want to check on their mission progression or if they got new missions, this is already accessible throughout the lobby, but its really not obvious how. This could be more visible.
-Add more Min-Level 20 Servers, so people are able to play against people that are not new to the game (Less hacking accusations and more fun for new players, because they dont get stomped, resulting in more new players spending more time into the game). Also FF should be ON in these servers to get people used to ranked games at some point.


(b4lu) #2

PART 2
Balancing:
Snipers: Every sniper main will say „you just don’t know how to play against a sniper“, but i think this is not the case, since DB doesnt allow much of a counterplay. The reason i think so is: First of all vasiilli and aimee both have an ability to get a wallhack. There is no counterplay against wallhacking and i feel like both abilities are a very bad thing for a shooter. Also it is super easy to throw the abilities into location where they are not accessible for the enemy. Since only redeye has a smoke to smoke snipers off there are open paths everywhere to get shot from.
Ideas to balance snipers:
-Make Felix and MOA bolt action rifles where you have to get out of the zoom between every shot (Increase rate of fire)
-Give snipers 20-30 less health, if they go QCQ they shouldn’t be the superior merc anyway
-increase the time it takes to get into the scope, so quickscopes are not that easy any more and snipers have to think more about their positioning
-Decrease body dmg for sniper shots but when an enemy is spotted by their abilities the body shots can deal more dmg
-increased cooldown to cast the sniper abilities or reduce the time the deployables are alive
-the heartbeat pulse could be send out every few seconds one time and only as you get hit by it you will be revealed. Also the time that you are spotted should also be like 1 seconds, because this info is enough to deal with.
-add/increase a high aimpunch when snipers get shot while scoping, so they have to think more carefully about positioning (So if you shot a sniper he has to run and not just turn and headshot you)
-make the marked enemies only visible to the sniper who deployed the „trap“, so not the full team gets a free wallhack
-Grandeur:
Why is this sniper rifle even accurate noscope on high distance?

-Burst Rifles:
I guess by now everyone knows burst-rifles are considered overpowered and get banned in competitive games with custom rules (PUGs/Cups). To balance these rifles i would simple increase the spread of the three bullets while they are traveling, so a triple HS on an enemy that is across the map is not a thing any more. If this is too much of a nerf the spread could get lower, when using ADS.
-Fragger’s grenade (Maybe also thunder, never played him before):
So Fragger’s ability is to throw a grenade every 15 seconds. This ability got nerfed pretty hard already (he once had two charges), but it’s still not perfect yet. The other day there was a fragger a few meters away cooking his nade, i ran off behind cover to not get killed by his nade, waited 5 seconds and went back into the fight, just to get blown up by his nade. So what happened is: he started cooking his nade and as he saw he would not hit a target he swapped to another weapon, resulting in the nade going back into his pocket without throwing it and without getting a cooldown penalty on the nade. I think this is a bad mechanic for the strongest damaging ability/weapon in the game. The 15 seconds cooldown allows him to throw a nade on every spawnwave, which is mad strong on a player mastering it (basically every competive fragger, since it is not that hard to do if you know the timers to start cooking on each map). So if a team takes a route to outplay the obvious spawn-fragger-nade (which costs time) they should not be punished by it with another fragger nade into the face. It is a matter of risk and reward for the fragger and his opponents. As a result either a nade that has been cooked should not be able to be put away or the grenade should get a penalty of minimum 50% of the original cooldown.
-Overtime:
So in stopwatch mode the team that attacks first gets an overtime if they are moving an objective or planted a bomb, eventhough the time expanded. After the side swap, the new attacking team does NOT get an overtime if they do the same. This results in an extreme inbalance for picking sites. There is literally no reason to not attack in first place, since you basically can get up to 49 seconds bonus time on a bomb objective (i think it takes 50 seconds for a bomb to explode) and driving a tank on a map like dockyard could even give more bonus time.
There is a set time of 15 minutes for the team that attacks first. If they can not beat the time, they lost. There is really no need for overtime. If overtime does not get deleted, it should atleast be enabled for the 2nd round of a stopwatch match to balance the attack/defending team starts.

Ranked Matchmaking:
The idea of the RMM in DB is pretty neat. You get ranked points for the result of a game and you are able to buy ranked-cases with these points for FREE. The loadout cards in these cases also look way better than gold or cobalt skins, so this is a very cool and unique feature.
I played in the preseason, season 2 and now in season 3 and it has always been the same. The matches are very unbalanced. A good, intense and fun game is a very rare thing in the current DB-RMM. The reason to this is not only based on the low playerbase and a lot of low levels jumping into the ranked games, but there are some serious problems and wrong interpretation of skill levels in the algorithm of the matchmaking. Skill levels in a shooter game are different than skill levels in games like RTS and MOBA games. In theory the skill-width between each rank should be the same on all levels. If this would be the case, then a team of 5 x silver master players should balance out a team of 2xgold recruit and 3x silver officers players. But this is not the case. In shooters the skill-width between every single ranked-skill level is ascending from the lowest rank to the middle gold rating and then starts descanding up to the highest rank. What does this mean? The skill-width between a bronze 5 and a bronze 4 player is the same as the skill-width between a cobalt master and Elite Operative player, but it is not the same between a silver master and gold recruit player.

Taking a look into recent ranked matches the pattern shows that the matchmaking system does not take this into count and just tries to balance games by the ranking-levels.
Additionally this might not even be the case, because there are too many screenshots of teams of full bronze players vs full silver/gold teams. This feels like the matchmaking system just fills both teams with a simple alternating algorithm (Team A gets the first duo-team that queues, team B gets the next duo-team that queues, team A gets the first solo that queues, team B gets the next solo that queues etc.)
Another problem with RMM is the fact that for example a gold player can queue up with a friend who is bronze. The ability to do this is against every terms of balancing the game, because the balance between the friends is not even existant. (i.e. the other day i had a guy who was gold and queued with his friend who was bronze. After 12 minutes of gameplay the bronze player did 432 damage. Basically this game was a 4on5 and he would be better off with players who are also in bronze/low silver elo. Therefore a maximum ranked-level-width should be added to queue up with premades. As an example, a good width would be maximal 3 rankings between the players, but a realistic width would be 5 levels.
For a ranked match, the amount of premades in every team should also be the same. A team of 4 premades should always play vs 4 other premades and a team of 2x duo and 1x solo should play against another team of 2x duo and 1x solo.

Custom Server Settings:
Enable/disable Weapons
Enable/disable Mercs
Limit Mercs
Change ability cooldowns
Change ability charges
FF ON/OFF
Enable/Disable enemy health bars
Vote (Change what you can vote for, cooldowns on a failed vote; how many votes needed to pass a vote)
Change spawn timers
Change amount of players to start a game
Change gametimelength
Enable/disable objectives
Admin powers (kick/ban/force votes)


(LifeupOmega) #3

So what happened is: he started cooking his nade and as he saw he would not hit a target he swapped to another weapon, resulting in the nade going back into his pocket without throwing it and without getting a cooldown penalty on the nade.

This doesn’t happen, you get an instant 8-10 second cooldown on your nade if you pocket it.


(TheStrangerous) #4

EVERYTHING

Need I say more?


(everlovestruck) #5

Has SD ever made a statement they want to keep the current loadout system?
Because I still sincerely hope they rework it completely


(everlovestruck) #6

he swapped to another weapon, resulting in the nade going back into his pocket without throwing it and without getting a cooldown penalty on the nade

Nade cancel CD is 8 sec. It exists.

So Fragger’s ability is to throw a grenade every 15 seconds
Nade CD is 17sec, not 15

As a result either a nade that has been cooked should not be able to be put away or the grenade should get a penalty of minimum 50% of the original cooldown.

100% = 17 sec
50% =8.5sec

sorry I won’t read further. you got your facts messed up


(M4st0d0n) #7

It’s better to leave the party system in Ranked. Partysystem in PUB will lead to lobsided lobbies even more than now. Besides that, I dont think most people understand how a casual matchmaker will change pubbing. You wont have server browser anymore because it could bypass the matchmaker, and you’ll have queue time… Not sure you’ll have more fair matches on top of that.

As a noob with only 300 hours and level 21 who started playing in 2015…

  • Quickjoin, wich is the most obvious button in the game, is still broken.
  • 8vs8 by default is awful. It can be fun, but not as a first experience.
  • RMM dont detect region. Lagwizards are free to snipe from the other side of the world in any mode.
  • Dirtybomb youtube and twitch streams are just pubstompings and it grows old fast for me. I came to the conclusion people dont want fair games and a win/loss ratio of 1:1. They just want to showcase their skillz against randomness.
  • The endgame seems to be grinding cobalts with skinner boxes or rant about ranked.
  • It’s not clear where comp play is at. Not in ranked, who’s a glorified pub (but I’m fine with that). I have yet to go to DBNation once I unlock the full roaster.

Nonetheless, I started playing DirtyBomb again as soon as I heard SD departed from Nexon, and really wishes the best to the dev team.


(AlbinMatt) #8

Guys, cut him some slack. The man’s trying to make a thesis, and you guys are just ripping him apart.

Or don’t, his teachers are probably going to be even harsher, might as well prepare him.


(GatoCommodore) #9

FYI there are level 5s and 6s running around with obsidian loadouts.


(Burrrr) #10

-Overtime:
So in stopwatch mode the team that attacks first gets an overtime if they are moving an objective or planted a bomb, eventhough the time expanded. After the side swap, the new attacking team does NOT get an overtime if they do the same

They do. It’s added at the start of the second half. If team A planted at 14:50 and it blew 50 seconds later, team B has the same 14 minutes and 50 seconds TO PLANT C4.

If You are 1 second late, You’ll lose because well, it’s ‘stopwatch’.


(The_True_mo) #11

When nader is down she should be able to crawl around.
Fragger should just auto gib when down.
Thunder should get 3 auto res .
Sporks should turn into a frontline merc when down.
When aura dies she should lie there for 2 spawns to reflect.
Skyhammer sucks all extra ammo to regen health when down.
Arty turns into the new skin for the whole map.
Red Eye can only walk for 4min after getting killed.
Proxy respawns with 4 mines.

I strongly belive if these where implemented the game would be 10/10.


(bushyg) #12

Went off on a tangent and suggested nothing that hasn’t already been thrown around for months, if not years. Some of the things you suggested are actually already in the game.

Liking Trinkets for the reason that SD decided to give us Trinkets is retarded, they are mediocre at best, and seem like an attempt at buying some time.

Your loadout card suggestion was what was already in the game and removed for what we have now.


(Eox) #13

Tune down the snark, guys. It’s really not needed and kind of annoying to read. The OP probably expects a decent debate.

Going back on the OP, you might be going too far with the sniper nerf. Sure, right now they are an issue, but there’s probably a better way to nerf them. Those changes feel like you are going to make them kind of awkward and unenjoyable to play.

You also seem to ignore some other issues concerning balancing :

  • Fletcher is the dominant engineer, since others are objectively worse, and seems too strong as well.
  • Sparks brings too much pressure on the enemy team with constant, safe revives, and has too much self sustain.
  • Thunder is utterly broken (but you mentionned that you don’t play him, so I guess that’s understandable).

(Sorotia) #14

With Snipers…it would be simple enough to lower body damage while raising headshot damage to reward Snipers for what they’re meant to be…pinpoint killers.

My biggest personal complaints about the Dev team by far are two things…

One: The speed of development…it took close to two years to get a new map…well over a year since the last new merc.

Two: The Proxy favoritism…bugs that have plagued her forever but never seem to be addressed…mostly I imagine because she is a fan favorite. Like her mines sometimes being silent or detonations killing people through walls…a simple footstep from such a large distance away yet a grenade from Nader’s martyrdom going off almost on top of it doesn’t sit a mine off? Neither does bullet impacts that are inches away…


(GatoCommodore) #15

@Sorotia said:
With Snipers…it would be simple enough to lower body damage while raising headshot damage to reward Snipers for what they’re meant to be…pinpoint killers.

My biggest personal complaints about the Dev team by far are two things…

One: The speed of development…it took close to two years to get a new map…well over a year since the last new merc.

Two: The Proxy favoritism…bugs that have plagued her forever but never seem to be addressed…mostly I imagine because she is a fan favorite. Like her mines sometimes being silent or detonations killing people through walls…a simple footstep from such a large distance away yet a grenade from Nader’s martyrdom going off almost on top of it doesn’t sit a mine off? Neither does bullet impacts that are inches away…

the new map barely taking a month to develop tho.

its even already textured

looking forward to new contents


(Sorotia) #16

@GatoCommodore said:

@Sorotia said:
With Snipers…it would be simple enough to lower body damage while raising headshot damage to reward Snipers for what they’re meant to be…pinpoint killers.

My biggest personal complaints about the Dev team by far are two things…

One: The speed of development…it took close to two years to get a new map…well over a year since the last new merc.

Two: The Proxy favoritism…bugs that have plagued her forever but never seem to be addressed…mostly I imagine because she is a fan favorite. Like her mines sometimes being silent or detonations killing people through walls…a simple footstep from such a large distance away yet a grenade from Nader’s martyrdom going off almost on top of it doesn’t sit a mine off? Neither does bullet impacts that are inches away…

the new map barely taking a month to develop tho.

its even already textured

looking forward to new contents

Yes…we’re getting a new map rather quick I guess…but still took a long time to get a new one after dome…plus still waiting for a new merc…I really hope this event is a merc and a map.


(kittz0r) #17

@Burrrr said:

-Overtime:
So in stopwatch mode the team that attacks first gets an overtime if they are moving an objective or planted a bomb, eventhough the time expanded. After the side swap, the new attacking team does NOT get an overtime if they do the same

They do. It’s added at the start of the second half. If team A planted at 14:50 and it blew 50 seconds later, team B has the same 14 minutes and 50 seconds TO PLANT C4.

If You are 1 second late, You’ll lose because well, it’s ‘stopwatch’.

Ehm no, if the first Attack set a Time of lets say 6 Minutes you have to attack on the 2nd Half you have basically 5:04 to do the Objective. The 1 Minute will go to waste because the C4 needs ages to blow up and you are fucked because of no extra Time.


(BlackboltLW) #18

@kittz0r said:

@Burrrr said:

-Overtime:
So in stopwatch mode the team that attacks first gets an overtime if they are moving an objective or planted a bomb, eventhough the time expanded. After the side swap, the new attacking team does NOT get an overtime if they do the same

They do. It’s added at the start of the second half. If team A planted at 14:50 and it blew 50 seconds later, team B has the same 14 minutes and 50 seconds TO PLANT C4.

If You are 1 second late, You’ll lose because well, it’s ‘stopwatch’.

Ehm no, if the first Attack set a Time of lets say 6 Minutes you have to attack on the 2nd Half you have basically 5:04 to do the Objective. The 1 Minute will go to waste because the C4 needs ages to blow up and you are @$!# because of no extra Time.

He was talking about extra time on 2nd Half if the first half was into Overtime. The amount of the overtime was added into 2nd half, so its 14m + Overtime amount

Also I believe C4 had 50s to blow, CMIIW


(watsyurdeal) #19

Aimpunch can be improved, where if you are hit when firing from the hip, you only get visual movement, the crosshair itself does not move. But the crosshair does move when you are aiming down sight, this way Snipers are affected by it.

Range and consistency with accuracy should be improved. I want to know in unreal units, or meters, how far out I can accurately hit someone in the head 100% of the time.

Other than that um…community ran servers please?


(Burrrr) #20

@kittz0r said:
Ehm no, if the first Attack set a Time of lets say 6 Minutes you have to attack on the 2nd Half you have basically 5:04 to do the Objective. The 1 Minute will go to waste because the C4 needs ages to blow up and you are @$!# because of no extra Time.

Ehm, yes You just don’t understand how it works for some reason.

If they need 6 minutes, there is no overtime.

No idea what that 5:04 is, C4 needs 50 seconds to blow up and that applies to every C4 so both teams are ‘wasting’ same amount of time.