What do you want to see in Dirty Bomb?


(f00st) #301

Keep it free - and that includes TF2 style, mini transactions too.

I would like to see SD earn their money via association to the game - if it’s strong enough then you’ll benefit financially by proxy.

With such a method of operation you could change the entire face of current games development, which may also (hopefully) change how developers interact with gamers/consumers.

I can honestly say that above all else I’m hoping your intended model lives up to this expectation. That you repair the damage done by the greedy, under-developed tripe constantly spewed forth at regular intervals by IW et al. Whose sole focus appears to be maximum profit, often eternally at the expense of even a properly developed product upon release.

If Splash Damage return the gamer/developer relationship to one of balanced developer committment to gamer investment, then I’m sure gamers will continue to support them - I know I most certainly will.

It’s about time gamers weren’t simply perceived as a source of infinite cash by greedy halfwits, chasing a business model designed to deliberately target under-age gamers in order to mask professional incompetence and their own clear lack of imagination.

Good luck with the project. If I can assist, then please do contact me.


(DB Genome editor) #302

Although they both have a pinned-up side, the DB engie hat looks more like a soft boonie hat while the TF2 sniper is wearing the stereotypical Australian slouch hat. Neither of these are cowboy hats. In Texas it would probably be legal to shoot you for getting these mixed up :tongue:


(Cankor) #303

What’s with all these people saying no ironsites and pointing to W:ET (where you squatted for more accuracy)? What’s the difference?

Me, I’d like to see:

Stopwatch mode automatically makes adjustments (spawn timer adjustments should be all that is needed) to standard maps which change them from an even bias (equal offensive/defensive win ratios) to an offensive bias.

same binding system as in ETQW, add to the class context sensitive binds weapon contexts if possible. For me, this is really important, games which screw up the binding system (every consolized game I’ve ever played) are big disappointments.

equip/cook nades

No one hit knife kill unless it’s a class based ability (like covert ops backstab). Otherwise knife should be weapon of last resort

Same Enemy Territory objective style gameplay, no Brink style cut scenes at objective completion…play should continue strait through

VOIP day one, on by default (just use ETQW VOIP system)

Same Enemy Territory leveling (reset at campaign completion).

Spawn timer and ability to slash kill to respawn as needed.

I love what SD is doing with ECHO. Ensuring even distribution of XP between classes so no one class becomes a favorite just because it’s able to get more XP/min than other classes, tracking win/loss ratios, etc. Would be good to keep this going after release since so much more data will be available. Release balancing updates based on that info.

Those are my hot buttons.


(Nail) #304

Cankor, you’ll be pleased


(f00st) #305

ECHO looks very interesting.

I wonder how much it will be utilised post-release and what impact that might have on competitive play once maps have been learned and strats devised?


(Creecher) #306

Hi all!

What I want to see in DB is guns, lots of guns, I do like a large arsenal to pick from.

Also, lots of attachments to choose from, it would be good if I could choose at least 3 of them per weapon.

Thanks,


(0xvi) #307

[QUOTE=rana;442443]-ET based gameplay!
-Stopwatch/Objective
-Hitsounds/Strafing like ET !!!
-Crosshair like ET[/QUOTE]

Exactly this. RTCW/ET was the perfect fps…spent so much time on it that all the map layouts, the ding headshot sound and knifing goat noise are ingrained into memory.


(Dragonji) #308

[QUOTE=Creecher;451266]Hi all!

What I want to see in DB is guns, lots of guns, I do like a large arsenal to pick from.

Also, lots of attachments to choose from, it would be good if I could choose at least 3 of them per weapon.

Thanks,[/QUOTE]
There’s already a game you will definitely like - http://callofduty.com


(Rex) #309

Hahahaha, nice one dude! :smiley:


(Bullveyr) #310

The Axis Goat ftw. :smiley:


(triklyn) #311

[QUOTE=Cankor;449823]What’s with all these people saying no ironsites and pointing to W:ET (where you squatted for more accuracy)? What’s the difference?

No one hit knife kill unless it’s a class based ability (like covert ops backstab). Otherwise knife should be weapon of last resort

VOIP day one, on by default (just use ETQW VOIP system)

[/QUOTE]

for me at least, i’d prefer crouch over iron-sights, because iron sites have a startup time, they change my zoom and slow down my movement. crouching in wolf ET was nearly instantaneous… i friggin bound it to mouse2, and you made a smaller target. also, iron sights block off part of my screen and aren’t as precise as a magenta dot for a cursor, unless i can turn gun models off, in which case the delay makes it difficult for me to judge when i should be firing.

ohk backstabs were a weapon of last resort. i didn’t see many people deuling with knifeys, simply because it did pitiful damage unless it was a backstab. i’m ok with backstabbies for all classes.

voip should definitely be push to talk.

what i really really want, is the ability to swap to your enemy’s gun. I still remember the difference using your enemy’s gun made in wolfET. whether that be because you could just steal all their ammo, or because it made it more difficult for enemies to pinpoint you behind enemy lines. sound assets were and still are important. also. please don’t give servers an option to disable Friendly Fire… and keep the goat bleat, that was classy… never could tell if other people heard the goat noises, or if it was just me and my victim.


(TracyJackson) #312

The only thing off the top of my head right now is team/clan support. Maybe a clan emblem or tag that you can have if you join a clan or something. Or perhaps an in-game clan page you can access by clicking on a player’s clan/team affiliation or something.


(zatoichi35) #313
  1. A fast fps ( faster than COD, more like unreal T, or Quake)

  2. Not 100000 type of mode. Only few , but original mode . Team death match = not original at all. But, Gold Rush ( TF2) : very original. I think the " dirty bomb" theme could have some orignal theme. For exemple, an improved mode of drop the bomb, but with something NEW.

  3. Same business model as Tribe ascend.

  4. same weapon customisation as Tribe scend/cod.That mean multiplue REAL choice, with a WELL made hud.

  5. Overall, a well made interface : i really want that the interface easy to use. For exemple, the Crysis 3 multiplayer weapon customisation screen is a SHAME ( im an ux designer… that my job :slight_smile: ) . But the tribe ascend or the COD one are nice.

  6. The game need to be EASY to handle,easy to anderstand, but HARD to master.

  7. The player will have to know what to do. I mean, i really dont like when everybody is asking this quuestion : Do i have to defend? or do i have to attack? SO , the game should REALLY help player with this question. For exemple, In many TF2 mode , there is defender vs attacker. + the class guide you to know what u have to do.
    So, the REd and the blu know well what they have to do. It help for teamplay, it help for everything. What i dislike is, for exemple, in some battlefield 3 mode, both team have to attack and defend, i think it create some ****y situation and give a poor teamplay. ( with random people without skype).

  8. Small teaam : no more than 8vs8 . with more people, there is less teamplay. just random fight.

  9. The game should use many skills : AIM, dodge ( like in unreal T or quake ), teamplay and map awarness.

  10. NO STATION LIKE U DID ON BRINK. NO STATION. Player will be able to switch from Merks when the die, using classic menu, but not an ingame station. ( like in COD). PLZ NO STATION


(Mustang) #314

[QUOTE=zatoichi35;457481]3) Same business model as Tribe ascend.

  1. same weapon customisation as Tribe scend/cod.That mean multiplue REAL choice, with a WELL made hud.

  2. Overall, a well made interface : i really want that the interface easy to use. For exemple, the Crysis 3 multiplayer weapon customisation screen is a SHAME ( im an ux designer… that my job :slight_smile: ) . But the tribe ascend or the COD one are nice.[/QUOTE]
    Just going to leave this here, hope he doesn’t mind, I’m not a creeper… honest :o

[QUOTE=Anti;396183]Re: Tribes assend is showing us the way
The game is taking over my life! :eek::D[/QUOTE]


(zatoichi35) #315

So, if im right, Anti, is a video game designer that enjoy Tribe ascend to? like me?
So, its a pretty good thing for me i guess, since , if he enjoyed tribe aswell, some tribe feature could be similair in dirty bomb?


(s13lmo) #316

What I would like to see.

A game that works.
A competitive objective based FPS that uses players skill not purchases.
A fully functional anti cheat system that leaves little to no doubt of cheaters.
A game where clans can form ,grow, thrive and also control their own servers and players creating unique games each and every time.
A admin system that is simple and reliable ( levels and admin commands ( adds in with clan feel)).
Multi OS support. Inc server side.
A game that the whole community can support can add to can adapt and change to ensure its still here for several years.
Feel of movement and fluidity of play to be a higher priority over eye candy.
Hit recognition to be a true representation.
Simple clear cut objectives and not over complicated labyrinth maps where people loose sight all too often.


(pingu2) #317

The feel of a game - the responsiveness of controls, speed of movement, accuracy of movement/hit detection, feedback from weapons… this is what makes or breaks a multiplayer competitive FPS.

no input lag
clear graphics - I don’t need 10 billion polygons and particles on screen; I just want to be able to see what’s going on!
dedicated servers
support for clans/friends
a lobby that can be filtered flexibly
accurate hit boxes
headshots
hit sounds
properly placed directional sounds
straffing
limited weapon spread
no grenade/explosive weapons spam
discrete and useful classes
user generated maps/mods
maps that are less constricted than Brink - I don’t want to spend the whole battle in a corridor
anti-cheat
xp based unlocks that reset after campaign/map - keep the playing field even
player voting / admin system
ability to change class/loadout whenever dead
remappable keybinds
voice binds (“I’m an engineer!!”)
akimbo!!


(Blueliner) #318
  1. No stat tracking, or at very least keep stats private. Just show points at the end of the round instead of k/d. Stat tracking in my opinion is a bane on modern fps games as it encourages individualism rather than teamwork.
  2. Make almost every player usable item have an “ammo” cap. For example no unlimited revives, at some point the defib runs outta juice and you have to get batteries or whatever from your LT, similar to RtCW where you would run out of syrettes. I feel like that was one of the areas Wolf/ET really excelled. Encourages tight teamplay as a medic would have to stay near the LT and the usually the fight. Hell even make the mounted guns or vehicle weapons have limited ammo, if applicable.
  3. Can pick up guns but not player “kits”, no meds turning into engies or whatnot; if you pick a role play that role.
  4. Weapons - each class has a maximum of 3 primary weapons and preferably only 2. In addition, make the weapons unique for each faction, i.e. US gets M16 and Russia would get the AK. Keep attachments to a minimum, preferably none. One maybe 2 sidearm choices. It seems the more guns you add the more it just boils down to one or two good ones and the rest are just the same gun reskinned.
  5. For all that is holy, please put weapons and gear in slots, so sick of dedicated grenade key.
  6. Spectator is a must as is in game VOIP.
  7. Please bring gibs back.
  8. Extensive HUD customization options like in ETPro and NoQuarter mods. Please make it possible to turn off the “hey I’m too dumb to know I’m dying” blood on screen effect, just to name one.

(Blueliner) #319
  1. No stat tracking, or at very least keep stats private. Just show points at the end of the round instead of k/d. Stat tracking in my opinion is a bane on modern fps games as it encourages individualism rather than teamwork. If you want to see your personal stats use a system similar to the old XStab where you could check your personal stats by running a command from the console.
  2. Make almost every player usable item have an “ammo” cap. For example no unlimited revives, at some point the defib runs outta juice and you have to get batteries or whatever from your LT, similar to RtCW where you would run out of syrettes. I feel like that was one of the areas Wolf/ET really excelled. Encourages tight teamplay as a medic would have to stay near the LT and the usually the fight. Hell even make the mounted guns or vehicle weapons have limited ammo, if applicable.
  3. Can pick up guns but not player “kits”, no meds turning into engies or whatnot; if you pick a role play that role.
  4. Weapons - each class has a maximum of 3 primary weapons and preferably only 2. In addition, make the weapons unique for each faction, i.e. US gets M16 and Russia would get the AK. Keep attachments to a minimum, preferably none. One maybe 2 sidearm choices. It seems the more guns you add the more it just boils down to one or two good ones and the rest are just the same gun reskinned.
  5. For all that is holy, please put weapons and gear in slots, so sick of dedicated grenade key.
  6. Spectator is a must as is in game VOIP.
  7. Please bring gibs back.
  8. Extensive HUD customization options like in ETPro and NoQuarter mods. Please make it possible to turn off the “hey I’m too dumb to know I’m dying” blood on screen effect, just to name one.
  9. No animations that take away control of your character, for example the knifing animation in BF3.

(divad4686) #320

TV servers like the ones in ET:QW would be nice.