What do you want to see in Dirty Bomb?


(badjasman) #321
  1. The whole general W:ET idea with campaigns, objectives and classes.
  2. XP system of W:ET. Meaning optional XP save throughout campaign and grand reset after completion.
  3. Separate from the basic XP system, Leveling like COD:MW and BF. Mind, I mean just the ability to level up by XP.
  4. Features unlocked by being a certain level. No OP stuff. Think about unlocking voice commands like “protect the base” etc. I mean, ill listen to someone telling me to protect something if he has 40+ hours playtime anyday.
  5. Realistic models (Don’t go from Team Fortress 1 to 2!)
  6. Somewhat fast but realistic movement. (no triple jumps or octa flips while carrying a 20 KG gun and 30 KG backpack and running an Olympic record simultaneously.
  7. NO quick-scope. Just don’t.
  8. Realistic weapons that have their flaws. Think about the overheating of the stengun to counter its ROF.
  9. Flamethrowers, grenades, gas canisters, rifle-grenades, electric rifle-grenades and rifle-gasgrenades to mess up campers.
  10. Support for camping, mines/claymore, snipers, carried LMG, base construction, tripwire, camouflage.
  11. Reward team play over skill.
  12. Reward skill over class.
  13. Reward class over level.
  14. Reward level over paid products.
  15. Best anti-cheat protection ever. Use ECHO to identify cheaters and boosters. Ability to report in-game if all else fails.

(xGuinness) #322

All I want is a game that reminds me of the good old W:ET days.

-xG


(Rex) #323

Isn’t team play a skill?


(DB Genome editor) #324

I assume he means more “individual” or raw fighting skills (moving, shooting)? Basically a team that supports each other and coordinates properly should be able to defeat a team of better fraggers playing as a bunch of lone wolves.

That’s my read on it, but it might be biased a bit since what I described is what I’d like to see in the game myself…:wink:


(sfHitman) #325

Just make a new RTCW… best FPS of al time. Fast gameplay, trickjumps, strafejumps, no dumb protect the ****in tank or smth.


(Rex) #326

And who owns the rights for RTCW?


(Nail) #327

Zeni Max/Bethesda


(Rex) #328

So what do we conclude from this?


(Dthy) #329

Zeni Max/Bethesda is 3 words. HL3 confirmed.


(Rex) #330

lol… :smiley:


(xerosawyer) #331

Some sort of strafe-jumping, a bit faster than ET would be nice :)))))) No strafe=no play x[


(Stormchild) #332

Since it’s PC focused :

  • I’d like that the number of players on a map gets back to higher amount that it was for brink. I’m not asking Battlefield-sized teams but I think the ET did it right.
  • No “locked” interactions like in brink. This had “gamepad” written all over it and limited placement optimization (for objectives) and tactical gameplay (for consumables distribution).
  • Chat windows available at (almost) anytime (+ voip and radiocommands of course) for better communications, debriefing of games etc. We have keyboards and we like to discuss in lobbies between matches, so let us do it please.
  • Nice (buyable) customization packs for enhanced looks is okay to me. Extra XP boost (buyable) is okay to me. Guns skins (buyable) are ok to me.
  • Damage/Protection boosts, better guns and all that are not ok to me as buyables in the online shop.
  • Also, I’m not sure if this will be into the game anymore, but I like ever since Wolf:ET the idea of taking an enemy’s disguise for wreaking havoc behind the lines or for scouting. Anybody heard of that ? I fear this might not match the speed-based approach that drives the gameplay design now.

Also, I’m not sure why they suddenly started hating the class systems for objectives completion. I kinda liked it because I had to think when I respawned, and try to balance my team’s roles distribution, also forcing me to work on and master all classes overtime. If anybody can do the objective, it seems like removing another aspect that required some thinking. So, I’m not sure about that.
I think this is also because of the “stopwatch” mode (aimed at competitive gameplay I suppose), which would be greatly hindered with class-required objectives + respawn/commConsole for class switching. Since I’m not that interested in Stopwatch for now, I’m a bit underwhelmed by this logic but who knows, it might turn out okay.


(Falcon.PL) #333

As said before: I don’t get why it’s wrong - out of a sudden - that only engineer can disarm the bomb. It was a source of lots of fun back in times of ET/ETQW. Tactical decisions that matters, that’s what we need. No “easy game for non-thinking people”, so one can disarm a bomb with a medpack, no worries…

It was both important on level of class struct of the team, and on the defense side, where it was cool to pick only incoming engineers, letting others pass by as they’ve wished, sitting in your cover. Now SD kind of blended all the classes… Imagine it as pre-digested food in an elegant restaurant. Why it is predigested, you may ask, and the response is “to make it easier for those, who don’t know how to eat”… wait a moment, isn’t it good to learn how to eat and enjoy better looking food?

For me it’s acceptable only if the difference between medic time and eng time in disarm is like 410% And given 40 sec time, 1 eng would finish in 10 sec, while medic would need 41. He can still help or finish it, if it is so important… It’s like forgetting we will play on both sides eventually…

In other words: I agree with Stormchild, that it is unclear why should we believe it’s out of a sudden a good idea, to erase what was good in ET and QW, or to make the picture less sharp, if you prefer.

Next thing I want to mention is VOIP indication icons - I would love to know what channel is being used(globalVOIP, TeamVOIP, FireTeamVOIP??).

And final piece: I would like to see monetizing with selling stuff that doesn’t impact gameplay, unlocking mercs through payment does not convince me, since newcomers will be weaker since they will need time to get all the mercs/percs. Balance in a good shooter is a priority. Outfits can be bought, if it must be so, but not abilities! And being able to unlock it over time solves nothing for a fresh newcomer, who will have a bad first impresion of imbalance and will simply leave. Also we will constantly have some of them on team and it will be imba for a whole team, to have a artificially weakened players. SD said it’s skill that will win the games - so if there is any use - form objective completion point of view - in having different mercs in the game, then it is imba to temporarily lock them, so a newcomer can’t use them.

PS: I would love to see strafe and trick jumps of all sorts with lots of ways to use them creatively to obtain all kinds of goals(duel, objective, whatever).

PS2: About the speed of the game - ET is the answer. Faster than boring but slow enough to do something creative, like sneaking on enemy back and finishing the last objective first(Fuel Dump was one of the best maps ever made for a shooter game… hey, why won’t you add remakes of these maps? :slight_smile: )

XBOX1: I also don’t really like the visible on PAX build frag info just above the crosshair. I prefer ET way, with “You killed @name”, and no these nonsense points. The points shall be rather in background and should reflect the damage given 1:1 instead of discrete 2-step solution which is as bad as widely used…


(Mustang) #334

“Anyone can do the objective, anyone can plant the explosive charge, anyone can disarm it, but [the engineer] is actually a bit better, a bit faster at hacking.” -Bongoboy

Sounds to me like they’ve already implemented your suggestion.


(Falcon.PL) #335

[QUOTE=Mustang;467807]“Anyone can do the objective, anyone can plant the explosive charge, anyone can disarm it, but [the engineer] is actually a bit better, a bit faster at hacking.” -Bongoboy

Sounds to me like they’ve already implemented your suggestion.[/QUOTE]

“a bit” - here is the problem. I prefer few bits to just one. And a particularly significant amount too, so I really feel this new feature is all about medic trying to revive a charge, and the result shall be as bad as one would expect. And I am also dead-serious when it comes to 41 sec disarm time for medic, when 40 sec is between plant and objective completion… I can accept 36 sec defuse time, so if you wait patiently till enemy plant, you can get him down fast and disarm as any class you wish - that would still make sense, but being able to defuse in standard way being medic… No, I feel it’s purely wrong, I totally like the ET/ETQW approach, where you need not only to run&gun sometimes pressing “F” to complete any given objective(makes no difference what type of, all are the same technically - just press “F” no matter as which class you’re playing). Ideal game would require thinking before, what will be needed later, and the consequences would really encourage people to think about the structure of the team. Making the game “better” by cutting off all the problems that makes it challenging is a straight way to cut out all the fun, to make game just about running&gunning…

I know it makes game harder, and “COD fans” might say it sux, but for the tapir’s sake - they will call that way anything that isn’t COD anyway! Even if you just change their shortcut’ title. Enough about them. Victory that comes in a trivial way is little tiny scrap of fun. On the contrary the victory, that required you to think, to solve multiple problems of wide array of types is something really worth you the time. I believe you see it the same way.

Pushing away the good ideas of the past, for the sake of making the game “not hardcore” isn’t the answer. Making games like COD is like remaking Microsoft Windows - those who would buy such thing will prefer genuine Windows. Being different feels like the key. Therefore I hope a medic will need not less than 36 secs out of 40 sec fuse time, to disarm a charge. I hope the class choice will matter significantly, because a good game is a challenging one, not a boring one.


(Mustang) #336

Let’s just say that an alpha is normally more focused on features than balance, there will be plenty of time to see what the “bits” need to be, we have an open beta before release remember.


(Stormchild) #337

I totally agree. I will be a bit cautious before I see more, because there’s the possibility that they break what made their games more engaging that the average run’gun. If the classes are not related to objectives anymore, but instead to the set of perks/abilities that you unlock, it is a big change.

So, with this “difference” between and engy and a medic to defuse, I hope they can use the beta to tune it right and make it significant enough that one would actually think about spawning as an engy to do it, instead of keeping, say, a medic.
I already didn’t like too much seeing some players with awesome skills playing always as a medic just to heal themselves and play solo for scoreboard and K/D, now if they can even do the objectives, why would they play anything else ? :rolleyes:
Hopefully I’m being pessimistic and the perks will make all choices attractive.

I still think the base shooting mechanics will be nice (they usually are in their games), but all the objective-based and class-based gameplay is being revamped and I fear it’s being done to match the competitive ambitions (stopwatch) and F2P/Store model. We will see. There is still time.

Also yes, Fuel Dump in Wolf:ET was awesome.


(Mustang) #338

You might be pleased then.


(Chaosfox) #339

Guns with actual damage, bullet sponges are not fun.


(Rex) #340

Lol, which games have you played before?