What do you want to see in Dirty Bomb?


(Silvanoshi) #461

[QUOTE=souldriver;519994]I posted this in the nexon dirty bomb forums but i want to push the initiative here were it seems it will be seen more.

Thinking of possible medals, stats other “rankings” or achievements i have idea tbat shoukd be pretty fun or unique to show off what you have done in game.

How about something like wax seals or ribbons that can be put on guns/equipment ? Just small circles with ribbons you can choose to (or choose not to) put on your weapon, nothing fancy but something that can be easily distinguished at a glance while in the game. Different color ribbons or waxes can represent different values and be used to show off things such as amount of kills with a certain gun (i wouod thibk ribbons woukd be specidmfic to each weapon) revives as a medic, objectives blown or defused etc etc. It can be used as a sort of in game stat tracker. Imagine wielding the cricket bat with a seal and ribbon waving on the end showing how deadly you are with it. You can even make ribbons or seals for the merc to show how much game time you have, if you were and early beta tester etc etc. These wont be for exact amounts but just as a little in game bragging rights piece that says hey i got 1k defuses under my belt

As an example, this is what im imagining when i think of these wax seals and ribbons.
ht tp://imgur.com/4L6aiWE[/QUOTE]

That’s certainly an interesting idea, and not too far off of one that we’ve been looking at for quite sometime, namely a tag/chain/pendant type system.


(prophett) #462

Community maps.


(souldriver) #463

a tag/chain/pendant system sounds really awesome (if im imagining it right).

The way i was thinking is the seal/ribbon would be contextual as in if it were on a weapon it would be for kills not play time, if on med paddles its for revs not kills etc etc.
then use colors to add meaning. lets say a white ribbon reps 100 kills, a yellow = 200, a orange = 300 etc etc. Then when you hit thousands i was thinking changing the wax part to the same so 1k you get a white wax, 2k yellow and so on. Though your tag/chain/pendant system seems like it can be all of that plus some more in a simpler package. Cant wait to see what you do with it.


(Silvanoshi) #464

Are you a fan of Warhammer 40k by any chance :P? The Space Marines were rather fond on planting seals and scripts all over their gear.


(DB Genome editor) #465

That’s exactly the image that came to my mind when I read that suggestion…:cool:

For the Emperor!!!


(souldriver) #466

Oh is it showing? Though the seals in warhammer 40k are used for a different reason than kill counts and stat records, but that format and visual is the closest to what i was thinking. With DB, maybe more of those blue ribbons (think county fair pie contest winner) but with longer ribbon strips. Also space marines arnt the only ones adorning the seals, duh ::nerds out: pushes up glasses:

I would also like to take this time to apologise for my previous post, i wrote it on my cell phone and didnt think it was that bad, but it was bad


(Silvanoshi) #467

[QUOTE=Djiesse;520112]That’s exactly the image that came to my mind when I read that suggestion…:cool:

For the Emperor!!!”[/QUOTE]

[QUOTE=souldriver;520169]Oh is it showing? Though the seals in warhammer 40k are used for a different reason than kill counts and stat records, but that format and visual is the closest to what i was thinking. With DB, maybe more of those blue ribbons (think county fair pie contest winner) but with longer ribbon strips. Also space marines arnt the only ones adorning the seals, duh ::nerds out: pushes up glasses:

I would also like to take this time to apologise for my previous post, i wrote it on my cell phone and didnt think it was that bad, but it was bad[/QUOTE]

Yeah…but come on…who really cares about anyone else?

…(there was a time when I played a fair bit of Eldar…)…


(souldriver) #468

Not to push this any further out but those orks though. who cant resist a good waaaaaghhhhh!? But i must conceed space marines and chaos space marines are the coolest by far. Every little detail on their armor means something. The 40K universe is so deep and rich, its easy to get lost in.

To get this rerailed, i have one minor concern/gripe.

When playing the latest session i was switching between sawbones and some ammo pack throwers regularly. I love the quick use buttons as theyre much easier than reaching for the 4 + number buttons but i found something odd. Q and E were the quick buttons and on sawbones (i dont remember exact as its muscle memory) q was packs, e was paddles. When i switched to an ammo class q was an airstrike marker, e was ammo. This keft me throwing markers all the time accidentally as i was trained that q was a throwable pack.

Wouldnt it be easier if all throwables were on the same quick key no matter what class and the other one used for the rev, as, arty? I know this probabky can be done easy in a client side config. Or another thought make it so the quick key only brings up the potnetially lethal ability (airstrikes, nades) bht doesnt throw them without the mouse click. I can see a couple of accidental team wipes happenijg out of spawn when trying to give ammo


(lottalava) #469

I’d like to see a night map, a very fog map also, some vehicles to control and the most important a map editor easy to use.


(Silvanoshi) #470

Fog is an interesting one…I would imagine that the majority of players would find that rather frustrating given how heavily visibility and sight lines would be impacted.


(Szakalot) #471

don’t really want any fog for the whole map, but certain areas with a ‘dirty mist’ that impacts visibility could work. Would have to separate it visually from the ‘deadly fog of doom’ you can see in Underground.

Specifically, such fog can add a secondary objective for attackers to clear it out, as it would prevent a good offensive from taking place.


(Silvanoshi) #472

[QUOTE=Szakalot;520719]don’t really want any fog for the whole map, but certain areas with a ‘dirty mist’ that impacts visibility could work. Would have to separate it visually from the ‘deadly fog of doom’ you can see in Underground.

Specifically, such fog can add a secondary objective for attackers to clear it out, as it would prevent a good offensive from taking place.[/QUOTE]

On the flipside of the coin…I would imagine that plenty of attacking teams would enjoy it…as it’d make it difficult for defenders to see them…and difficult to find the bomb once it has been planted.

It’s certainly an interesting idea, but I would imagine that it’d make sense in a small run & gun map K/D based map (which is not something we’re focusing on atm), rather than a larger objective oriented environment.


(Szakalot) #473

depends where the smoke is, if it blocks out view just in front of a chokepoint, it would make it more difficult for attackers to go through (see CS:GO smoke use). You could definitely put it straight on the objective, to make it easier to plant/repair etc. as well


(.FROST.) #474

An actually dark map. Something more in the direction of DooM 3’s average lightening, than Whitechapel’s. Only few light-sources and really dark shadows. Or destructible light-sources in general; just for fun and/or tactical reasons. Whitechapel could look cool, but the construction site lighting is very coold and actually quite ugly. I know it’s so brightly lit for gameplay reasons, but I think you guys kinda over did it.

More black than dark blue please :wink:


(Silvanoshi) #475

Oooof maps that’re entirely pitch black without light sources…and then to make the light sources destructible. That is madness :P!


(.FROST.) #476

Not that extreme, but I loved the AvP 2010 maps. Before there was Brink, there was AvP 2010 for me. It was ofc a purely casual shooter, but I just loved it. It was dark and you could destroy some light-sources if I remember correctly, yet they would re-ignite after a little while. The maps were all pretty dark and quite atmospheric. I would really welcome even the smallest step torwards this, in terms of lighting. Shadows in DB have a tendency to look kinda blue instead of black, whereas in AvP 3 they were actually black. Idk, just look for yourself.

PS: I also love Evolve’s muted lighting; still not sure bout the gameply though. If I shot at something, I wanna see it fall, but the monsters in this game are obviously the epitome of bullet spongy by nature.







(souldriver) #477

A foggy passage could be cool. It doesnt need to be dense fog, or anything more than something creeping on the ground. It could also.be on hack objectives and not bomb ones. Not sure of the time needed to do it but maybe toss one of the maps that you already have and just add a misty fog to it and play it out with the regular one. A straight A and B test. Then again nothing about it is a feature, just for some novelty change up.

And no offense to frosty but AvP is a different game, different atmosphere, different feeling and playing game. They also had to fit things into that universe as well. I think what youre saying is you dont like the blueish type filter feel of DB compared to a more realisic look. Thats cool, but once you play you dont notice it. Unlike when i booted up Bf4 for the first time to play with friends, everything is blue and fuzzy filtered to the extreme.


(_milla) #478

i want to hear some funny noises :wink: miss old etqw times:)


(souldriver) #479

Hahaha, im sure the Axis Goat may have some descendants that fit in the timeline. That reminds me of goomba kills as well.


(evuze) #480

Please, no drivable vehicles.

Has there been mention of drivable vehicles? That’ll turn me right off, just as I’m starting to love DB…