What do you want to see in Dirty Bomb?


(Dysfunkshion) #101

I’m really exited for this game at the moment. Tbh, I’m also one of the guys who’d like to see an FPS close to the gameplay of W:ET. Still my alltime favorite game.

Some things I’d really like to see.

  • Dedicated servers (This enables us to join a community we like and even make friends)

  • Fast paced, no ironsight with a heavy focus on movement during combat.
    –> This is what bothers me in a lot of recent games, if I’m able to dodge and aim at the same time, I shouldn’t be killed instantly. I really liked the extended fights, especially when facing my toughest oppenents.

  • The possibility to get the kills 1v2 or 1v3 if you really outshine your opponents.
    –> Nothing more satisfying than hearing the headshot sound over and over.

  • Trickjumping. For gods sake, I know it was a calculating error in the Idtech3 Engine, but damn, allowing more experienced players to move more efficiëntly between point A and B. It took quite some time to master and offered some stupid advantages on certain maps (Goldrush walljump anyone?) but hell, it was a fun to master AND to utilise.

  • Objective gameplay, just like Brink, ET:QW and W:ET. They were all great in this aspect imo.

  • Complete config control. However, make it impossible to use exploits (Rapid fire akimbos, snipers without recoil are not fun)

  • Accesable modding. NoQuarter, Jaymod, Etpub, Etpro, Great maps and map ports were all part of the game. Damn, the 32v32 map Minas Tirith was awesome.

  • Give me oasis, fueldump, supply depot, goldrush and other classic maps. Graphically updated ofcourse.

  • Sprint bar. Health bar. Utility bar.

  • All items in slots. ET:QW en W:ET system. 1 - 10 for weapons and equipment.

  • Probably a ton of things more I’m forgetting at this moment.


(rookie1) #102

Action ! :tongue:


(DarkangelUK) #103

I think others have said my sentiments already, but I want to stress that I would like a good movement system as well. The base movement should obviously be sufficient and fast enough for the core gameplay, but I would like for those who want to expand and learn the technicalities of it, who want to be able to master the movement and reap some rewards for that dedication to do be able to do so. RtCW, W:ET and ETQW all had this and it opened up a whole new avenue and skill door for those that wanted it. I don’t think there’s many shooters out there today where people boast just as much about their movement skill as they do about their XP/KDR.


(MoonOnAStick) #104

[QUOTE=Ruben0s;411828]HELL NO. Imo everyone should play with the same settings, except for mousesensivity and FOV. With configs you can create an advantage. And this is unfair for people who are new to the game / not willing to invest time in optimizing their config.

RTCW/W:ET/QUAKE are the perfect examples why configs should be forbidden. I spend years in optimizing my configs, and with those configs I could see/hear/know way more things than the casual gamer. Resulting in complains (and tons of bans from unknowing admins), because I could see through smoke grenades, hear the enemy from miles away, became unhitable, remove almost all the recoil from guns. And there are way more things that gave me an advantage. This shouldn’t be possible and shows that the game is faulty, because everyone should have equal chances.[/QUOTE]Can’t argue with that. As a general rule, if a setting can’t be altered from a GUI it shouldn’t be editable via a text file. Speaking of GUIs:

  • Mouse-wheel-scrollable menus with a sensible (for someone sitting at a monitor) number of options on each page.
  • Mouse-wheel-scrollable weapons bank as opposed to 4 items ‘conveniently’ arranged about the points of a compass.
  • Pull-down console.
  • Post-match chat along with the statistics.
  • Coloured names.
  • Spectator/TV HUD.

More than anything I just hope it feels like a PC game. No spongey first-person camera or boring movement speeds. Thanks.


(DRUNIS) #105

i would like to see a few maps, remake of originals, like goldrush or fuel dump, that all theas maps where abandoned long time ago or rebuilded with new futuristic buildings. but the oblective’s path stays the same, than you have to escort the tank, supplytruck to do some kind of futuristic objective


(radi) #106

Well that’s a bit biased don’t you think? If you were someone like John Carmack and said that I would take it with some merit but for some average player who thinks etqw is the best game is ridiculous.


(radi) #107

I don’t want to see this game like ETQW. Like RTCW/ET definitely. Reason being, those games had better longevity than ETQW. If you look back when RTCW came out, it set the precedent of all other fps games to ever come out. It was a masterpiece that lived for quite a while both as a casual game and competitive fps. Warchest needs to take a few pointers from id and now valve and how they handle their franchise fps, CS. The original CS1.6 looks horrible but its probably the best competitive fps played to date, and that game came out about 10 years ago.
I think the engine has a lot to do with the success. I see a lot of people want trick jumping. I believe that was a result of a glitch in the Q3 engine, not sure if trickjumping is even present in the unreal engine as I’ve never played any of the unreal games. With all of that said, you will never be able to please everyone, but being able to modify some cvars, having dedicated servers, sdk should all be staples for any successful competitive multiplayer. I heard this quote recently and it speaks volume to the multiplayer community and is very true…
“The reason people find it hard to be happy is that they always see the past better than it was, the present worse than it is and the future less resolved than it will be”


(Apples) #108

What I dont want to see : Games for windows - Live


(YouAreGood) #109

No localization(language), because it was one of uglyest things in whole ETQW… Both nonsense main-objective commands and screwed, inconsistent names… No more of that pls - keep it great in one lang rather than ****ty in many please.


(NeoRussia) #110

I hope it is going to be on steam.


(Dope) #111

Nah, english localization is fine, try russian version, you dont even understand when speak strogg, or gdf.


(r3fleX) #112

Well this game certainly looks like an interesting project but i don’t have too high expectations just yet.

Thing’s i’d like to see:

  • A balanced weapon set approach with no customization (in terms of attachments/perks)
  • Objective based maps where there are multiple (3/4) different routes to objectives.
  • Dedicated Servers
  • Spawn waves - with capturable spawns.
  • Customization - HUD+Config files that you can edit
  • Reliable netcode
  • Hipspraying/ironsights to be used effectively at appropriate distances
  • Standard models/movement (like no light/medium/heavy body classes that affect movement/size of model/hp of player)
  • Emphasis on rewarding headshots + tracking (taking more than 2 bullets to kill someone - snipers an exception)
  • Movement possibilities (Strafe jumping/proning etc)
  • Anything that you can buy with $$$ to be visual additions (like weapon skins or w/e).
  • Possibility for mods to be created / integrated.

These are all i can think of, from the top of my head… hopefully most of these will find there way into the game. If not… as long as any new mechanics don’t resemble playing on a console then i am open to adapting to play a different style of fps.


(Kendle) #113

A game these days without weapon customisation is going to get panned, I’d expect, and welcome, being able to add things to your gun, as long as they were minor and had downsides as well as up, like adding a silencer reduces damage, adding a heavy barrel adds recoil etc.

No editing of config files, everything should be adjustable via the GUI, this is 2012 not 2002. Not that I personally have an issue with editing files, I was once the resident scripting guru on the old Jolt RTCW forums a decade ago, but there should be no need for that kind of thing these days.


(YouAreGood) #114

[QUOTE=Kendle;412955]A game these days without weapon customisation is going to get panned, I’d expect, and welcome, being able to add things to your gun, as long as they were minor and had downsides as well as up, like adding a silencer reduces damage, adding a heavy barrel adds recoil etc.

No editing of config files, everything should be adjustable via the GUI, this is 2012 not 2002. Not that I personally have an issue with editing files, I was once the resident scripting guru on the old Jolt RTCW forums a decade ago, but there should be no need for that kind of thing these days.[/QUOTE]

Don’t you feel that thoughts are a bit vogue-driven? Look at “these days”; I’d say it’s rather “in the last years”, and it might just change in a moment. Why shall SD replicate it? It’s already the past, those who made it are already busy working on something else. Why would Valve add weapon customization to CS? :smiley:

Good game don’t need to be like everything else. Making just less popular CoD or BF seems to be bad idea. Instead - having own idea, original game, something both new and classical - that one calls me! Good ideas are not to be wasted!

Have a good day!


(A-MooN) #115

Minas Tirith that dan crazy map i likeeeeeeeeeeeeee it my best nand with trick jump its just onother story a hole new world :)))))


(Xyphen) #116

[QUOTE=r3fleX;412943]Well this game certainly looks like an interesting project but i don’t have too high expectations just yet.

Thing’s i’d like to see:

  • A balanced weapon set approach with no customization (in terms of attachments/perks)
  • Objective based maps where there are multiple (3/4) different routes to objectives.
  • Dedicated Servers
  • Spawn waves - with capturable spawns.
  • Customization - HUD+Config files that you can edit
  • Reliable netcode
  • Hipspraying/ironsights to be used effectively at appropriate distances
  • Standard models/movement (like no light/medium/heavy body classes that affect movement/size of model/hp of player)
  • Emphasis on rewarding headshots + tracking (taking more than 2 bullets to kill someone - snipers an exception)
  • Movement possibilities (Strafe jumping/proning etc)
  • Anything that you can buy with $$$ to be visual additions (like weapon skins or w/e).
  • Possibility for mods to be created / integrated.
    [/QUOTE]

This dude has the overall point . Please DONT use pointless cod alike weapon attachments/perks grind . I understand F2P means earning money on experience and cosmetic purchases but it has to be possible to avoid that equipment grind . Grinding kills modern games … I install game , play it for few days and get back to W:ET and UT 99 because it focuses on skill rather than item hunt …


(Darksider) #117

Umm, No… You have not been keeping tabs on what Splash Damage has been doing with Warchest and Fireteam?? Splash will have their own Online,social, etc. for their games…

http://www.splashdamage.com/content/927/announcing-fireteam-ltd-splash-damages-new-online-services-partner

What this means for you as a player is that you’ll experience a better and richer online experience - one that includes more beta tests for our games through Fireteam’s service, with real-time gameplay analysis tools that allow us to improve balance and performance requirements before launch. In addition you’ll get built-in social features, including friends, invites, lobbies, and matchmaking. It will all run on a robust and scalable infrastructure distributed around the world, with reliability and performance as its principle measure of success. We also have a few special surprises planned, but more on those at a later date. Ultimately we’ll be much better placed to rapidly respond to your preferences and priorities as online gamers.


(SockDog) #118

Yet…

  1. the game may still be distributed via Steam as are many other F2P games that run on their own platforms.

and

  1. I’m not entirely sold on multiple friend platforms. I leave steam running and hope I get an invite from my friends on there to play games I have on that account. Fireteam’s system is pretty much Rad Soldiers and Dirty Bomb. Booting a game to get notifications about a game is a little bit much of an ask in this day an age.

(kilL_888) #119

steam is a great platform to tell people about your game. steam peaked 6 million concurrent players the other day, so… it’s nice to have. it’s also nice if it’s not a necessity. for instance, you can play tribes, blacklight retribution and planetside 2 without steam but they are all published on steam, too.

or in other words… i don’t need steam but if it brings people in, why not.


(CriminalMacabre) #120

i want it to have a gameplay like BRINK, basically ET with parkour and climbing, but having a less erratic AI