International servers would be great- I’ve got a lot of buds outside NA. I think CSGO handles it well.
What is the ONE thing you want to see in the next update?
RUssia, Ukraine and Belarus have down to 20-30 ping on some servers. (i myself have 30 on SWE)
so it is VERY playable.
try to imagine lets say quake with region blocks and no RU/BY/UA players out there in eu esl/clanbase tournaments etc for decade.
once again, in order to understand the issue you need to be a part of something good (and our EU community in ETQW was not just good, IT WAS FREAKIN AWESOME!!) and then been thrown away from it.
Persistent progression is progression that persists from session to session. Commonly seen in singleplayer games, mmorpgs, and modern fps games (the cod series being the most famous example). Featured in dirty bomb in the form of mercenary and card unlocks.
Non-persistent progression is progression that resets from session to session. Commonly seen in rts, multiplayer fps (for example weapon/armor/powerup pickups in quake, money and gun purchases in counter-strike) and arts games (dota2, league of legends).
[QUOTE=BAMFana;520857]Persistent progression is progression that persists from session to session. Commonly seen in singleplayer games, mmorpgs, and modern fps games (the cod series being the most famous example). Featured in dirty bomb in the form of mercenary and card unlocks.
Non-persistent progression is progression that resets from session to session. Commonly seen in rts, multiplayer fps (for example weapon/armor/powerup pickups in quake, money and gun purchases in counter-strike) and arts games (dota2, league of legends).[/QUOTE]
What would the non-persistent progression be in DB? As far as my feelings go thus far nothing you get as you progress will give you a significant advantage, which especially will not be present with the return of the old merc unlock system. I usually play with full vanilla mercs, and anything weapon related (like the burst rifle) is an issue with the weapon balance itself.
I honestly would be happy with anything, i just want to see the game back at this point 
Nudemod.pk3

(ref: http://returntocastlewolfenstein.filefront.com/files/Return_to_Castle_Wolfenstein/Skins/Females;476 )
Stronger abilities (e.g. lvl 1, lvl 2, lvl 3 airstrike), stat upgrades (e.g. hp, run speed, spread), maybe something clever like one-time use items.
Ideally, persistent progression would be purely cosmetic, while all play-altering features would be non-persistent. This is wishful thinking on my side though, since it seems they’ve already decided to go for the persistent loadout design. It’s a shame, because it limits the game’s potential depth.
I don’t agree with your comment on the lack of significant advantages, I think we’ll find that loadouts will make a big difference once implemented and working properly.
so far there is only indication that loadouts aim to remain balanced, and allow for variety of gamestyles rather than loadout A objectvely > loadoutB
[QUOTE=BAMFana;520870]Stronger abilities (e.g. lvl 1, lvl 2, lvl 3 airstrike), stat upgrades (e.g. hp, run speed, spread), maybe something clever like one-time use items.
Ideally, persistent progression would be purely cosmetic, while all play-altering features would be non-persistent. This is wishful thinking on my side though, since it seems they’ve already decided to go for the persistent loadout design. It’s a shame, because it limits the game’s potential depth.
I don’t agree with your comment on the lack of significant advantages, I think we’ll find that loadouts will make a big difference once implemented and working properly.[/QUOTE]
Oh I see… I don’t really know how I feel about match progression in that way- assuming that you’re likely thinking something NS2 or CSGO style? ETQW/ET had campaign unlocks, though I never felt they were designed in a way that made them an integral part of the game. What I’d like to see is things like team ultimates, synergies, selectable upgrades, etc be the means of match progression rather than xp unlocks. I think an equal availability to match progression unlocks is the best way to go. If there were special perks/abilities or whatever that you could unlock, I think having them become available via timer would be best- then have some be single use or type selectable, and leave their impact on the game to how the teams chose to use them during the match. Pure snow balling wouldn’t really fit into DB, but perhaps there could be more side-obj control points in zones that required over-extension that gave non-combat team buffs (spawn times, cdr, etc).
As to loadout card advantages it’s hard to say tbh. I hope they aren’t meant to give flat advantage, but rather play style. Really rarity in a more proper state should be purely cosmetic imo and perks should be balanced overall.
I think SD might be wary of CPs, due to the major bash they received in Brink.
I don’t really care about in-game progression, present system where you pick mercs at the start of the match and thats what you get to play with is fine by me.
Don’t really want any ultimates, keep it simple. I see DB as FPS with MOBA elements, and not MOBA with FPS elements (overwatch)
[QUOTE=Szakalot;520879]I think SD might be wary of CPs, due to the major bash they received in Brink.
I don’t really care about in-game progression, present system where you pick mercs at the start of the match and thats what you get to play with is fine by me.
Don’t really want any ultimates, keep it simple. I see DB as FPS with MOBA elements, and not MOBA with FPS elements (overwatch)[/QUOTE]
You’re making the assumption that abilities would have to do all the work. Even now I would prefer more debuff oriented abilities with greater dependency on team synergy if it was ever going to produce damage equal to a gun or require equal skill to perform, additionally revolving around timing based counter-ability play. Abilities shouldn’t be the alternative means of getting kills, but rather a strategical element of the meta that provides more interesting and varied game play. FPS MOBA would be nice, but it’s hardly there yet. The only way I can explain my experience in DB would be similar to what you’d get if you took out items in Quake or CS Eco maybe. It just seems to lack a heart or general direction to tie it all together in a clear and understandable way. Fun to frag regardless, but I am sure it wants to offer something more deep and meaningful than that.
I see what you mean, but I don’t really want abilities to play such a big role in the meta. I’d rather see it as relying on the map itself, where abilities provide tactical, but not strategic advantages. Not that I’m against it, it just seems to make DB trying to be more than it is. If it can be done - sure why not - I just don’t think it can, and I’d rather DB focused on what I know it to be good at.
W:ET maps didn’t change much over the years, but the tactics used in comp always did, and it never felt like you exhausted your options as far as what is the most optimal play to do.
I’d rather merc selection as a whole mattered, where whether you pick Proxy or Fletcher as your defending engineer would be the defining factor of your strat, and not a specific ability (mines vs. bombs) that these mercs have.
[QUOTE=Szakalot;520883]I see what you mean, but I don’t really want abilities to play such a big role in the meta. I’d rather see it as relying on the map itself, where abilities provide tactical, but not strategic advantages. Not that I’m against it, it just seems to make DB trying to be more than it is. If it can be done - sure why not - I just don’t think it can, and I’d rather DB focused on what I know it to be good at.
W:ET maps didn’t change much over the years, but the tactics used in comp always did, and it never felt like you exhausted your options as far as what is the most optimal play to do.
I’d rather merc selection as a whole mattered, where whether you pick Proxy or Fletcher as your defending engineer would be the defining factor of your strat, and not a specific ability (mines vs. bombs) that these mercs have.[/QUOTE]
Do you think Proxys mines will not makes sound or so invisible in Ranked Play? You can add still and counter classes to spot mines are have a perk to hear them or something! Perks can add a huge dynamic to this game especially if they effect how the merc plays. Defensive perks vs offensive perks. So even merc vs merc would have a different out come but yet still based on the better shot. I still like the idea of one ultimate perk that really classifies that merc and play style.
We can talk Augments and Perks all day but until Movement, Guns, Damage and Maps are fixed then it really doesnt matter.
If there’s one thing I don’t want to see in the next update, it’s a “Reduced Spread” temp unlock like in ETQW that determines firefight outcomes and advantages the winning team.
I consider the real lack of difference between many abilities and how well they function with maps/objs to be a big issue currently. There’s a weak connection between the ability and the team/obj in many cases. This is why I’ve been really pushing for a deeper ability meta such as synergies, counters, ults, etc, which if done in a way that promotes a strong sense of teamwork and strategy would give the game a much more unique and diverse experience. I find the abilities are dealt with too much under the pretenses of “will this do something separate from the player” rather than “will this offer strategical opportunities in an interesting/exciting manner for the player to follow up on”. The main reason why I dislike CoD is not relative to the easy mechanics, but more so due to the complete lack of game direction apart from kills. In the same sense DB neglects to tie everything together into a truly meaningful experience.
[QUOTE=demsix;520765]A better movement system and maps designed for that movement system.
It feels like wall jumps and long jumps where just “tacked on”, and the older maps don’t utilise it anywhere near enough. I like the direction Dome was going with much more open maps, but it still felt pretty lacklustre.
I really like the idea of wallriding, similar to Titanfall. But that would definitely upset the feel of the game. If there was a way to implement that to just be used to get around the map you could have some really interesting paths and skill based movement to get around the map. Don’t like the idea of it affecting combat though.
So you’re sprinting at full speed, push space to jump, then while next to the wall you press and hold space again next to the wall to start wall riding and release to jump off again. You could bounce between walls, maybe have a way to control your direction so you select other paths?
Perhaps only allow wallriding when running at full speed and disable the weapon when doing so?[/QUOTE]
This…
…and this.
Doubt it’ll happen, regardless of the update, but I’d love to see Dirty Bomb to be a lot less conservative or generic with the gameplay.
All the weapons are hitscan, low ttk, and mostly automatic rifles. No projectiles to lead or dodge. The movement system has little role in combat. The current CoD game has more movement complexity. Maps are carefully policed corridors of what’s passable corridor and what’s walled up. Not being able to climb around on most of the pipes on Underground was disconcerting and not just in comparison to ETQW.
Won’t happen, though. Game feels like it’s aimed at “safe” mechanics and it’s too far along that road to take a detour.
No Xigncode would be lovely, but that’s not going to happen. I’ll always need to be afraid of having my account suspended/banned because an application which isn’t whitelisted by this omniscient “anti-cheat” dared to be running.
Also Sparks
… And some map design. Can’t tell you how many times a match turned into a spawn-camp. GIB NON-LINEAR MAPS AND GAME MODES ༼ つ ◕_◕ ༽つ
Edit: Yeah, yeah. “One”. Can’t choose 