What we want for DB


(RasteRayzeR) #1

The idea of this thread is simple : it’s a mindmap with all the elements we would like to see appear in the game. It should be clear and easy to find ideas for SD. With all the problems we are facing in DB right now, I thought it would be a good idea to put the things down in one single place, so SD knows what we expect and can put here also the list of things they take into considerations.

The goal is to make it more transparent between our ideas/feedback and what SD does, as Anti mentioned in another thread. And this is a good idea, because I feel there is a gap here that leads to many deceptions …

Everyone is free to post a list of their wishes, and I will keep in the original post the list of all recurrent elements according to the number of times they are mentioned. Deal ? Note : I’ll keep this as updated as I can, on an everyday basis.

Most frequent items so far :

[ol]
[li]Remove slowdowns (11x)> []Spawn Timers (7x)> []Maps too linear / not enough routes / map design should be improved (7x)> []Gameplay variety (more types of primary/secondary objectives) (7x)> []More revive protection/shield for Medics / improve revive mechanic (6x)> []Remove global health regen (6x)> []Buildable or more capturable forward spawns (5x)> []Doc run maps / better doc run objectives (5x)> []Recon character without a sniper riffle (4x)> []Faster EV (4x)> []More open areas / larger routes (4x)> []Remove enemy IFF tags/ put them on map only (4x)> []Nades timers visual/audio (4x)> []Instant kill arty and airstrike (4x)> []Carrying obj as ETQW did(3x)> []Increase defenders spawn time (3x)> []Drag-and-drop personalisation positioning of HUD elements (3x)> []Less body damage (3x)> []Replentishable grenades (3x)> []Faster sprint (2x)> []Less fog better lighting (2x)> []Use of traps (2x)> []Mortar (2x)> [/ol][/li]

General feedback about maps :

Way too linear, more routes/choices, need larger areas - streets (thinking of the EV blocking everyone), too foggy, colours could be improved, if possible selectable spawnpoints, bigger and more maps, more trick jumps, more underground routes.

General feedback about objectives :

Lack meaningful secondary/side objectives, better forward spawn mechanics, more capturable spawns, include team/covert hackable doors on some maps, greater distances for carrying objectives, change PDA activation mechanics (can be reversed by defending team, does not require a single full hit = no reinitializing it), more classes objective type,

General feedback about classes:

[ul]
[li]Soldier : backpack fix, C4 plantable at will, Mortar,[/li]> [li]Medic : revive shield[/li]> [li]Engineer : -[/li]> [li]Field Ops : instakill airstrikes/artillery,[/li]> [li]Recon : smoke grenades, disguise ability, close combat gun (I though about an AM180 ?),[/li]> [/ul]

General feedback about indications and userfriendliness :

No enemy IFF, use map for indicators, customization of the hud in the game (WYSIWYG), more crosshair styles (circle), server browser can’t be open during a game to check the others servers, deconnection to change a load out, need spawn timers, deployable’s state’s indicator in HUD, removal of nade indicators.

This thread is getting interesting, thanks for your active participation folks ! Maybe this could be a sticky ?


(RasteRayzeR) #2

Here is my current list :

  • traps activable by switches (lot of fun !)
  • interactive announcer (not only for objectives or when map is over)
  • Wide range of Vsays
  • tactical indications on the map only
  • throwable knives
  • spawn time indicators
  • More vivid colors in the maps
  • More underground routes
  • blood splatters on ground and walls when you shoot someone
  • Mortar
  • frag grenades
  • faster EV
  • wider roads and streets
  • quadcopter for the recon
  • musics with variations according to the game play (not too much presence)
  • More influence on the environement
  • reload while sprinting
  • faster movement
  • Deployable state’s indicator in HUD
  • Possibility for engineers to repair turrets
  • Personal statisics per weapon
  • Ammo and medpacks drops upon death

(Volcano) #3
  • removal of fog
  • improved colours
  • substantial changes to the older maps ( London and Victoria ) if this means cutting areas of the map out adding better side objectives, ask us we will tell you what feels terrible
  • less cluttered hud
  • forward spawns, either cp style or instant cap flag style
  • customization of the hud being able to move things around rather than going through the cfg file
  • removal of nade indicators and enemy nameplates/healthplates
  • instant kill arty and airstrike, so far if the airstrike just misses you you’ll take very little damage
  • doc run maps
  • covie gets a close ranged primary weapon loadout, that was hes not just a sniper

I’ll add more as I think of them


(potty200) #4

Going to keep my list short and sweet. These are the MAIN points of many I have. If implemented I feel Competitive DB would be MUCH MUCH better:

  • Increase Defenders spawn time to 30 seconds and remove the ability to not spawn whenever you want after your spawn time has passed. If you miss your spawn time, bad luck!
  • Buildable forward spawns. Engi to use pliers and coverts to be able to destroy. Gives covert ops much more meaning and also helps give the game more to it!.
  • DO NOT SLOW ME DOWN WHEN I RELOAD. Thanks :slight_smile:
  • Revive shield needs to be much more effective. I refuse to revive on publics as it stands right now.
  • Spawn timer!!!

That is all for now, I could go on but these would help a great deal!


(blacktyger) #5
  • Faster movement
  • 1 med pack = % HP and no auto regeneration
  • spawn timer!

(Pytox) #6

Faster ev
Spawn timer
Command posts or something alike
Flyable camera drone? :tongue:
Reload while sprinting :slight_smile:


(prophett) #7
  • decrease body shot damage
  • Spawn Timers
  • Reload while sprinting enabled
  • make some changes to current maps to allow more routes/choices. Currently, most of the maps feel linear/forced
  • forward spawns, either cp style or instant cap flag style
  • instant kill arty and airstrike, so far if the airstrike just misses you you’ll take very little damage
  • doc run maps / better doc run objectives
  • include team/covert hackable doors on some maps

(tokamak) #8

Lists will be more useful if you add weights of priority to each point.


(RasteRayzeR) #9

It is really brainstorm here, only ideas and wishes. Keep it simple and clear


(ImageOmega) #10

[QUOTE=potty200;452689]Going to keep my list short and sweet. These are the MAIN points of many I have. If implemented I feel Competitive DB would be MUCH MUCH better:

  • Increase Defenders spawn time to 30 seconds and remove the ability to not spawn whenever you want after your spawn time has passed. If you miss your spawn time, bad luck!
  • Buildable forward spawns. Engi to use pliers and coverts to be able to destroy. Gives covert ops much more meaning and also helps give the game more to it!.
  • DO NOT SLOW ME DOWN WHEN I RELOAD. Thanks :slight_smile:
  • Revive shield needs to be much more effective. I refuse to revive on publics as it stands right now.
  • Spawn timer!!!

That is all for now, I could go on but these would help a great deal![/QUOTE]

I am on board with this. Not 100% on the forward spawns needing to be an extra objective or revive shields needing a buff. Maybe we need a better indicator of when people are immune to damage.


(Kendle) #11

Mostly what Potty said but for the sake of stating things to add weight to them …

  • increase defenders spawn time
  • spawn timer, so you can do tactical /kill and / or re-group with team-mates
  • reload etc. without slowing down
  • more revive protection for Medics
  • forward spawns, that can be taken and lost very quickly, i.e. via flags or some other very quick activation method

And some more …

  • selectable spawn points, so you can spawn back and defend the next stage rather than hoping you get enough time with a lucky spawn
  • speed up the EV (at least 50%)
  • remove global health regen
  • change carry objectives so the collection or delivery point is not so close to one team’s spawn it becomes a meat-grinder at one end or the other and give defenders more chance to intercept / recover the objective
  • proper carry objectives with greater distances between collection and delivery points (think RTCW Village)
  • change PDA activation mechanics, instead of timer resetting to zero if you don’t manage to do it in one hit, leave it wherever it gets to until the next attacker gets to it, BUT allow defenders to reverse the counter with their PDA’s

(RasteRayzeR) #12

keep it coming lads, we are starting to get a meaningful list here !


(BomBaKlaK) #13

My Wishes :

  • More maps !
  • Bigger maps
  • 24 or 32 players map pack !!
  • More open areas.
  • More Classes objective type (definitly hate the “open bar hack system !” that the main cause of lemming rush )
  • Non linear maps, example you just close LB 1rst attack spawn with a fence ! now you can’t make the map turn to flank the opponent, you have only the front access and you can’t build a barricade when you want… just kill the freedom feeling we just play in a narrow corridor … on every map. like in brink … so this is definitely not a “glodrush like” map !
  • Capturable spawn point who really matter ! quick cap and better spawn point design like in ETQW or a simple flag (I don’t like the actual one on Waterloo)
  • More Side objective, based on classes ability (cover can hack, engie build, and soldier plant)
  • Real carrying objectives ! aka doc run.
  • Old medipacks system with a % of health, need more management.
  • Real revive shield !
  • Better reviving mechanic system (bit strange sometimes with this delay)
  • Sprint + reload !!!
  • carrying obj as ETQW did, cause that’s the best way I think. with a real transmission time who need cover, and auto pick up. like said before you are tweaking the mechanics to fit the maps, and that’s a big problem for me, I really think the opposite can work much better ! The maps need to fit the game mechanics, right now maps are just a big problem …

I Don’t like :

  • Maps design choices
  • objective design (Carrying / open hack / access and side routes)
  • new med-packs system (don’t need any management)
  • Autoregen (maybe some divided life bar ? you can regen only a little part of it)
  • server browser can’t be open during a game to check the others servers.
  • deconnection to change a load out
  • Movement feeling (getting better but still some problems)
  • Shooting feeling (sometimes really weird but not so bad)
  • mouse feeling (I don’t have this feeling with the others games I play)
  • 16 players is not enough to have a decent community around a public server, 24 can be much better but due to the map design choices that will be really difficult. (narrow corridor …)
  • to much consolised 1 button mechanics.
  • not enough gameplay variety (shoot shoot shoot ! yeah that’s fun but really repetitive)

Conclusion :

I like this game but not as I love Wolf ET and ETQW, maps design choices don’t fit what I expect from SD.
So I’m waiting to see more and maybe change some major issue before the open alpha or beta release.
Shaped by gamers ? really ? then please more infos on our feedback can be nice.
But right now I have a little aftertaste of brink in my mouse …


(Raviolay) #14

This is just to test and is by no means going to work out without a tweak or two concerning spread with certain guns and the recoil reduction across the board.

  • Turn normal free aim fire into how Ironsight fire works currently now RE

[QUOTE=Smooth;450395]Hipfire isn’t better in all situations, but we do know that ironsights aren’t good enough right now and we’re looking to fix that.

To be clear, in the version you guys are currently playing, ironsights have zero bullet spread and about 70% of the recoil of crouched hip-fire.[/QUOTE]

Standardized aim.

  • Remove the movement penalty for using Ironsights along with any benefit other than it acting as a zoom.
  • Remove all movement penalty’s other than crouch.
  • Add a option to replace Ironsights with a FOV zoom in Free Aim.
  • To keep TTK at a even keel increase the health a bit and add one more domeshot to each class.

Basic things.

  • Remove enemy IFF tags unless spoted by a Cov ops.
  • Replace nades with smoke for the Support class & Medic.

Edit…

More experimental things.

Grenade behavior

  • Make it faster and arcade like RE no cooking if you hit someone it blows up, bounces once on the second bounce it will detonate.
  • Hold for more power to get a greater bounce so you can bounce further round corners, off floors and ceilings.

Encourage movement in firefights
(will only work with the above suggestion for a standardized aim.)

  • Remove the bloom for any movement action.
  • Add more movement options like a sliding crouch, & a double tap WASD short hop.
  • Increase the standard movement speed.

Spread

  • Fixed patterns you can learn, that are randomly chosen and visually indicated to the player via different colour tracers.
    Explanation…
    After a determinate number of shots spread will occur, each gun has two spread patterns that are fixed. The player will see a red or green tracer denoting that the gun will fire in pattern A or B. Enabling both burst head tracking or full auto spread & recoil control.

Limited Loadouts

  • Keep class & skin loadouts the same with equipment.
  • Keep the weapon types the same.
  • Allow the weapon make & models to be changed so long as they are the same type.

The Knife

  • When equipped the knife will be context sensitive with one LBM attack, so afttack from the front or gib will do a slash from the back will do a stab.
  • Use the RMB to store a short range lunge that can be charged up with a ETQW circle grenade indicator and/or a knife animation drawing the stab animation back. Upon pressing the LMB a lunge will happen that acts as a gap closer, however you still have to press the LMB again to stab.

(Mustang) #15

+rep for Raviolay

  • Nade replenish method
  • Ramp jump
  • More captureable spawns
  • Defenders able to intercept transmit objectives at pick-up and drop-off points
  • Recon character without a sniper riffle
  • Weapon loadouts independent of utility loadouts or visa-versa, e.g. Engineer with Assault Riffle and Mines
  • No slowdown on reload or utility use, undecided on weapon/knife but would like to test it
  • Drag-and-drop personalisation positioning of HUD elements
  • Crosshair with circle and dot
  • Remove the random ^ indicators that appears when shooting someone
  • No enemy IFF
  • Fix team skins / lighting issues
  • Health regen doesn’t stop immediately upon receiving damage to allow medpacks not to be wasted if receiving damage immediately after picking them up, or return to original style medpacks
  • Remove slowdown on jump
  • Slide
  • Longer firefights / more time to react to backrape
  • No alerts for defense when attack is working on an objective
  • Defusable mines
  • C4 is equipable and plantable within an area around the objective
  • In-game VOIP
  • Built-in tournament and league system with different skill brackets and promotion/demotion between seasons
  • Custom hitsounds
  • EV should be only 1 objective of a 3/4 stage map, not involved in all of them
  • Lots of silly achievements with humourous names
  • Anti-aliasing

(stealth6) #16

My list:

[ul]
[li]Strafe jumping
[/li][li]Strafe jumping
[/li][li]Strafe jumping
[/li][li]Strafe jumping
[/li][li]Failing strafe jumping some other form of interesting movement that takes a while to master.
[/li][/ul]


(Jamieson) #17

[ul]
[li]More depth to game play and maps so they don’t feel same-same all the time. [/li][li] Bigger maps with more space to support bigger servers since the game feels spammy when the teams are anything over 6v6.[/li][li] Revive shield. [/li][li] Instant pick up and return of carry objectives when you run over them depending on whether you’re attacking or defending. [/li][li]Greater freedom of movement i.e strafe/trick jumping and no slow downs for using abilities or reloading. [/li][li]Return to classic style HP so get rid of HP regen and have health packs heal a % of health. [/li][li]More routes to objectives and more contested spawns which either the attackers or defenders can capture and fight over. [/li][li] Less fog better lighting. [/li][/ul]


(Dormamu) #18
  • strafe-jumping/trick-jumping/SMART;
  • 2 grenades for every class; replenish grenade with ammo pack for all classes except Fdops;
  • rifle+nade combo; mortar + spotter combo;
  • rambo medic;
  • CDA vs merc’s skins, good vs bad story;
  • Brink Challenges;
  • visual/audio taunts;
  • mines doesn’t go off until you remove your foot (fk reality :D);
  • auto-balance; kick vote; next map; etc
  • over 999 levels; over 999 ways you could die, funny achievements/medals/badges/hall of fame; White/yellow launcher skin. NOW! More bling-bling.
  • give rep to players at the end of the match.
  • W:ET sound pack;
  • SDK at launch/beta; 1 vs 1 map / more modes
  • linux client;
  • bigger airstrike aoe;
  • more wtf! moments;
  • ninja routes;
  • DB TV; DB media/social hub;

PS. what i want, not what i expect. More pub related :smiley:


(sammi3q) #19

Trickjumping? Maybe?


(Violator) #20

Nade timer / tick sound
Spawn timer
Recon without sniper (sten-wielding covy was one of my favourite classes in ET)
Uni stealing
Recon-hackable doors
Remove knockback when hit
Bunny hopping (stop the forward momentum loss when jumping forward)
Increase TTK / reduce ROF
Instant pickup of docs
Instakill airstrikes / arty
Reduced screen clutter (objective icons etc.) Arrows at the edge of screen around a circle pointing to current objective rather than the diamonds perhaps, as used in some other games.
Distinctive team skins
Less map linearity
More side objectives
More class specific objectives, recon hacking, engy building
Speed up ze EV a bit
More varied weapons - panzer, laser rifle, nade launcher
Revive shield
On the modding side, more entities to play with - water, moving platforms
Traps - the lava trap on Q2DM3 was always fun :slight_smile: