What we want for DB


(acQu) #21

Currently i want to have just core things, no features or anything, they might be added later:

movement related:

  • removing ALL slowdowns (prime examples: using weapons, reloading, using abilities; this kills the good old ET gameplay ALOT, it was not noticable at first for me, as i didn’t give it a thought and thought it would be trivial thing to think about, since i thought it would be clear that SD will implement a dynamic with lots of strafe fights and a longer TTK, now the TTK might be right, but this is related to TTK, believe it or not)
  • sprinting sidewards and backwards, not only forward
  • stamina bar, it’s cool, believe me, just beside the health bar a nice little cool stamina bar
  • EDIT oh and strafe-jumping, but fixing the above would already ease my pain alot, especially slowdowns and sprinting. Strafe-jumping can only be awesome.

map related:

  • anti-linear maps (ak more side-routes campaign)
  • less convoluted maps (prime example: thousands of exposure points when running down a certain street or place, i.e. ten windows, at the same time 4 directions down the streets, and at the same time an upper area also spanning at least 120 player fov. It is just too much, noone can react anymore by anticipation, anticipation is a skill, it is replaced by randomness because of that way to design the maps).
  • interesting objectives and interactiveness (this can be all sorts of stuff, capturable spawnpoints, repairing stuff, getting an advantage, commandposts)
  • EDIT oh and bigger maps

(pulley) #22

[QUOTE=RasteRayzeR;452685]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.
[/QUOTE]

Nice job Raster!


(Humate) #23

What I want? (knowing most of it wont make the cut)

*Strafe Jumping
*Movement speed increase switching to lighter weapon
*ETQW’s Tac Shield
*Sexy UI
*Witty and Sarcastic Vsays
*Faction Specific Footstep sounds
*Built in VOIP with the ability to mute
*Maps that have a destroy–>build–>destroy objective structure
*Less EV maps
*Doc Runs limited to 1 object
*Nerf to all in rushes or deathballs
*C4 plantable anywhere
*C4 on its own weapon bank
*Slower Rate of Fire
*Less body damage
*Mortar
*Less of a comp feel, for pub play
*More of a comp feel for comp play
*Asymmetrically balanced teams
*CDA… is that the Resistance from Brink? (j/k)
*Rocket Launcher
*Ability to speed up the charging of a team-mates C4
*Demo / Replay Database
*Custom Hitsounds
*DBTV Client
*TwitchTV Intergration (although I dont stream)


(Ashog) #24

What I wish for DB :

In the near future:

critical:

[ol]

[li]Nade audio timer[/li][li]Spawn timer[/li][li]Larger blast radius for nades[/li][li]Unclickable menu/limbo bug fixed[/li][li]Moar keys[/li][li]Longer firefights / higher TTK by decreased RoF or by decreased bodyshot damage[/ol][/li]
needed:

[ol]
[li]Sprinting with cooking nades[/li][li]Jumping while sprinting allowed[/li][li]Improved team spawntimes, adjusted obj by obj[/li][li]Improved damage direction awareness[/li][li]Gun sounds matching the RoF[/li][li]Revives undermap fixed[/li][li]Enemy classes must be made not visible in scores during game[/li][li]Fix IFF wallhax[/li][li]Performance optimizations[/li][li]Instagib and correctly working airstrikes and artillery[/li][li]All EV and street objects stickyness removed[/li][li]Faster strafe accelleration[/li][li]Backpacks removed or fixed for soldier[/li][li]Spectator team cam while waiting for spawn[/li][li]Spectator mode improved[/li][li]Covertops smoke nades[/li][li]Backspace and mouse tilt-buttons bindable in menu[/li][li]Improve turret reaction time[/li][/ol]

Before beta/by the end of beta:

[ol]
[li]Covertops disguise feature[/li][li]Replentishable grenades[/li][li]Class layouts changeable during a match[/li][li]More capturable/constructible spawns[/li][li]Improved HUD and hitsounds[/li][li]Launcher autoconnect-to-full-server queue[/li][li]Hackable covertops-only main objectives (e.g. a good candidate Canary crane controls)[/li][li]Hackable covertops-only doors and doors opened when in disguise (see W:ET/ET:QW)[/li][li]Full demo support[/li][li]C4 plantable everywhere for more fun[/li][li]At least 10 official maps on release[/li][li]Great voicechats and more taunts[/li][li]In-game VOIP[/li][li]DevKit and solution for allowing custom content (at least maps)[/li][li]Good story from Bongoboy[/li][/ol]

I am sure I missed smth improtant

Oh, yes, this: accolades for shoutcasters :slight_smile:

PS: Don’t really agree with opinions on having instant carriable obj pickups, on introducing revive shields, on having no autoregen and on having sprint+reload introduced - I think that some of those will make the game even more messy and lemming than now, but hell, that’s just my opinion.


(BomBaKlaK) #25

[QUOTE=Ashog;452859]What I wish for DB :

In the near future:

critical:

[ol]

[li]Nade audio timer[/li][li]Spawn timer[/li][li]Larger blast radius for nades[/li][li]Unclickable menu/limbo bug fixed[/li][li]Moar keys[/li][li]Longer firefights / higher TTK by decreased RoF or by decreased bodyshot damage[/ol][/li]
needed:

[ol]
[li]Sprinting with cooking nades[/li][li]Jumping while sprinting allowed[/li][li]Improved team spawntimes, adjusted obj by obj[/li][li]Improved damage direction awareness[/li][li]Gun sounds matching the RoF[/li][li]Revives undermap fixed[/li][li]Enemy classes must be made not visible in scores during game[/li][li]Fix IFF wallhax[/li][li]Performance optimizations[/li][li]Instagib and correctly working airstrikes and artillery[/li][li]All EV and street objects stickyness removed[/li][li]Faster strafe accelleration[/li][li]Backpacks removed or fixed for soldier[/li][li]Spectator team cam while waiting for spawn[/li][li]Spectator mode improved[/li][li]Covertops smoke nades[/li][li]Backspace and mouse tilt-buttons bindable in menu[/li][li]Improve turret reaction time[/li][/ol]

Before beta/by the end of beta:

[ol]
[li]Covertops disguise feature[/li][li]Replentishable grenades[/li][li]Class layouts changeable during a match[/li][li]More capturable/constructible spawns[/li][li]Improved HUD and hitsounds[/li][li]Launcher autoconnect-to-full-server queue[/li][li]Hackable covertops-only main objectives (e.g. a good candidate Canary crane controls)[/li][li]Hackable covertops-only doors and doors opened when in disguise (see W:ET/ET:QW)[/li][li]Full demo support[/li][li]C4 plantable everywhere for more fun[/li][li]At least 10 official maps on release[/li][li]Great voicechats and more taunts[/li][li]In-game VOIP[/li][li]DevKit and solution for allowing custom content (at least maps)[/li][li]Good story from Bongoboy[/li][/ol]

I am sure I missed smth improtant

Oh, yes, this: accolades for shoutcasters :slight_smile:

PS: Don’t really agree with opinions on having instant carriable obj pickups, on introducing revive shields, on having no autoregen and on having sprint+reload introduced - I think that some of those will make the game even more messy and lemming than now, but hell, that’s just my opinion.[/QUOTE]

this list is needed to !


(RasteRayzeR) #26

Thanks ! I thought the main problem here is the lack of transparency from both ends, aka us and SD. Hope this thread will encourage communication and help solve problems.

I try as much as possible to keep the original thread up-to-date, but man, it’s hard xD


(rand0m) #27

[QUOTE=Ashog;452859]What I wish for DB :

In the near future:

critical:

[ol]

[li]Nade audio timer[/li][li]Spawn timer[/li][li]Larger blast radius for nades[/li][li]Unclickable menu/limbo bug fixed[/li][li]Moar keys[/li][li]Longer firefights / higher TTK by decreased RoF or by decreased bodyshot damage[/ol][/li]
needed:

[ol]
[li]Sprinting with cooking nades[/li][li]Jumping while sprinting allowed[/li][li]Improved team spawntimes, adjusted obj by obj[/li][li]Improved damage direction awareness[/li][li]Gun sounds matching the RoF[/li][li]Revives undermap fixed[/li][li]Enemy classes must be made not visible in scores during game[/li][li]Fix IFF wallhax[/li][li]Performance optimizations[/li][li]Instagib and correctly working airstrikes and artillery[/li][li]All EV and street objects stickyness removed[/li][li]Faster strafe accelleration[/li][li]Backpacks removed or fixed for soldier[/li][li]Spectator team cam while waiting for spawn[/li][li]Spectator mode improved[/li][li]Covertops smoke nades[/li][li]Backspace and mouse tilt-buttons bindable in menu[/li][li]Improve turret reaction time[/li][/ol]

Before beta/by the end of beta:

[ol]
[li]Covertops disguise feature[/li][li]Replentishable grenades[/li][li]Class layouts changeable during a match[/li][li]More capturable/constructible spawns[/li][li]Improved HUD and hitsounds[/li][li]Launcher autoconnect-to-full-server queue[/li][li]Hackable covertops-only main objectives (e.g. a good candidate Canary crane controls)[/li][li]Hackable covertops-only doors and doors opened when in disguise (see W:ET/ET:QW)[/li][li]Full demo support[/li][li]C4 plantable everywhere for more fun[/li][li]At least 10 official maps on release[/li][li]Great voicechats and more taunts[/li][li]In-game VOIP[/li][li]DevKit and solution for allowing custom content (at least maps)[/li][li]Good story from Bongoboy[/li][/ol]

I am sure I missed smth improtant

Oh, yes, this: accolades for shoutcasters :slight_smile:

PS: Don’t really agree with opinions on having instant carriable obj pickups, on introducing revive shields, on having no autoregen and on having sprint+reload introduced - I think that some of those will make the game even more messy and lemming than now, but hell, that’s just my opinion.[/QUOTE]

Good list, but I disagree with your post-script :slight_smile:


(tokamak) #28

Echo. I want to see Echo.


(acQu) #29

Reload while sprinting / using ability enabled (11x)

Call it “remove slowdowns” please :slight_smile: Don’t listen to the shepple, they don’t know yet they want to have slowdowns removed at full spectrum/scale; they say only they don’t want it while reload, but that is not true. They want to have EVERY SLOWDOWN REMOVED :smiley: … even while shooting! Thanks :smiley:


(RasteRayzeR) #30

I updated the original post.

Tonight I had my first rage quit … fuking net code … single guy with lag can dodge your fire. You shoot on him, but no beep sound … so just one word : “PERRRKELE !”


(Kendle) #31

No we don’t, every slowdown except shooting :slight_smile:


(acQu) #32

Yes, ok :smiley: Well, not me, but i was just joking a bit; of course everyone has his own opinion. :slight_smile: Me personally wants to have it removed even when shooting, so that it feels like true arcade to me.

By the way: i still don’t know to this day the design concept behind slowdowns. Maybe there are even different concepts applied to every different slowdown, but i still don’t understand the concept. Is it a modern thing?

P.S. it doesn’t fit to hipfire imo. If this game were ironsight-only, then ok, i could see why it would be that way then. But it does not seem to fit into the world of hipfire imo.

Thanks :smiley:


(Ashog) #33

Hehe, upon reading all of these wishes… it would probably take SD five hundred man-years to implement everything :slight_smile:

I perfectly realize that only a fraction of that can come to life :wink:

But come to think of it frankly - the only thing that REALLY matters for me is this:

-DevKit and solution for allowing custom content (at least maps)

Without that I don’t see myself playing it after 1-2 years tbh, no matter what else is implemented :frowning:


(Nail) #34

not sure how custom maps would work with persistent stats, easiest way would be contests with SD picking maps to add, I can see this as a way to add dueling maps, speed run maps, base race and even proper obj maps


(Ashog) #35

Not sure picking maps would work. Custom maps are often a product of one enthusiastic person who has rl and other tasks like job or skool. The matter of completing a map is a living process (even for SD who have full-time jobs for making maps), which takes time, constant changes and loads of testing before final. Hence we need these maps playable very long before being final and picked by SD and this can be done imho only using custom map test servers such as Nirvana was in ETQW. In W:ET just about any server could run custom maps prefinal versions, whereas in ETQW this was hampered by artificial hiccups of the ranked/pure server system which didn’t allow custom maps to be properly run on vanilla servers. If not ETQWpro we would hardly see any custom maps in ETQW. The only way I see custom maps possible in DB is removing most limitations on custom content and releasing SDK, provided of course this fits to the free2play business model. And how to fit this into the model is a pure brain exersize for Locki :wink:

Daddy! You promised!


(Nail) #36

imo it won’t work for F2P, in QW the monies were made on purchase, in F2P the monies are made after


(RasteRayzeR) #37

IMO the fact that we take the time to give them concrete feedback can only help, and it’s too early to judge if DB will be a success or not


(Ashog) #38

I am sure Daddy will figure something out in the end :slight_smile:

Also because people have alredi started making custom map blockouts :wink:


(Nail) #39

SD has said they are open to member map ideas, implementation is an entirely different aspect


(Ruben0s) #40
  1. SDK, community content can keep the game alive for years . Community content can fix a game, just look at W:ET (it probably destroyed it as well).
  2. Splashdamage taking some big ass risks, gameplay wise, design wise (maps, cough…). At this moment I don’t see how DB is going to stand out from all the other F2P games and is going to appeal to a big playerbase ( I’m scared that it will be a Brinkv2, dead within a year).
  3. What I personally want. Evolve from the ET: genre. DB feels pretty much dumbed down in every way (personal opinion).