Apart from the obvious beta things like poor performance and bugs, lack of maps is a big negative for me right now. It’s like they have reinvented a form of mapping that is incredibly slow and yet still produces bad results.
What's the Biggest Problem in Dirty Bomb
You are talking about people, asking why beta-testers should pay money, why the feedback in this official! forum seems to go nowhere, and why obvious stuff isn’t fixed in MONTHS! time, and so on?
Yeah, I know what you wanted to say, still this whole thing gets more and more smell of trying to cash-in while calming the crying reddit-kids. PR-stuff imo… worked there when I was younger. And as I said before, the only thing going the “when it’s done”-way seems to be this thoughtfull developed misterious new anticheat.
And you’re still asking why people are allowing themselves to be bothered about this game? Probably you’re right.
I’m pretty on your side . But, well, as soon as they started to generate money out of the game, “beta” state is not an excuse for everything. If people invest massively in your game (DB founders do not count, you guys just made a bet), they have the right to expect something in return. SD and Nexon, in the answers they give to the community, are trying to not use this as an excuse as well. And they can’t afford to say this when they have a good 100k+ player base.
On the opposite side though, they are using this efficiently when they need to. On the server binaries question for example. But at this current stage, this have should have been answered a loooooong time ago. That’s a business model direction which should have been taken way earlier.
All things considered, there’s two options. 1) They are trying to cash-in. 2) There’s a lack of project leading…
Yep. With a distributor earlier offering to buy EA-Games, and a web-presentation equal to a backyard-workshop, that probably has to be the reason…
Ps: The average german forum-signature seems to be… The one, who discovers irony in this posting, may keep it…
And btw. there is faith… and there is reason. And reason seems to be more and more accepted by the community. So wth. Is it this bad and/or under NDA, so you don’t tell the people caring about this game (minus the founders?), what is really happening atm?
it’s unfortunate that Nexon doesn’t really have a clue but won’t admit to just being a publisher and not a full partner in development of the game, they run the servers and the “anti-cheat”, neither of which are working very well
This. A thousand times this.
Even in the recent Twitch dev-stream we couldn’t get a straight answer about anything. It was just a bunch of variations of “don’t know” or “can’t talk about that.” Aside from the few keys they gave out, I really couldn’t see what the point of streaming was outside of letting people know there was a news article about the Free Merc Weekend.
This isn’t Lost. What’s with all the mystery?
biggest prob? obviously its some sort of bad game mechanic stuff like the super lag compensation, shot round corners etc etc
But most annoying? Its these people spamming forums with the same stuff everyday and always in new threads even tho its been answered 1000 times already
ie. Yesterday have a thread about cheaters. People discuss issue in that thread and finally its resolved that anti cheat is on the way and we just need to give a little bit of time. Amazing! Great! Ok! Good outcome.
Next day. THE VERY NEXT DAY. Today. New thread: “When is the anti cheat ready? Is it ready yet?”
http://forums.dirtybomb.nexon.net/discussion/15420/anti-cheat#latest
fucking facepalm
-Engine limitations and flaws, as proven by certain bugs that have existed for years, without a fix.
-Awful performance, even if you tweak your game to look like ass.
-Lack of QA/incompetent QA
-Anticheat
-Nexon
-Aimpunch and other questionable game mechanics, like the recent melee change.
The list goes on.
The two worst things have to be the poor performance and the cheaters, though.
[quote=“B. Montiel;56707”]At least they covered the bill for the engine :p.
[/quote]
game existed for quite some time before Nexon was involved
Depth.
Mercs have one ability useful in combat. For instance, an engineer like Bushwhacker has a primary, secondary, melee, turret and faster objective time. An engineer in SD’s ET:QW has a grenade launcher, primary, secondary, melee, grenades, mines, turret / artillery counter, and the exclusive ability to disarm charges and repair vehicles and secondary objectives. There’s not a lot of options to consider in dirty bomb.
Maps are predominantly tunnels or funnels into choke points with a few alternate routes. There’s not a lot of innovative approaches in how to tackle a situation because there aren’t many approaches, period. It’s a mapping approach of cutting out usable gameplay areas instead of building up an environment. Overground and, to some extent, Dome, do feel more like actual locations rather than funnels, choke points and objective areas. Over-designed maps feel like there are only a few “correct” routes and “correct” flanks or alts.
No friendly fire outside of passworded event servers means no need for coordination with AoE weapons and abilities. That means less depth in using AoE and less options in using the risk of friendly fire to counter them. That also means it’s impossible to preposition a 2+ v 1 fight in which the lone player (or better coordinated team) can use positioning to avoid actually engaging all nearby opponents at once as multiple players on the same team have no reason to fear hitting each other.
SD listening to people who can’t play the game properly and nerfing things to death because of bad players instead of listening to long-term players.
Spawn camping and cheating are always up there but those have been covered.
What i think is the biggest problem with this game is the loadout system. I like the idea of it. it’s different and an interesting concept. However, the execution is all wrong. In every FPS game that has different weapon/augment loadouts players generally choose their loadout based on what fits their playstyle best. In this game there’s usually only 1 good loadout per class. Once you obtain that loadout the only reason you would use a different one is because you managed to get a silver or above version of that card. There is very little choice when it comes to loadouts.
I think each loadout should be good in a way that it’s comparable to the other cards. A good example is Bushwhacker’s sentry loadout. Why would you choose any other card? The main reason anyone plays Bushwhacker over say fletcher or proxy is because they want to use the sentry. So why would you choose a different loadout?
Now personally it’s not a big deal for me as i only have to farm up enough points to buy the bronze loadout from the shop for 17,500 points. Why this hurts the game is that because your choices of loadouts are so bad. It makes buying the elite cases a really stupid idea. When you spend money on a game you want to get something out of it. I bought nader because i was too impatient to farm up the credits and i didn’t regret it. But buying elite cases is a complete waste of money. The chance of getting a good loadout is too low. Who wants to spend $5 on a case and get nothing. i might as well go buy scratch cards or lottery tickets if i’m gonna throw money away.
So how do you make each loadout decent? easy, first you have 3 augments per card. Instead of having random augments like we do now. There should be 3 different types of augments on the card. An ability augment, a gun augment, and quality of life augment.
So for an example we’ll use proxy.
ability augment - increase radius of explosions
gun augment - Reload 20% faster
quality of life augment - can revive players 20% faster
Once you create a good amount of combinations of augments that seem pretty fair you pair it up with the weapons. Whether you want to pair up certain augments with certain weapons to make less powerful augments have better primaries or just generate a larger pool of possible loadouts based how many combinations of augment loadouts and weapon loadouts.
The reason this is a better system is that it creates a more balanced system not only for each loadout but for all the classes as a whole. With some classes getting really good loadouts and others getting really bad ones this fixes that issue. It also benefits the game as having more choices means players will want multiple loadouts per class instead of just getting the one they want. With limited credits and cases generally just giving you lead cards. Buying cases with real money isn’t as bad an idea.
The lack of auto-balancing in public games as once people start leaving that team begins to get curb stomped and quite often the highest level people in the server happen to all be on the winning team. Just give either an exp boost or credit boost (for that match) to anyone switched over that way they still get something regardless of how the match goes.
Problem with Dirty Bomb? Not enough people like fast shooters anymore. Which is really sad.
MOBAs and slow shooters are the big thing now. [spoiler]I hate both genres, so I’m doomed to play great games that unfortunately fail until this trend is over[/spoiler]