Your Dream Patch Notes


(prophett) #1

What would your ideal patch notes include?

Interested in seeing where people stand on some issues/features. Here we go with what I would love to see happen.

[Key Additions]

• New Merc - Chameleon - Ability = Steal Identity of gibbed enemy player; Primary Weapon - silenced SMG; Secondary Weapon - Silenced Pistol
• Doors and Team Doors – Global doors can be opened by anyone. Team doors can only be opened by a specific team
• Command Posts – Once constructed, these strategically located command posts act as alternate spawn points for the attacking team (normally acting as a forward spawn). The defense can also construct a command post to reduce the charge time on their abilities.
• Capturable Flag Spawns – Capture/Touch a flag to control that particular spawn point.
• Enabled community created content and integration into game.

User Interface

• Added in more traditional crosshairs


• Improved scoreboard with side by side comparison
• Changed notifications for Vassili’s radar beacon from 3D hud to 2D minimap.
• Included number of headshots per round and damage given/damage received to stats screen.
• A more detailed output of your stats per round can be accessed by typing “stats” in the console. See HERE
• Toggle added for objectives becoming totally transparent if they enter the center area of your view

Performance Improvements

• Make it run good while not looking so washed out that you can’t make out camos

Maps

General
• Less EV objectives and more objective escorts/doc runs
• More dual objectives (think Victoria but a little further apart so teams actually have to spread out and rotate)
• Port some traditional maps but with a DB theme

Terminal
• Incorporate Potty’s ideas here (I have my own ideas, but these will do). Open up the balcony on the second phase and the catwalk that connected the balconys
• More routes and meaningful side objectives

Trainyard
• Re-add the 3rd phase and add a forward spawn on the approach to the MG building on the left side while attacking this stage.
• Remove capture objective and have attacking team need to carry a “key code” from their spawn and hack the rail controls (docs runs are awesome!)
• More routes and meaningful side objectives

Underground
• More routes, I guess. It’s very confined and needs a lot of work.
• More routes and meaningful side objectives

Whitechapel
• Alternate route from initial attacking spawn to main road leading to the chapel
• More routes and meaningful side objectives
• I would love to remove the EV and have the 3 objectives in the final building. Attackers need to grab them there and run them back to the chapel to secure (this obviously isn’t going to happen)
• Open up the chapel and the area around the chapel (attackers need to tnt doors to chapel to gain access to transmitter for docs/objectives)

London Bridge
• More routes and meaningful side objectives (ie: a sewer with a sewer gate you need to tnt) or a team door you can sneak through with Chameleon when disguised)

Dome
• More routes and meaningful side objectives

Battersea
• More routes and meaningful side objectives

Design

•Add in this idea re: the EV’s speed being related to the % health it has.
•Re-rework the carry objective to the way it was, because not being able to shoot is crazy.
•Reduce range on all shotties
•Reduce Vasilli body shot damage
•Tweak walljump/long jump and increase possibilities for these features via map design. Allow for advanced movements that are hard to master.
•Slightly reduce Arty’s rate of fire
•Selectable spawns which allow defenders to fall back and attackers to /kill and spawn forward
•Traditional Spawn times of 20/30 (attacker/defender) on all maps
• Myself and every other Canadian request a hockey stick for a melee weapon
• Demo recording with theatre
• CSGO style matchmaking and ranking system (penalties for people who quit from the match - 1 day, 1 week, 1 month, permanent)
• CSGO style spectating features
• Reduce the countdowns and add an option for people to skip straight to a server list that saves your filters
• Universal competitive ruleset
• can now sprint while reloading
• no longer get stuck in quicksand after jumping
• Optimize, optimize, optimize!

Audio

• I need someone to have a thick Irish accent. Preferrably Skyhammer, but as long as it’s not a useless merc i’d be happy :smiley:

Character Art

• More skins
• Community created skins/camos so teams can have team “jerseys”/color schemes.

Bug Fixes

• Fix the mounted MGs
• Fix the rail car bug (it’s still not fixed, although it happens a lot less often).
• Fix other bugs I can’t think on right now


All I can think on right now :confused:


(rookie1) #2

Too much good things in it to quotes .Nice & Refreshing post …SD print ! and tack to To High priori Board :stuck_out_tongue_winking_eye:


(Rex) #3

By “Dream Patch Notes” do you mean realistic or unrealistic ones? :tongue:


(prophett) #4

Most of those are a Dream (read: I know will never happen) :cool:

Would be a hell of a game, though :slight_smile:


(Talespin) #5

Misc.
Added an automatic demo recording feature for the upcoming $1,000,000 weekly tournaments starting this weekend!


(Ceres) #6

Sounds too good to be true :smiley:

Another thing to add: Art - Teams can purchase a slot which is otherwise not visible. The slot will allow teams to put their team logos which can be displayed either by the players’ names or somewhere on the tab menu when a match is being played.
Ex.


(INF3RN0) #7

[QUOTE=Talespin;504318]Misc.
Added an automatic demo recording feature for the upcoming $1,000,000 weekly tournaments starting this weekend![/QUOTE]

Spoiler, it’s monopoly money :mad:.


(onYn) #8

My dreampatchnote , for now and not the finished product, would be quiet simple. Just a bunch of maps that actually allow you to develop specific tactics and also with different scenarios and mapdesign´s that actually feel unique and also give every merc, or at least weapon/gametype specific benefits as well as weaknesses. (knowing exactly how unlikely it is for SD to brake out of their mental block of making it all happen in London…)

I feel like any work that is done before this is a wasted effort. Maps are just too much of an important game element, to allow any further development be made on base of what we play right now. That doesn´t apply of course, when it´s SD´s plan to make the game work on those tiny and tubish maps. In that case I wouldn´t know tho, what I would like to see most since the game would need some drastic changes, probably affecting 70% of the game we know.

What I think is almost as important as future patch notes, is the communication with us. Some (confirmed) statements about the future progression of the game would allow some more productive feedback, then what we are actually giving right now. Most of the peoples frustration, who are expecting specific things and are getting disappointed again and again, would be taken care of as well. Also many ET and ET:QW veterans may finally give up then, allowing more people from “outside” to state their opinion more easily. Maybe that´s not something that helps the game development itself a lot, but it would help SD´s reputation I think. Even tho I respect SD, and also think of them as a very solid company, reading all the feedback given since I am here as well as the actions made in that period of time, create an image of a game development that consists of 3 people with massive beards, that smell like beer and log on with as many accounts as possible onto the forums in order to create the image of a productive company. No offence of course, I am pretty sure it´s not like that, and developing a game just takes it time, but that´s just the feeling I got, and many others as well I think, and communication is all that´s needed to fix that.


(stealth6) #9

Notes are meant to be brief, not a wall of text! :eek:


(ras) #10
  • can now sprint while reloading
  • no longer get stuck in quicksand after jumping

(spookify) #11

• Optimize, optimize, optimize!

Continue to tweak spread recovery rate.
- Recover from Jumping (Whats the penalty?)

- Pre-Fire Strafe Left or Right Spread crazy increase (Reduce Penalty?)
- Crouch Spread Recovery Time (Reduce Penalty?)
- Tap Fire Spread Recover Time (Reduce Penalty?)
- Tap Fire and Crouch Recover Time (Reduce Penalty?)
- Full Spread Sprinting Recover Time (Reduce Penalty?)
- Sprint + Jump Then Crouch then Sprint the Jump (Penalty?)
- RLRLRL - Spread Recover?

How Long until we get add-on’s like Red Dot?

Do you realize how much the game is going to change when we get a Red-Dot or a 3.4x Scope?

This needs to put in ASAP for testing… This hip fire spread and spread recovery talk is useless right now. As soon as you put in a good red-dot with the huge advantage of no spread and small recoil on some guns the mid range fights should feel better…

But thats not what SD wanted was it? I heard only long range for Iron-sights…

RLRL at mid range and your gun becomes useless. These maps are not that big. So this is a problem.

Small maps plus fast moving players means almost all fire fights are short or Mid Range…

Nut shell this game will be hip fire close and Iron-sight Mid… Little to know Long… Especially know long with the compact map design and obstacles in the way.

I really have no idea where to go with Damage… Once I get a red-dot TTK will be so much faster! Do you decrease weapon damage and make HS more rewarding? Hard balance with the ROF… All you will hear with red-dot in Tink, Tink, Tink…


(spookify) #12

[QUOTE=ras;504379]- can now sprint while reloading

  • no longer get stuck in quicksand after jumping[/QUOTE]

I agree Sprint while reload is a must… It’s getting beyond frustrating…


(BomBaKlaK) #13

[QUOTE=ras;504379]- can now sprint while reloading

  • no longer get stuck in quicksand after jumping[/QUOTE]

Asking this since I’m in the alpha, same for med packs and ammo packs.

Definitely waiting for

  • maps improvement (More routes, more different access, more space, longuer travel time to the obj, usefull side obj, etc …)
  • obj design improvement (I really hate this capture zone)
  • Weapon balancing (can take a while)

And all what’s prophett said in the First post (he’s a prophett ! listen to him)


(onYn) #14

My bad!

  • Maps that actually allow you to develop specific tactics and also with different scenarios and mapdesign´s that actually feel unique and also give every merc, or at least weapon/gametype specific benefits as well as weaknesses.
  • Information, on how the developers see the game growing and what they are currently working on, displayed on the Launchscreen!

(tokamak) #15
  • We just released all the new maps as blockouts and included sketchup files for you to download and tinker around with!

(k1ruaa) #16
  • Add strafejumping
  • Get rid of iron sight to have a really pleasant hip fire gunplay FPS
  • Add some projectile weapons
  • Get a decent spawn system
  • Remove all ingame indications
  • Remove health regeneration
  • Bigger/cooler maps

gg


(Humate) #17

New Medic Character: Alexey Strogganof
Weapon: Lacerator-M69
Ability1: Creates spawnpoints from dead enemies
Ability2: Health and ammo pack
Auto Vsays - ‘Ohhhhhh Deeeeeear’ whenever he kills someone.


(Raviolay) #18

Stable minimum 200+fps with all settings maxed out.


(Loffy) #19

release notes:

  • Server admins will be able to run custom maps.
  • Editor will be available

(n4ts) #20

I have only one thing that that would fulfill my dreams:

^1C^2O^3L^4O^5R^6E^7D ^8N^9A^0M^1E^2S !!!