feedback

No sólo tacos y guitarras.

feedback

Postby clankill3r » Sun Jul 27, 2014 9:09 am

I wondered why I never really play dab so today i played some.
Here is some feedback.
i don't mean to sound negative, i like dab, it just hasn't what makes me keep playing it.

-Brawl is a joke, I think it would be better if it was low damage but could be used to disorient the opponent by changing his view angles.
-reload + brawl = still finish reload... I think it should cancel the reload
-I can't get used to the dive rolling / sliding mouse actions, I think that's why a lot of people fall down in rooftops. It would be nice to have a button to have it the specialists way. Where holding the right mouse makes a roll.
-I think the distance dives make is way to far. This is kind of annoying.
-when your special bar is full the screen get's really white. This makes it almost impossible to see the white character.
-mac10 spread is is to wide
-weapons need more recoil (specially m1911). I hardly need to move the mouse... (recoil of nf fall is good, m16 maybe, didn't test m16 much).
-akimbo beretta reload is to short, a disadvantage of akimbo should be a bit more spread and a slower reload

Then, this game need some cool weapons. Like throwing knives. Or a revolver with a reload bullet by bullet. Just anything with a bit more style then we have now.

Then in the visual department:
-maybe it's nice to have saturation instead of a health bar, just don't give it to much saturation.
-where is the blood? I want to pain rooms and have a nevel of blood when i hit someone.
-could dead bodies stay on the floor? It would be awesome to have a shitload of dead bodies.
-the beretta is to small, it looks like a toy now
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Re: feedback

Postby Black_Stormy » Sun Jul 27, 2014 11:48 am

I'm going to comment on these as I read them

- That brawl idea is actually pretty good.
- The brawl and reload system has always seemed buggy to me. I couldn't tell if it was a problem with the animations or if I was really supposed to not reload. It's probably unrealistinc but I prefer having the reload complete even though you've tried to brawl. I brawl so often.
- I have my keyboard set up totally different just for DA. I use WEFD for movement, TAB for stunts and RMB is brawl. On my mouse I have a fourth mouse button which I use for slowmo. I got this layout from playing Lugaru back in the day (which rocks) and it's perfect for DA I think.
- We can put in a cvar for dive and slide distances and speed right Vino? Would help to find balances, or for custom servers.
- Yeah it's been a longtime problem with the colour correction. Just wait till you play the new streets, I think it's going to be too dark for a lot of people. Thanks for the feedback.
- I can't hit the inside of a barn with any of the weapons so I'll stay out of this one.
- haha, as above
- I think the akimbos are underrated. No one uses them because it's easier to hit with the shotty or the rifles. Anything we can do to make them more appealing is good I think.

ooo the visual department, this is me

- The HUD is going to change one more time (hopefully) before release, to unify it a bit more. Personally I prefer a health bar. I think we're making an old school game it's fine to have old school features. Plus there's a lot going on down there, you get extra health when you do good and we need a good way to communicate that to the player. Also I'm not sure how the overlay would really work in with colour correction, slow mo and style overlays etc. I have been thinking of making a new minimal HUD game mode though and it could work in there maybe.
- I always thought the blood level was good. Can we make gibs though? Is it possible to spawn models from the blood particle system? I could make some generic shiny gibs or something for more gore. And I can scale up some blood textures but I'm not sure lack of gore is a really common complaint right?
- Each of the character models is about 5000 polies, and that's the lowest one (mine). If we left all those bodies around it would get very laggy very quickly. I think servers usually have a setting for body rot time though. From an overhead perspective, we don't need this to be playable on wooden computers, but that's a surefire way to create problems on any system.
- I agree. The berreta is small.

You raise some good points
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Re: feedback

Postby Dementei » Sun Jul 27, 2014 10:15 pm

+1 for blood stained walls and gore gibs from explosions

dives do go a bit far especially athletic, ill test out a shorter distance, we are also slowing movement speed a bit perhaps that will help.
the beretta animations are being redone and they will be bigger also.
i can test out some more recoil on the colt.
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Re: feedback

Postby TheCorp303 » Mon Jul 28, 2014 12:59 am

Black_Stormy wrote:- Each of the character models is about 5000 polies, and that's the lowest one (mine). If we left all those bodies around it would get very laggy very quickly. I think servers usually have a setting for body rot time though. From an overhead perspective, we don't need this to be playable on wooden computers, but that's a surefire way to create problems on any system.


Yeah that's a quite good polycount, however I did notice that there is a lack of "LOD*"s upon inspection in the model viewer for distance/optimization. Even if there is only 1~2 LOD models, even quick fugly ones with a quick reduce/optimize modifier that only activate at huge distances @ say 800polyish it would save on a lot of overhead. Also I noticed the L4d playermodel as "eightball" has LODs stripped out so he is at max poly all the time (I'm pretty sure the L4d players are well over 10K poly each at full detail). Aside from the playermodels most custom model props ive seen on this mod are quite low poly so I don't think you really need LODs for those.

*level of detail models
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Re: feedback

Postby clankill3r » Tue Jul 29, 2014 7:43 am

I'm gonna comment on it also :)

-A cvar for dive distance would be great.

-one more about the hud, it would be nice if things where closer to the edge of the screen.

-and about the dead bodies, maybe a cvar to set max_dead_bodies. I think more blood and bodies on the ground will add a lot to the atmosphere. (and why was it they aren't ragdolls when they are dead?).
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