Splash DamageBlogCommunity Question: Upcoming Dirty Bomb Videos

Splash Damage Blog

Community Question: Upcoming Dirty Bomb Videos

Community, we've released several videos of Dirty Bomb so far, teasing the setting, showing lots of raw gameplay, and explaining the Echo analytics system underpinning the game. Work on the next video is already in full swing, and we wanted to get your input on what area you would like to see us tackle once that's done. Enter this week's Community Question:

What part of Dirty Bomb do you want to be the focus of a future video?

We've assembled a few common choices in this week's poll - you've got a single vote so be sure to pick whatever you're most interested in. If you want to see something entirely different, let us know what that is in your reply.

81 Comments

Tapirs please
Posted on 20 March, 2013 - 17:43
Yeah, what makes you think we want to hear more about DB? We want to hear about SD's support for World Tapir Day (duh.)
Posted on 20 March, 2013 - 17:52
I voted Levelling Up and Unlockables mainly because I think it's something a group of people will be interested in and how it will work will be important to them. One thing I think that would be a good video is some raw, minimally edited gameplay footage with similarly raw commentary from the devs. Dev diary sort of thing.
Posted on 20 March, 2013 - 17:56
I was thinking about a couple things :D Update video recap changelog (closed alpha) Developer Diary (open beta) Cinematic trailers (before release) Storyline (release)
Posted on 20 March, 2013 - 18:04
Voting maps and objectives, it's the last main point of difference between other shooters imho. All other fps jumped on the unlocking/leveling you guys pioneered. And on that, their systems would also muddy the waters when you try and talk about classes too. Though I'd like to see that too, just saying you'd likely have to make sure to average joe how defined/integrated they are into the gameplay compared to all other fps. I think doing it justice it would be hard/maybe not even wise to do it seperate maps/objectives vid without explainnig classes. All the rest is too far from core gameplay for me to be interested in at this point.
Posted on 20 March, 2013 - 18:07
I'm not in yet but I want to ask something in return: Leveling? Wait, wait wait, what leveling are we talking here? Specifically, how different is it to Brink's design? I'd rather there was no leveling but if you're running a F2P game I guess you would have to do something like that to then offer goodies like boosters (how I miss the era of buy2play games), but one thing I would definitely highlight in Brink that I wished to go die in a fire? Character limited leveling, specifically how you had to go to the main menu to switch and then start all over. Resetting your skill points in exchange for a level was a really bad idea that offered nothing in return I think but the biggest offender of the whole lot is this simple example: Does the objective require a lot of Engineers? Is nobody running Engineer because you didn't spec into it? Tough ****, your team is gimped, have fun with that. It DESTROYS teams, please do not repeat that mistake, and enable single characters to level more freely, or enable quick-switching between dedicated class characters (best: Each class has a few skill trees and you can switch between classes on the fly and get the maximum potential from any of these classes at end-game during the same round).
Posted on 20 March, 2013 - 19:03
I bet it's something like in RtCW: Enemy Territory. You gain experience durring the mission and it only affect your character in this one mission - it doesen't carry over to your next game. If they stay true to ET, you will need engineers to, for example, construct / destroy barricades or repair the EV as it gets damaged. You wont have to "spec" into the engineer class to do this tasks, as even a "fresh" engineer will be able to get the task done. Once again, this is all speculation and I bet the current alpha players wont deny nor agree with this due the NDA.
Posted on 20 March, 2013 - 19:20
It wasn't the issue that a class needed a specific ability to perform the task required of that class, it was that people invested in other abilities for other classes which meant they didn't want to give them up and be a low level engineer. I banged on about that before Brink's release and for too long afterwards so I don't think SD is blind to the conflict of interest there.
Posted on 20 March, 2013 - 19:43
Yeah, what he said. A big part of the problem was how you couldn't switch on the fly between characters you made in advance, but after that the amount of time it took to max out a character (I'm still like ten hundred games away from Lvl 29 to 30 (?) on my main last I checked) and the penalty for resetting, even if you bought something by accident or wanted to remix your class choices, was a huge pain and made levelling alts unappreciated. The reason this was such a pain was because there was both a class tree and a generic tree that you couldn't get all of the skills in both, I think, and these all directly empowered your character. While another high level Engineer could double buff your damage for you if you switched off it, lacking anything such as tactical moves and weapons to get an edge over the enemy team and lacking direct damage mechanics such as Pyro Mines and Sentries directly reduced the overall power of your team in exchange to have the ability to complete objectives as a randomly assembled team. If I was a low level soldier, I could give ammo and plant explosives, but I wouldn't have kevlar to increase my health, and... wouldn't be able to spam grenades? If I was a low level operative, I wouldn't be able to hack enemy sentries, probably wouldn't be able to spot, disguise or hide my presence from enemy radar. If I was a low level engineer, I was the worst off with no deployables and a slow welding tool. If I was a low level medic, I won't be able to mass revive people and keep my healing at a steady rate. Although not essential to completing any objective, the very short TTK would mean pushing anywhere would be impossible.
Posted on 20 March, 2013 - 20:16
I think "story & setting" and "maps & objectives" are really the same thing and should be combined and be the next video. I would also like an update on what changes were made through contribution by individuals in the alpha.
Posted on 20 March, 2013 - 20:21
Other (please specify in reply) : Details on gameplay (movements, speed, trick jump ? etc).
Posted on 20 March, 2013 - 20:52
Other (please specify in reply)
20 Minutes, 1 Player, ego-perspective, in a matchup like 5on5, preferably attacker add this to possible poll-options. i think this option would got a lot of support :)
Posted on 20 March, 2013 - 20:57
Story and setting. I have already seen the other options.
Posted on 20 March, 2013 - 21:19
Story and Setting feels most appropriate at this stage for me :)
Posted on 20 March, 2013 - 21:40
I'm with the dobermeese Leveling and Unlocks, especially whether they're permanent or campaign only
Posted on 20 March, 2013 - 22:30
Oh its been a while since Ive posted in one of these. Levelling / Unlocks
Posted on 21 March, 2013 - 00:37
Leveling http://www.youtube.com/watch?feature=player_embedded&v=dNHCa2os_YY I can't wait for that. With leveling up you get 5 skill points per level to apply for the illusion of deep and robust character development for more satisfying combat. Anyways, I voted for classes. I'm simply more curious about that aspect of the game currently.
Posted on 21 March, 2013 - 01:08
I voted for: Maps and Objectives
Posted on 21 March, 2013 - 02:37
demo recording and play back
Posted on 21 March, 2013 - 08:11
I voted for Engine and Technology
Posted on 21 March, 2013 - 09:29
I voted for "anything, as long as there are more videos". There is no need for high-budget, absolutely-perfect videos. Informative, fast-paced, fact-filled videos, with a bit of humour and a lot of honesty in them, are all that is required. (The game on launch-day, on the other hand, has to be as perfect as possible. However, that is another story.) Many gamers, me included, have grown to dislike big business, polished promotional schemes that lack depth. Make human, personal promotional videos, and it will surely pay off.
Posted on 21 March, 2013 - 09:48
From all the stuff on the list, the topic about "Story and setting" is the least bound to changes as the game development progresses (at least there is an idea about that and pretty much everything else will support that plan). So those movies should be "easier" to make. My personal interest however goes to the gameplay exploration parts, which fall under the Classes, Maps and Objectives categories. Voted for Classes tho, since the design choices behind class mechanics and their role would be interesting to put into a nice informative movie.
Posted on 21 March, 2013 - 10:02
comparaison of DB with other SD games
Posted on 21 March, 2013 - 10:49
comparaison of DB with other SD games
+1 , but i want to see: Trick jumps(engine), RECOIL, HITSOUNDS and hitboxes.
Posted on 21 March, 2013 - 12:24
Because of the lack of an Gunplay/Movement option I voted for "Leveling Up and Unlockables".
Posted on 21 March, 2013 - 15:17
Because of the lack of an Gunplay/Movement option I voted for "Leveling Up and Unlockables".
I'm actually wondering why Gunplay/Movement, or what I would call - Mechanics - isn't on that list. From years of FPS experience - I'd say mechanics are the most vital aspect of any game. Competition should also be on that list.
Posted on 21 March, 2013 - 20:32
I want to see something about the story. Also some infos about the engine would be cool.
Posted on 21 March, 2013 - 20:44
My guess would be because the game is still in alpha and those things (movement mechanics) are still subject to change. They probably want to make a movie that can also be viewed when the game goes gold and still represent the product. Only thing from the list that could change overtime is the story, and they can just do an overview for now; the other thing are unlocks but I guess they will show a few and just fine tune them when needed.
Posted on 21 March, 2013 - 20:58
Something involving cones. They need to know the truth.
Posted on 21 March, 2013 - 22:08
I'm actually wondering why Gunplay/Movement, or what I would call - Mechanics - isn't on that list. From years of FPS experience - I'd say mechanics are the most vital aspect of any game. Competition should also be on that list.
Well, the game is still in alpha, so this could be something that changes and evolves even through open beta. I would think eventually that this should be something that should be highlighted. I am definitely with you to hear more about what kind of plans they have for "competition" specifically competitive match making (a la cs:go) and ladders. Also, I'd like to hear about what kind of team/clan support they are going to engage in. There are a lot of games that tout they support these ideas, but barely scratch the surface and don't really get the community into the competitive side of things. I would say check out how popular Twitch.TV is becoming to see that there are more and more gamers interested in seeing high level play.
Posted on 22 March, 2013 - 05:30
[SIZE=4]Def the level unlocks. I want to see what kind of incentives your game has. [/SIZE]
Posted on 22 March, 2013 - 05:35
[SIZE=4]...what kind of incentives your game has.[/SIZE]
Not sure "having fun playing DB" is an item on the game's unlock table :P
Posted on 22 March, 2013 - 08:09
Would love to see what's their plan to help build the community and the competitive scene through in and out of their planned game facilities/options. And of course more of why players should play the game and what's in it for them (fun!): maps/obj/levels & unlocks It's nice to preview the background story & settings but I believe it's not specifically something that most people will care about past the introduction in a solely multiplayer game like DB. It can be great once players know more about your philosophy's foundations and in-the-work plans for DB. I think more people might be hooked by more in-game footage delivered by the devs with a punch-line sort of "this is what we've done, this is what we do and this is where we're going thanks to you*". *[SIZE=1]players/testers[/SIZE]
Posted on 22 March, 2013 - 12:55
Something involving cones. They need to know the truth.
Cones? What mystery is hidden behind that?
Posted on 22 March, 2013 - 13:21
I would highly appreciate a skills leveling info including the presentation of unlocked skills'/gadgets' effectiveness compared to what it was like without them. Also some zoom at the rules of leveling/getting the skills unlocked. How about mixing classes during a campaign in order to get some skills from different classes? Will stuff remain? Especially if there is something that might influence the duels - like rised HitPoints value @ respawn or lowered weapon spread. Reasuming: Would appreciate to see what will the real influence of the whatever we can unlock be on the gameplay, how practical will the unlockables be. Have a good day!
Posted on 22 March, 2013 - 13:23
First choice: Classes, Mercs Second: Level-System
Posted on 22 March, 2013 - 14:21
Would love to see what's their plan to help build the community and the competitive scene through in and out of their planned game facilities/options. And of course more of why players should play the game and what's in it for them (fun!): maps/obj/levels & unlocks It's nice to preview the background story & settings but I believe it's not specifically something that most people will care about past the introduction in a solely multiplayer game like DB. It can be great once players know more about your philosophy's foundations and in-the-work plans for DB. I think more people might be hooked by more in-game footage delivered by the devs with a punch-line sort of "this is what we've done, this is what we do and this is where we're going thanks to you*". *[SIZE=1]players/testers[/SIZE]
Absolutely, agree with you in the fullest there. The core mechanics of the game (movement/weapons) are extremely important, but beyond that what will Splash Damage do to ensure the longevity of Dirty Bomb and in support of the community and competitive scene (not that those two are mutually exclusive). I think it is features like this that would set Dirty Bomb apart from all other games. I mean, look at the success of League of Legends. In a world full of moba clones why has LoL stood out head and shoulders above the rest? I think a huge part of that is the community support, lobby system, competitive branding, and usability/accessibility.
Posted on 22 March, 2013 - 14:23
Engine and technology. I want to know how the game will feel, based on the engine specifics and the technology SD uses. Both these things are at the core of the game and everything else somewhat depends on it. (This should also cover trickjumping and how much skill and knowledge affects gameplay.) This also gives you the opportunity to release gameplay related info later, closer to release. From a marketing perspective, that would be the more obvious thing to do. Releasing a video about technology and the engine appeals more to players who are still unsure wether DB will be something for them and it might help them decide. On the other hand, pretty much every other option appeals more to new players, who haven't heard much about DB yet. If you convince people who are currently following DB, but not actively, you'll probably create a lot more mouth to mouth advertising as well. However, I'm a gamer and every piece of info is welcome. ^^
Posted on 22 March, 2013 - 14:30
I would be interested also a video about the anti cheat system in Dirty Bomb
Posted on 22 March, 2013 - 19:40
I think it is features like this that would set Dirty Bomb apart from all other games. I mean, look at the success of League of Legends. In a world full of moba clones why has LoL stood out head and shoulders above the rest? I think a huge part of that is the community support, lobby system, competitive branding, and usability/accessibility.
Having not played LoL i wondered why it was so popular among gamers and often on youtube's frontpage. I trust you guys in alpha are pushing those cool community and competitive ideas. :cool:
Posted on 22 March, 2013 - 20:39
I'd actually like to know, if there will be some sort of different mod, without any unlockables and leveling up for competitive gaming. Would be a shame, if one team would have technological advantage. I'm thinking about something we had in RTCW (OSP mod) and ET (ETPro mod).
Posted on 22 March, 2013 - 20:58
I'd actually like to know, if there will be some sort of different mod, without any unlockables and leveling up for competitive gaming. Would be a shame, if one team would have technological advantage. I'm thinking about something we had in RTCW (OSP mod) and ET (ETPro mod).
+1 agree :):)
Posted on 23 March, 2013 - 13:10
Teamplay,infights and maybe the most important differnent objective. to the last the many differnet objectives was always the big thing about sd games , every map is different this should be shown to unknown.
Posted on 23 March, 2013 - 16:43
I voted with "other" classes, technology, level design and some of the maps we already know! more important is to know ... 1. can I create my "own" server? if so ... - is the ranking system will be integrated? - is there support for Linux? (and SDK tools?) 2. it is possible to create their own maps and mod? 3. whats about with voices (v-chats) and sounds in dirty bomb? so far I have not seen or heard much of it !? ...just because the game is free, but it has no restrictions, right? greetz
Posted on 23 March, 2013 - 18:56
I voted Engine & tech. I would like to see how this will be different than Brink and how it will move the FPS genre forward. I want to know how this will be optimized for high-end PCs. I want to be reassured ghat it won't be a cheap consolizex game.
Posted on 24 March, 2013 - 14:31
Maps and Objectives
Posted on 25 March, 2013 - 02:15
just release already! :D
Posted on 26 March, 2013 - 17:38
As someone who is not in the alpha, but who is waiting for more infos before getting into it, i'd like to see a shootcast of a game between skilled players, that way i could see actual gameplay, hear shootcasters talk about about leveling, objectives, map(s) and have a clear opinion if i want to support the game.
Posted on 28 March, 2013 - 17:02
)I'am drunk) but to be honnest, sd fu**ked games like always ! BUT... they give us SDK so we can create MOD and then enjoy game for Yearsssssss :) Mr. Yeti.:D
Posted on 28 March, 2013 - 18:08
)I'am drunk) but to be honnest, sd fu**ked games like always ! BUT... they give us SDK so we can create MOD and then enjoy game for Yearsssssss :) Mr. Yeti.:D
Posted on 29 March, 2013 - 12:35
Other: gunplay/shooting mechanisms (unless it belongs to engine, not sure on that one)
Posted on 29 March, 2013 - 14:11
more important is to know ... greetz
+1 agree maybe DLC to grab more money?^^
Posted on 30 March, 2013 - 11:12
I would like to see the over all size of the maps and the objective layouts. I am hopeful the maps will support at minimum 24 players, but hoping to have at least 32. Still a lot of fond memories of clan battles on ET with Fueldump or Battery, Oasis. The stopwatch rounds were hella fun. I miss that old school stuff. Ahhh the craziness of Goldrush too. Good memories.
maybe DLC to grab more money?^^
I disagree with this. Every game out there, Homefront, CoD, Battlefield etc, the paid for DLC split the communities and cause problems. Yea the developer makes more money, but it is harmful to the gaming community. If you have a clan server, but not everyone in your clan can afford the paid DLC, how will they get to play on their own home server? Paid DLC maps are also the least played maps, for the above reason.
Posted on 31 March, 2013 - 17:26
I voted other. What I want to know is gameplay. What makes this different than other games?
Posted on 6 April, 2013 - 18:22
I voted maps n obj's but what i would really like to know is how is this going to be different from brink, cause that was a big disappointment for me. i am still an active W:ET player and seeing the quotes on dirty bomb's page saying that someone hasn't had this much fun since ET i am greatly interested what it is exactly that gives them the same feeling and excitement. From the first glance it looks a lot like slightly updated version of Brink,tbh.
Posted on 9 April, 2013 - 02:23
'Maps and Objectives' for me. This is the core of any game and if it is badly layed out it will just become a fragfest like COD. I'm interested in how the maps are scaled, layed out, and verticallity.
Posted on 10 April, 2013 - 02:58
how is it similar to ET, talk about that!
Posted on 13 April, 2013 - 16:21
As someone who is not in the alpha, but who is waiting for more infos before getting into it, i'd like to see a shootcast of a game between skilled players, that way i could see actual gameplay, hear shootcasters talk about about leveling, objectives, map(s) and have a clear opinion if i want to support the game.
plus 498w!
Posted on 13 April, 2013 - 22:49
or wait till it's free
Posted on 13 April, 2013 - 23:55
Maps and objectives!
Posted on 21 April, 2013 - 16:04
I really really hope that the objectives and maps are similar to ET.
Posted on 22 April, 2013 - 00:45
All of the above
Posted on 9 May, 2013 - 11:10
I think that if you look into the past you can say that the games with the largest lifespan are all highly modifiable. So I'm very excited when you say "You can create custom maps and mods". Let's all look forward to that ;)
Posted on 11 May, 2013 - 22:46
If i read the comments under the last two YT-Videos (Gameplay and ECHO), the main concern about the game is about it beeing a bit too slow. Would be nice to see some faster gameplay by some better alpha players than from the SD guys (no offense) :D
Posted on 12 May, 2013 - 13:46
I think it's time we organize a match and film parts of its action through first person view, dont' you think ?
Posted on 12 May, 2013 - 14:05
Movement and shooting mechanics please!
Posted on 12 May, 2013 - 15:29
Would be nice to see some faster gameplay by some better alpha players than from the SD guys (no offense) :D
You do realise that all video's thus far have deliberately recorded to appear "slow" so people that haven't had the luxury of playing yet (i.e. the target audience) can actually see what's going on? Also saying "no offense" does not negate any offence caused, slightly off topic, but this is a pet peeve of mine.
Posted on 12 May, 2013 - 16:45
Well, for the few times I've played with the guys from SD in a DB match, I'd say they are not that bad ! Maybe they better represent the casual player in DB, and not the competitive elite which is a minority in number, yet a majority in the alpha ^^ I think some gaming taken from the alpha on a saturday night could make some great footage for the grand public, showing a map, the rage around an objective, the weapon feelings, etc.
Posted on 12 May, 2013 - 16:52
Still, the 2 biggest complaints are, "looks too slow" and "looks like brink", and im not sure if im allowed to answer that here, but something needs to be done, and SD could probably get more players into the Alpha for $$$.
Posted on 12 May, 2013 - 20:43
with a possible 30 months to release, let's not jump to any conclusions quite yet, and I don't really see the artwork similarity other than realistic shading
Posted on 12 May, 2013 - 20:52
with a possible 30 months to release, let's not jump to any conclusions quite yet, and I don't really see the artwork similarity other than realistic shading
I think the most players and viewers see the resemblance between the white buildings in Brink and the white contamination-constructions in Dirty Bomb. At least, that's the first thing I noticed when I started to play the game. But let's be honest. Of course, the artwork will contain a lot of similarities with Brink to the smallest details. But that's logical if you work with the same group of artists. And let me clarify that that's definitely not a complaint.
Posted on 12 May, 2013 - 21:37
I think the most players and viewers see the resemblance between the white buildings in Brink and the white contamination-constructions in Dirty Bomb. At least, that's the first thing I noticed when I started to play the game. But let's be honest. Of course, the artwork will contain a lot of similarities with Brink to the smallest details. But that's logical if you work with the same group of artists. And let me clarify that that's definitely not a complaint.
You have never played DB ^^
Posted on 12 May, 2013 - 21:49
i just wanted to know if the dev will support the Esport and push it for competitive game like ET\shootmania\CS:GO
Posted on 20 May, 2013 - 21:32
i just wanted to know if the dev will support the Esport and push it for competitive game like ET\shootmania\CS:GO
Let's hope not. I would much prefer a fun game, that can be played competitively, then a game that is geared towards competitive game play. ET was a very fun game to play. What made it were all the pubs. Those that played competitively were a very small populace, maybe 20% on the high side. Why would you deliberately gear a game towards a minority group, and have the game shoot itself in the proverbial foot, long before it had a chance to mature and blossom into a great online multiplayer game? The smart way to go would be to stick with what worked so well. The ET blueprint was perfect. Fun game and easy to learn and play in pubs, yet fast paced and competitive enough for competitive gameplay. It was a great balance and blend of what makes a game a classic, and dear to so many. Contrast that to the failure that was Brink...
Posted on 21 May, 2013 - 03:45
A fun game is not necessarily in contradiction with a comptitive game. For all I know DB could be pushed toward E-sports and yet still provide a massive dose of fun for the casual player. Tribes does, UT does, ET does, why not DB ?
Posted on 21 May, 2013 - 06:46
Let's hope not. I would much prefer a fun game, that can be played competitively, then a game that is geared towards competitive game play. ET was a very fun game to play. What made it were all the pubs. Those that played competitively were a very small populace, maybe 20% on the high side. Why would you deliberately gear a game towards a minority group, and have the game shoot itself in the proverbial foot, long before it had a chance to mature and blossom into a great online multiplayer game? The smart way to go would be to stick with what worked so well. The ET blueprint was perfect. Fun game and easy to learn and play in pubs, yet fast paced and competitive enough for competitive gameplay. It was a great balance and blend of what makes a game a classic, and dear to so many. Contrast that to the failure that was Brink...
I agree with you,yes first of all the game have to be fun to play at pub first. But i just wanted to know if the dev will support the Esport side of it.for example : console,good builed-up stream system,good weapon balance(by the echo trailer it not gona to be a prob),good maps,modtools and so on.. UNLIKE BRNIK
Posted on 21 May, 2013 - 17:03
Meh, NDA ...
Posted on 21 May, 2013 - 17:47
Maps and objectives FTW!
Posted on 7 July, 2013 - 09:25
This thread is nearly 4 months old... time for a new video yet?
Posted on 8 July, 2013 - 12:27
This thread is nearly 4 months old... time for a new video yet?
You SON OF A .... ehh, ohhhh you're so cute cutty cute !!!!
Posted on 8 July, 2013 - 16:23
It's about time!
Posted on 10 July, 2013 - 00:24