The golden age of db?

Everything about Death Ball.

Moderators: Jay2k1, DavidM, The_One

User avatar
DavidM
Posts: 6795
Joined: 08-03-2003 20:35
Contact:

Post by DavidM »

plz link me to a demo of you guys playing
NA db seems to be totally different from ours
User avatar
TEZC-Rage
Posts: 205
Joined: 19-03-2003 12:58
Contact:

Post by TEZC-Rage »

a bit late but 'broomstick' is used as 'witch's on thier broomstick flying through the air' :pso it's nothing to do with cleaning
User avatar
uberslacker
Posts: 140
Joined: 09-03-2003 00:46

Post by uberslacker »

DavidM wrote: plz link me to a demo of you guys playing
NA db seems to be totally different from ours

lol, apparently so, euro defenses from what you say sound like they really suck against shooting, NA defenses are so good they don't need the chargeup sound, and i feel that it gives the defense too much of an advantage over the offense by pbox camping...

and a demo? heh, we'll try and get something, but i think looking at a demo of 1.3b would show how the game is meant to be played, aka less vollies and boost goals and more emphasis on a regular shot
hiausd
Member
Posts: 45
Joined: 09-03-2003 04:28

Post by hiausd »

Boosting is the DB problem. It changes the gamescape completely. Everything revolves around the boost. If you don't boost then your offense can't score. If you don't boost then your defense gets stuck in 2 or 3 v. 1's. Like I said previously, everything becomes 3 D vs 3 O. It degrades the gameplay.


Boosting either has to be made very minimal(but not taken out completely) or the freejump has to be modified if you want to put DB back on the path or progression. There are no need for positions anymore in DB. Two guys defend/keep, the rest boost back and forth. It's an empty game lacking strategy.

Remember 2D 2O and 1 keep? Yup, that thing is gone. Didn't we do 5v5 for this? No 6v6 because then it gets too sloppy(3 constant O etc.) with no organization? That's what DB is right now. If anyone has played the planetside beta, I'd call it "zerging". That's exactly what is happening. Boost all your people to the ball first and score with 3 O. This is DB.
Bodom
Senior Member
Posts: 138
Joined: 19-03-2003 15:32

Post by Bodom »

Flying through the air is so fun tho 8) hehe

Euro d is weird, it's either extreme pbox camping or none. Like Cy.red can pack all 5 of their guys in the pbox, while cy.blue rarely pbox camps. David I suggest a beta with an option to turn the sound on/off to see how it plays in europe/NA. Keep in mind, it takes a few weeks of getting used to for most people.
hiausd
Member
Posts: 45
Joined: 09-03-2003 04:28

Post by hiausd »

Another thing....Man2Man D is very implausible with the boosting system unless they're right at your door. As a D I can no longer attempt to stop long passes because I will ALWAYS see two enemies across the field boosting. If anyone is against any type of camping, this is what enforces it. D has to rely on his boosting teammates to help advance on the ball. If the D tries to move away towards the ballholder, the enemy being boosted over is just left wide open. I can draw a bunch of diagrams of this as well...
Last edited by hiausd on 07-06-2003 21:55, edited 1 time in total.
theberkin8or
Senior Member
Posts: 794
Joined: 09-03-2003 20:41

Post by theberkin8or »

i don't like the boost much either but i think that is a harder sell than the charge sounds, which will make the game more like it was with shooting being a valuable skill again
User avatar
devnull
Posts: 139
Joined: 19-03-2003 05:04
Contact:

Post by devnull »

DavidM wrote: plz link me to a demo of you guys playing
NA db seems to be totally different from ours


i will take a demo next game that is played...either ballers or team match and i will post it for you david
User avatar
Surge
Banned
Posts: 920
Joined: 09-03-2003 00:34

Post by Surge »

why not make a hammer gague?

every time you boost someone, much like the sprint gague, it deleats. 3 boosts per bar and it refills slowly and doesnt reset after goals.

This would make boosting a strategy instead of a given. They should only be used when absolutly necessary.

Maybe it could piggy back on the sprint gague thats based on adrenaline and make it so both sprint and boost are limited usage. Offensive players can take advantage of the sprint and defenders of the boost.
User avatar
Armagon
Posts: 1333
Joined: 24-03-2003 14:50
Contact:

Post by Armagon »

I think that's an pretty good idea, to give boosting its own gauge. I don't think it should share one with sprint.
Jerkoff
Posts: 60
Joined: 30-03-2003 22:28

Post by Jerkoff »

Just make the maps gargantuan size to nullify the boosting :p... Or remove the hammers and replace them with feet so if you try to boost your teammate you kick them in the nads, lol.
:lol:
Seriously though, that 'boost meter' if you get hit thru the air is a good idea, then you would have to plan your boosts according to the situation, kinda like the turbo meter now or whatever it's called. Don't have it drop with regular jumps tho, like the turbo does. (do people actually like the turbo? It's not bad, but i barely see NA servers running it.)
Locked