Hello,
I'd like to open a discussion to the public as I've seen MANY people commenting on the topic of Bullet Registry and other issues.
People keep asking for higher ballspeed (even though it wont change much since it'll create a bigger gap between bullets - what they are actually seeking is changes to
bullet impact/registry, and fire rate). Anyways - we are
working on a video to show times where players are either having issues with either:
a) Bullets bouncing off players (issue here is the inconsistency of it - medium range bounce off, but then zpar11 fluke 1 bullet across map can explode).
b) Players literally walking through lines (not jumping with speed, walking slowly) or sitting in a line for 3-5 seconds with name lit on cross hair.
UPDATE WITH CLIPS (thanks to various community members submitting - PLS DM me on discord with any)
1) Map: Duck_Fix - Distance: Player shooting is mid therefore within medium proximity. Nobody is moving at a fast pace.
https://gyazo.com/b8b04affc5b446f8aae131988985d6222) Map: Airtime - Further target killed immediately. Slow moving target closer -- name on crosshair, no death. Death when moves faster:
https://gyazo.com/8a6c88d45ed5bb1cd3e72f97af8774d83) Map: Airtime - Closer proximity, straight line, name lit on crosshair - player does not die moving slowly: (both players 30 ping)
https://gyazo.com/a168088da8e1ceefe8f023e4d50e7b4f4)
https://gfycat.com/horribledisfiguredalpineroadguidetigerbeetle -- Map XBMAP1 - Able to kill someone at furthers point away (high on ledge) - but ball bounces off user from closer range.
So anyways here are the primary issues I've heard (and comparing demos from 7-10 years ago of multiple players of differing skills - where it appears more consistent):
1) People requesting more ballspeed inc (THIS IS NOT THE ANSWER TO ANY ISSUES - it's at a good number with 2710 on NA to hit all the lines the maps were intended to allow)
2) Bullet Registry is a mess. Sometimes you 1 ball someone going 200mph, and then someone walking in slow motion can walk through a line for 10 seconds straight.
3) Fire-Rate increase is what people are mistaking with ballspeed increase - this will improve running through lines but this also is a very difficult thing to change without also ruining the game and would need to be tested thoroughly.
4) Grenades are a MESS. At this point they shouldn't even have the explosion visuals because it is not accurately representing what it hits. I've seen people die through walls, and others sit in the middle of a nade without dying.
5) Methods of improving latency gameplay. -- Given DP requires multiple regions combined to be active, a priority needs to be improving gameplay with ping (I believe I saw Jitspoe mention it before in another thread). Most of the people I have tried to get back, will play a few matches and leave due to the clear bullet-registry issues. It is VERY hard to convince them to stay - and these are people who are playing for nostalgia and not for "competitiveness" who can not even have fun anymore from this. I agree that DP CAN NOT EVER become some hitscan lazer gun game, it'll ruin the fun. But, the current hit register is far too RNG. I have a demo yesterday of someone with a steel barrel shooting someone at close-medium distance, and watching bullets bounce off....
Adapting to change is part of any game - but when it turns into such an inconsistent atmosphere you lose competitive integrity.
Note: These changes are primarily for the matching/competitive scene. Plenty of other changes will be discussed in other threads to discuss new-play retention (though, consistency in aim will also benefit any new player - as RNG is not good for any game).
NOTE: PLEASE DO NOT COME IN SAYING "YOU GUYS JUST CANT AIM" ETC.. If you want the game to grow, these are issues that need to be looked at for retaining old players and growing competitive community.