I’ve arrived in Florida, so I’ll be already for DOI next week !
As long as you guys don’t mind noobs, we’ll be there on Friday evening. What time, usually?
We start at 9:00 pm EST, although people do drift in after that.
Hey, glad you arrived, Prof.
And PFunk, yea, join in progress play is welcomed! See you guys then.
… aaannnnd for any new Insurgency players, I’ve updated the “YYZ Tactical Insurgency Collection” which is a collection of Steam Workshop items that we use. It should make the first time experience a lot more enjoyable. Just subscribe to the whole list …
Thanks Linebacker!
Some comments about last night’s DOI session:
I was reminded last night of the disappointing, two faced nature of what NWI has done with DOI. It started out great in those early days, but then once they redid the AI, and finalized the gameplay, IMO things took a seriously negative turn. A couple of the (IMO) major examples:
- Largest of all, and probably the cause of all other supporting problems is how the default settings create “waves” that essentially result in an endless flood of AI. On three occasions last night, I watched as a last-player-standing was essentially stuck, as an endless stream of AI would rush through the same door or street. They will never stop coming, and the gameplay at that point comes down to waiting for the player to lose, either by missing the next shot, or being forced to reload.
This game mechanic decision results in DOI lacking any sense of fighting to thin out the current AI wave, before making a push to secure that next objective. They essentially never thin out.
The best gameplay decision is to rush forward, rather than ever stopping or risking getting stuck in such a situation.
- Due to the above, some classes become useless, both as a viable choice to the player, and to the team as a whole. Machine Gunner, Sniper, and really the Team Leader and Radio, too. In each case, because there is no sense of ebb and flow to the advance, the gameplay tends to meld into a continuous and scattered state of advance.
To that point that even the “Counter attack” audio cue is meaningless. What, hunker down for the counter? No, just push through it, same as all the rest of the AI flood.
This means that the bipod mounted MG and Sniper rifles have zero time to deploy as support for the squad. They run slower than anybody else, and arrive last to the objective sites. Once on-site the objective is likely nearly or already captured, if they dare go a static support position, while the rest of the team is advancing and leaving them behind. It’s time to run… again, to an objective that’s likely already being capped when they arrive. Keep running, buddy.
So why bother using these weapons in a supporting role? Why bother taking these roles at all?
This is also why the Team Leader and Radio support matters so little in many cases. Stopping to order support takes more time and may be less effective than simply running forward and trying to cap.
- Couple the above with objective capture times that are shorter than the time it takes to run between objectives. How often do we capture Able and within 3 seconds hear “We are taking Baker”? All irrelevant support classes above have zero support they can provide. Mount a static MG or sniper position to help during the point capture? Forget that junk. It’s time to run. More.
Anyway, that’s what’s wrong with the gameplay design decisions that NWI has in place, again, all IMO. And this is 100% why I have been cold as ice on the upcoming Insurgency Sandstorm. I do not want to pay to support these kind of game design decisions in yet another game by the same developers. Of course, I do feel some hesitation about pre-judging the Sandstorm game before ever touching it. But DOI is this developers most recent work. It’s what I must look to, when considering the future.
@Linebacker, I’ve been thinking on this for a few weeks now. If you are still interested, I will send you some config settings recommendations in the aim of reversing each of the above points. They may or may not work, but could be worth a try, if you and others are interested.
Sorry for the wall of text.
Absolutely!
Great! Send me the contents of your current config files, and I’ll edit and send back some changes we can try next week.
Well, there was this super offer on Steam plus some spare change in my Steam wallet- got meself Day of Infamy for less than 2$.
Worth it.
Thanks Linebacker for experimenting with the new settings. Didn’t get to play enough maps tonight to form a full opinion, but some observations:
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Longer capture time made it critical to have all hands on task to prevent the enemy from stalling the capture. I am interested to see how some of the old maps we didn’t play tonight will handle, trying to maintain capture as enemies advance. There seemed to be increased time and value for support classes deploying/supporting during capture.
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Longer space between AI respawn waves (30 extra seconds)… Sometimes if felt like the enemy thinned out, other times not. Perhaps an interaction between the AI respawns and objective capture/move phases. Much play was on the new map, which as Rhino pointed out, was showing some really weird/broken AI spawn locations. More play required.
No problemo and I literally dropped the config files you sent me into “production”.
I was a bit late to the game so I didn’t get to play most of the new Flakturm map but the feedback I was hearing over Teamspeak was a bit disappointing.
Yes. Their time could have been spend on a more straight forward map.
Thank you map Nazi.
So no more Flakturm?
No, I think the Flakturn should stay, we’ve barely begun to understand where things are etc. We need more experience with it before making any judgements.
I agree with Prof, it’ll take more time.
One thing that happened last night on that map was not realizing the doors were actually important. I was looking at a door, and heard Bonchie ask me to open it. I didn’t even realize that opening that door was key to Bonchie and those with him easily reaching my location.
So once we get things like that down, the map will probably have a better play flow.
I won’t be surprised if they have to update the AI spawn locations, though.
Anybody else getting hyped for some Insurgency tonight? Looking forward to unleashing the Mk 46 for some mayhem.
Insurgency without Rhino? Hellz ya!
JK … Hey Rhino, get Onward! It’s still 40% off I think …
Oh ya, forgot to mention Squad is 30% off …
Yep, I’m looking forward to it!
Already got it. Just can’t play since you know, not there, and then when I am, staging. But once that’s done I’m def in.