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  • Preview of the View-Kick Changes Coming Next Week

    In a recent Dev Q&A Video we discussed Dirty Bomb's implementation of view-kick. In this update we are making the first changes to the view-kick system, detailed below:

    View-kick (a.k.a. flinching, a.k.a. aimpunch) is a key mechanic in the gunplay of Dirty Bomb which is intended to create counter-play between weapons of different archetypes, as well as indicate to the player with a degree of urgency that they are taking damage. It is also intended to offer some benefit to the player who lands a shot first, to encourage good positional play. One of the hard-learned lessons of DB's live phase has been the risk of making changes with no telemetry, but due to our recent work in this area we've been able to take a more scientific look at the current implementation. The following are view-kick calculation changes which we hope will significantly improve the feel on the receiving end of this mechanic!

    Problem Identified:
    We have identified an issue with view-kick which would allow certain weapons to "stack" view-kick. This meant the player on the receiving end’s view would climb, rather than reset to the original position before the next shot hit.

    This only impacted a few weapons, but was particularly noticeable on the Hochfir, Hurtsall 2K and Burst-fire Rifles.

    Fixing the Problem:
    In order to address this issue, we have decreased time to recover by 40% for view-kick. This is a change that will impact all weapons, but should be a fairly noticeable improvement to the previously problematic weapons.

    This change means that all weapons will no longer be able to climb by stacking view-kick. This should make the feel on the receiving end more controllable without losing the tactical feedback.

    We will closely monitor telemetry and your feedback regarding this change once it goes live, and will iterate and improve on it as needed. As ever, please be sure to let us know what you think!

  • Re: Summer Squash

    M@rs wrote: »
    Fix ranked please.
    This is our highest priority.

  • Summer Squash

    Hey all! Firstly, we want to thank you for playing Dirty Bomb, helping each other out, shooting each other in the face, showing noobs the ropes, and being an awesome and outspoken community in general.

    We’ve been reflecting on how the Classy Art Hole update has gone so far, and while there have been positives, we feel that we need to be transparent about what we feel were some mis-steps on our part and how we’re going to do things a bit differently in the future.

    Execution Mode

    With the introduction of Gallery bumping us up to a total of three Execution maps, we’re drawing a line under the mode for a while. We’ll continue to fix bugs and optimise the Execution maps further, but now that we have a few maps for fans of the mode to enjoy, our focus will be primarily on Objective and Stopwatch modes – the core of Dirty Bomb.


    We still believe that Crafting is the future of the Loadout Card system, but we know how controversial it has been to many of you. It was a major failing on our part to not communicate the workings and values of the system much earlier than we did, for which we apologise and stress that it’s a mistake that we won’t make again. We feel that we did a much better job with preparing you for the introduction of 2nd Edition Loadout Cards, and will endeavor to be much closer to that level of communication for these sorts of features going forward.

    As a way of an apology and a gesture of goodwill, for a week at the end of August (Aug 25th - Sep 1) we'll be temporarily increasing the Fragments gained from Recycling by around 20%, reducing the Fragments needed to Craft by around 20%, and reducing Crafting Kit costs by around 40%. Alongside this, we'll give you a Crate that contains the possibility of a variety of Crafting Kits, Weapon Kits, and Cases for every day you log in during this week. We want to give you a full month's warning this time around, so that you can plan ahead with the management of your inventories.

    We realise that this won't address everybody's concerns completely, but hope it'll give you veterans a bit of a boost.

    Credits Boosters

    And speaking of boosts, we're going to be lowering the price of all Credits Boosters for good in the next patch, as we feel that the new prices will provide better value for you. This does also mean that we'll be removing 1 Hour Credits Boosters from Arsenal Crates! If you currently have an unopened Arsenal Crate, if you don't open it until after this change it will update to the new version automatically.

    Pricing changes:
    • 1h Credits Booster – Removed entirely from Store and Arsenal Crates (if you have one already, it'll be fine)
    • 3h Credits Booster – Reduced to $0.79 (from $1.49)
    • 6h Credits Booster – Reduced to $1.49 (from $2.99)
    • 12h Credits Booster – Reduced to $2.49 (from $5.99)
    • 18h Credits Booster – Reduced to $3.49 (from $7.99)

    Removed from Arsenal Crates:
    • 1h Credit Booster
    • 3h Credits Booster
    • 5x Equipment Cases

    Summer Squash

    Which leads us to what we’re doing now. We agree with the opinion voiced by many of you that splitting our efforts across maintaining the game, creating complex events and implementing new features has come at a cost for Dirty Bomb's core gameplay, especially in the areas of performance and bugs.

    We’ve decided to put most of our feature work on the back burner and focus the team on improving the game’s performance, fixing bugs and improving balance in a push we're dubbing our 'Summer Squash'. We don’t yet know how long this will be for, as we have bug fix and performance targets that we want to hit first and foremost. Our aim is to release fairly regular updates which you will hopefully feel improves the game substantially.

    We know that you want fresh content to sink your teeth into, but we hope you agree that improving the foundation of the game is essential before we can build more on top of it. We want to keep you in the loop during this process as much as we can, and will be sharing in the small wins and in the bigger victories with you as we go. We thank you as always for your continued support!

  • Re: A Few Words (and Numbers!) on Loadout Card Crafting & Recycling

    when you say that weapon kits are a very rare drop, do you mean rare as in has a drop rate or rare as in 'i only have 9 boosters in the ReV event and am still waiting for the case drop'
    Sensing sarcasm, but no. We won't implement drops via that method again.
  • A Few Words (and Numbers!) on Loadout Card Crafting & Recycling

    As promised, I wanted to take a moment to discuss the philosophy behind the new Crafting and Recycling systems for Loadout Cards as well as the values behind it, so that you can dig into them yourselves before the feature is released.

    So, why the change? Our main goals of removing Trade Up and Trade In in favour of this system are:
    • To increase convenience for you all by reducing the number of transactions
    • To make the system more intuitive, while reducing overall costs
    • To give us more types of rewards that we can populate throughout the game

    So, for example, if you traded up from Leads to a Gold, in total you will have performed 69 total Trade Ups, consumed 144 Lead Cards and spent a total of 52,000 Credits. We’ve used Trade Up rather than Trade In as a basis for our new values, as it has lesser Credit and card requirements. The one exception to this is Cobalts, where we used the direct Trade In value instead as this was slightly cheaper overall.

    The New Recycling and Crafting Systems

    With the new Recycling system a Lead Card is worth 15 Fragments when scrapped. The equivalent of the 144 x Lead Cards cost for a Gold Trade Up is then 2,160 Fragments. That would make the relative total cost of a Gold Card 2,160 Fragments + 52,000 Credits in the new Crafting system.

    In the new system, 1 Fragment is worth ~16.23 Credits. This is calculated from the relative Credit value of Loadout Cards and the number of Fragments they provide when Recycled.

    Since existing players are more likely to have lots of spare Cards than Credits, we decided to offset some of this Credit Cost and allow users to burn extra cards in place of those Credits. So for the new Gold rarity Crafting Cost we reduced the 52,000 Credit Cost by 27,000 Credits to 25,000 Credits.

    Those 27,000 Credits are then converted to Fragments, which comes to 1,663 Fragments. That would put the cost in the new system to 3,823 Fragments + 25,000 Credits, which we round down to 3,200 Fragments + 25,000 Credits. The reason for the significant rounding-down here is that we have also accounted for the fact that not ALL current Trade Ups are performed entirely from Lead Cards, a smaller number have come from Iron, Bronze, & even Silver cards which were dropped from cases.

    After all that, we decided to be a little more generous with the new system so we’ve added in a 10-15% discount to the overall costs for Silver, Gold and Cobalt Crafting, ending up with a Gold cost 2,500 Fragments + 25,000 Credits.

    Recycling Loadout Cards

    Individual Loadout Cards can now be Recycled for Fragments, which are then in turn be used to Craft different Loadout Cards. They can be Recycled individually, but there are group options for duplicates, Lead and Iron Loadout Cards.

    Limited Edition Loadout Cards and Obsidian Loadout Cards cannot be Recycled.


    Crafting Loadout Cards

    As with Trade Up, you’re able to select your target Merc and rarity, and the system will Craft one of the 9 possible Loadout Card configurations for your Merc, with one of the available skins at that rarity. The Possible Contents window displays all the permutations of possible resulting cards.


    Crafting Kits

    Crafting Kits are items that can drop or be bought in the Store, and can be used in the place of Credits while Crafting.


    Weapon Kits

    Weapon Kits are very rare drops that allow you to narrow the possible resulting Loadout Card for a Craft to a particular primary weapon for that Merc. Weapon Kits are essentially vanity-only items, and can therefore only be used on the “bling” tiers of Loadout Cards: Silver, Gold and Cobalt. We plan to provide other ways to acquire them going forward, so stay tuned!


    Changes to Arsenal Crates, Equipment, Expert and Elite Cases

    We have added Crafting Kits and Weapon Kits to the possible contents of Arsenal Crates, and made some slight adjustments to the drop percentages to Equipment, Expert and Elite Cases to reflect the costs associated with Recycling and Crafting.

    We’ve also added the much-requested option to buy 5 and 10 bundles of Equipment Cases in the Store!


    We hope you find that this new system simplifies managing your Loadout Cards and makes setting goals for getting the sort of cards that you want easier. This system is much more flexible than the previous one which should make tuning it much easier, so please let us know what you think!