Cap the number of times a player can "give up"
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whatshisname55
- Posts: 955
- Joined: 2010-07-16 03:05
Re: Cap the number of times a player can "give up"
That was not even close to my suggestion....
Let me explain, again: So when you die and give up you have a certain amount of time before you can spawn which is displayed on the top of the screen, correct?
In the suggestion, the exact same time will exist as above but instead of seeing that after you give up, you are not even allowed to give up until that timer reaches zero. Once the time is up though, you can give up and you will have an instant spawn.
The idea is that it does not punish anybody with longer spawn times because the spawn time will be exactly the same as it was before. The player is merely forced to have a chance to be revived instead of giving up right away.
So you understand it now?
Let me explain, again: So when you die and give up you have a certain amount of time before you can spawn which is displayed on the top of the screen, correct?
In the suggestion, the exact same time will exist as above but instead of seeing that after you give up, you are not even allowed to give up until that timer reaches zero. Once the time is up though, you can give up and you will have an instant spawn.
The idea is that it does not punish anybody with longer spawn times because the spawn time will be exactly the same as it was before. The player is merely forced to have a chance to be revived instead of giving up right away.
So you understand it now?
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PlaynCool
- Posts: 711
- Joined: 2008-04-06 21:51
Re: Cap the number of times a player can "give up"
-1 i'm for more democratic PR if i want to give up i should be able to.
Forgive my bad English... 
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Megagoth1702
- Posts: 510
- Joined: 2009-01-31 20:19
Re: Cap the number of times a player can "give up"
The timer before give up sounds really clever. It is a soft way to enforce players to wait for medics.
Also it fixes misclicks like I did them a lot of time , lol...
Hit "give up" instead of "close".
Right click on give up should still be possible from the point you are wounded and on the ground.
Also it fixes misclicks like I did them a lot of time , lol...
Right click on give up should still be possible from the point you are wounded and on the ground.
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Cap the number of times a player can "give up"
right click for "call medic" should be changed to the close tab rather than give up. i have had so many situations where i'm calling medic go to close map but click just a little too early and die. honestly give up needs to be its own button. In most situations the person giving up doesn't need to call medic anymore and the next thing the person calling medic usually needs to do is close the mapMegagoth1702 wrote:The timer before give up sounds really clever. It is a soft way to enforce players to wait for medics.
Also it fixes misclicks like I did them a lot of time , lol...Hit "give up" instead of "close".
Right click on give up should still be possible from the point you are wounded and on the ground.
back on topic though, timer sounds like a great idea.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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whatshisname55
- Posts: 955
- Joined: 2010-07-16 03:05
Re: Cap the number of times a player can "give up"
Heh, I didn't even realize there was a close button. I usually press esc or caps/enter.
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piepieonline
- Retired PR Developer
- Posts: 433
- Joined: 2009-07-22 00:41
Re: Cap the number of times a player can "give up"
I'm not sure what your saying, but just a simple swap of the functions would be nice if at all possible?Bringerof_D wrote:right click for "call medic" should be changed to the close tab rather than give up. i have had so many situations where i'm calling medic go to close map but click just a little too early and die. honestly give up needs to be its own button. In most situations the person giving up doesn't need to call medic anymore and the next thing the person calling medic usually needs to do is close the map
back on topic though, timer sounds like a great idea.
And yea, I definitely like the idea of forcing at least 30 seconds of 'wounded' time...

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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: Cap the number of times a player can "give up"
A realy good Idea !'= wrote:H[=[Amish]Kommando;1543858']I apologize ahead of time: I read the stickies and checked the *** list and came up empty on this one. However I can not rule out the language barrier problem.
I suggest that the Devs limit the number of times a player can "give up" and/or increase the ticket "penalty" for each time a player "gives up".
We all have seen rounds lost because of players giving up EVERY SINGLE TIME no matter the circumstances (Medic in squad / nearby). Those players aren't discouraged by the fact that they may have to walk quite a distance from the FOB to the front lines every time they give up. The loss of tickets doesn't concern them either.
I believe that this new concept (say "five strikes and you are out") will promote a high level of teamplay and good tactics (no more "human wave" attacks on caches etc.)
I would say: Increase tickets for each "give up" and Spawntime.
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Cap the number of times a player can "give up"
I think it would be great if the medics are Rick Astleys.
Many times a medic (not in my squad) just walks by without reviving the downed guys 2m away yelling for medic.
Many times a medic (not in my squad) just walks by without reviving the downed guys 2m away yelling for medic.
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Smiddey723
- Posts: 901
- Joined: 2010-03-27 18:59
Re: Cap the number of times a player can "give up"
@OP: what happens when the player reaches the "cap"?
.:2p:.Smiddey
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=]H[=[Amish]Kommando
- Posts: 93
- Joined: 2009-12-23 22:08
Re: Cap the number of times a player can "give up"
Smiddey723 wrote:@OP: what happens when the player reaches the "cap"?
He can not respawn for the rest of the round or the ticket penalty for giving up reaches 50 tickets (per)
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ytman
- Posts: 634
- Joined: 2010-04-22 17:32
Re: Cap the number of times a player can "give up"
Wow.
Just wow.
Both suggested results are ridiculous; not being able to respawn ever places that team at a disadvantage greater than anything else. By trying to help the team with your suggestion you are actually hurting the team greatly!
I'd rather people give up even if I could revive them and lose only a ticket than A) not have them respawn and place our team at a numbers disadvantage or B) cost so many tickets that you might as well give them a liscense to grief.
God. What. Are. You. Thinking.
I got my PR cherry popped on the H server and stayed their regularily for the first couple of months. After a while though, I ran into a problem. I wanted more team play. When the .87abc versions were being tested TG had a server running it.
I went over there and never came back. The problems you are running into are not the fault of the game; any number of rounds I've played on TG still come close with a good few people 'giving up' or not getting revived by the medic, but rather your community.
TG, PRTA, UKWF, and even the PRT all have thriving organized teamplaying rounds. These servers have regulars that work with other squads in achieving a single goal, cover each other, win and die togther. Dieing is large part of this game, you can't avoid it. But, as a recent round on Dragonfly during a TG pw night showed, deaths don't decide the game, its what you can or can't accomplish that decides them.
Being docked a player or 50 tickets will hurt your team more than a person 'giving up' with a medic around.
In my opinion you are addressing a symptom and not the cause, and if this were to happen all other servers would suffer.
Edit: This being said; I love teeks idea right after the OP.
Just wow.
Both suggested results are ridiculous; not being able to respawn ever places that team at a disadvantage greater than anything else. By trying to help the team with your suggestion you are actually hurting the team greatly!
I'd rather people give up even if I could revive them and lose only a ticket than A) not have them respawn and place our team at a numbers disadvantage or B) cost so many tickets that you might as well give them a liscense to grief.
God. What. Are. You. Thinking.
I got my PR cherry popped on the H server and stayed their regularily for the first couple of months. After a while though, I ran into a problem. I wanted more team play. When the .87abc versions were being tested TG had a server running it.
I went over there and never came back. The problems you are running into are not the fault of the game; any number of rounds I've played on TG still come close with a good few people 'giving up' or not getting revived by the medic, but rather your community.
TG, PRTA, UKWF, and even the PRT all have thriving organized teamplaying rounds. These servers have regulars that work with other squads in achieving a single goal, cover each other, win and die togther. Dieing is large part of this game, you can't avoid it. But, as a recent round on Dragonfly during a TG pw night showed, deaths don't decide the game, its what you can or can't accomplish that decides them.
Being docked a player or 50 tickets will hurt your team more than a person 'giving up' with a medic around.
In my opinion you are addressing a symptom and not the cause, and if this were to happen all other servers would suffer.
Edit: This being said; I love teeks idea right after the OP.
Last edited by ytman on 2011-02-19 22:00, edited 1 time in total.
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SnipeHunt
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Cap the number of times a player can "give up"
The player quits and joins another server...Smiddey723 wrote:@OP: what happens when the player reaches the "cap"?
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
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PaveHawk
- Posts: 240
- Joined: 2005-10-28 08:09
Re: Cap the number of times a player can "give up"
What's to stop a player from signing out and signing on with a different name once they have reached the respawn limit? The admins would have to check every persons ip when joining. And even that's easy to work around.'= wrote:H[=[Amish]Kommando;1551623']He can not respawn for the rest of the round or the ticket penalty for giving up reaches 50 tickets (per)
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ytman
- Posts: 634
- Joined: 2010-04-22 17:32
Re: Cap the number of times a player can "give up"
Correction:SnipeHunt wrote:The player quits and joins another server...
The player quits, doesn't learn anything, and goes on to find another game. Eventually PR would become so noob unfriendly that no one new coming in would be able to prepare themselves for the game. This would the result in the mod dying off slowly.
Let people learn. Teach them don't punish them. If you have problems with 'human wave' tactics (which work if given the proper support and cordination) try to offer nice tips, maybe go CO to talk to them and try to get them to smarten up. The last thing you should do is make an environment that is unfriendly to new players.
If you know how to play the game do the following:
Make a squad
Let anyone, mostly new people in it
Teach them and organize them
Profit!
Keeping all the teamplay between you and your clan/pals/friends may be fun, but it results in the veterans only playing with veterans and noobs with no one too lead or teach them!
You thinking that 5 deaths is the cap is ridiculous too. 5 deaths at most equates to 10 tickets lost. That is one TANK or an AT equiped IFV.
Now, they caused the same ticket loss that the infantry did, why not punish them?
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SnipeHunt
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Cap the number of times a player can "give up"
Short term effect..Smiddey723 wrote:@OP: what happens when the player reaches the "cap"?
Long term effect.SnipeHunt wrote:The player quits and joins another server...
ytman wrote:The player quits, doesn't learn anything, and goes on to find another game.
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
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=]H[=[Amish]Kommando
- Posts: 93
- Joined: 2009-12-23 22:08
Re: Cap the number of times a player can "give up"
Not worth replying. Reported your post though.ytman wrote:
(comment fail )
Last edited by =]H[=[Amish]Kommando on 2011-02-24 17:52, edited 1 time in total.
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SnipeHunt
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Cap the number of times a player can "give up"
reported his opinion?
seems a little harsh.
seems a little harsh.
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
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=]H[=[Amish]Kommando
- Posts: 93
- Joined: 2009-12-23 22:08
Re: Cap the number of times a player can "give up"
That is for the mods to decide. Back to topic please.SnipeHunt wrote:reported his opinion?
seems a little harsh.
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SnipeHunt
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Cap the number of times a player can "give up"
back on topic...
I like Teek's idea of adding a timer to be wounded before being able to give up.
I like Teek's idea of adding a timer to be wounded before being able to give up.
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: Cap the number of times a player can "give up"
Utterly senseless considering ytman got a number of points spot on. New players will never want to stay when they ask simple questions and get 'RTFM' thrown back at them all the time.SnipeHunt wrote:reported his opinion?
seems a little harsh.
These suggestions are quite ridiculous and would seriously drain any fun left out of the mod. People play games to have fun. I know fun is subjective but trying to apply arbitrary limits on the gameplay like this for what would seem like wanting to punish new/bad players (?) just seems completely extreme.
Also it is quite rude to simply quote someone then replace their comment with 'comment fail', the implication being they made a stupid comment. Which ytman did not at all, and instead of replying with any form of a argument you are simply dismissing his points as 'fail'.



