Spawn time and no suicide

Post your feedback on the current Project Reality release (including SinglePlayer).
DDS
Posts: 820
Joined: 2008-03-27 22:52

Re: Spawn time and no suicide

Post by DDS »

Pvt.LHeureux wrote:1. It prevents people from clicking "Suicide" (1 ticker) then right after pressing "Give up" (1 ticket) to make your team lose 2 tickets at the end of a round where there's like 15 tickets left.

2. It does not make medics revive you faster, it only gives them the time to do something before you get bored in 30secs and hit give up, then see the medic come to your body and ask if you're dead-dead while wasting epipen.

It saves tickets.

Also why do you absolutely want to be able to give up right away, what's so special about a black screen that says "DEAD"?
Agree. I don't want to give up right away either, I want a medic who is walking further and further away to revive me. I just don't agree with the "mass suicides" there are still a lot of players who don't do that. It's just unfortunate that a few medics seem to not quite get how important they are to the team or maybe indifferent. I think a message as BD mentioned, would be good and perhaps more to reinforce the importance of medic.

How about a script that wont allow you to give up at all when a medic is within 100 meters and medics within 100 meters of any wounded players can't operate their weapon and lose 50% vision..

Just kidding of courseand being facitious and I'm slightly drunk :P
Last edited by DDS on 2013-07-09 01:54, edited 2 times in total.

Tactical Gamer was an Excellent Server. Yeah that's right, I said that, go a head and BAN ME from your server now!
titsmcgee852
Posts: 316
Joined: 2012-10-06 00:37

Re: Spawn time and no suicide

Post by titsmcgee852 »

Will the rcon ready command still be effective for playing offline?
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Spawn time and no suicide

Post by Spec »

Yeah, sure. That's unaffected. Just use it twice.
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titsmcgee852
Posts: 316
Joined: 2012-10-06 00:37

Re: Spawn time and no suicide

Post by titsmcgee852 »

Rad. Though having to type it twice is a bit of a bummer
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Spawn time and no suicide

Post by ghostfool84 »

Can we mabe change the Dead by Enviroment respawn time (like killed by crate FoB)

90 seconds are way to long and i dont see the idea behind it. Its to prevent suicide? I think 60 seconds are enough, even when you force suicide. But most of the time you do not force that, its an acciedent with like heli dropped a crate on you head while bailing out, truck driver drops you to death with ammo boxes or a squadleader build a fob on your head...and then getting hard punished with 1:30min spawntime? Please lower the spawn time in this cases.
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: Spawn time and no suicide

Post by Henrique_Dalben »

Say we get the 3 min give up some people want. So you died 10 times in a 2 hour match, which happens often, you now have stared at the screen not doing anything for 30 minutes, 1/4 of the match. I already said it, either man up and go all the way, with auto-kick after a death, or lower the spawn time to the old 30 seconds, 40s max. It isn't fun to stare at the screen for at least 12 minutes each match because of 1 minute spawn time + penalties.

InB4: "Just don't die too much, that is the point. Value your life!". If you're not dying at least 10 times per match, you're either not doing anything useful, or you're asset whoring.
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Spawn time and no suicide

Post by ghostfool84 »

Thats not true, i dont see many people with 10 deaths in the stats on server usually, but yeah you have to wait long but you wont stop dying, sometimes there is just no chance or its not useful to wait for medic
Henrique_Dalben
Posts: 361
Joined: 2012-10-05 18:30

Re: Spawn time and no suicide

Post by Henrique_Dalben »

ghostfool84 wrote:Thats not true, i dont see many people with 10 deaths in the stats on server usually, but yeah you have to wait long but you wont stop dying, sometimes there is just no chance or its not useful to wait for medic
Especially when playing insurgency, 80% of the objectives are done by 20% of the players. Those are the 20% that die, the ones who are actually useful. That one idiot who always grab the sniper or marksmen kit and thinks he's hot shit won't die 10 times, probably only a couple, if that. But he's useless, even if he gets 15-25 kills. Same thing goes for the guys who grab the AR kit and set up overlooking an alley, they might not die, but they're also useless. Point being, if you do shit, you'll die, a lot, but you'll win the game. 60 seconds + penalties is a ridiculous amount of time to wait. It was perfect in 0.9, once again a case of trying to fix what wasn't broken.
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Spawn time and no suicide

Post by ghostfool84 »

I dont want to discuss that too much because iam generally with you but i dont see people die that often, on the server atm and there are like 2 people who died more than 10 times rest has about 2-4 times.... so i think it can be server depented or whatever but i would not say 10 deads are the standard.
ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: Spawn time and no suicide

Post by ChallengerCC »

1.0.36.0 (2013/08/21)

- Decreased spawn time from 60 seconds to 45 seconds, and suicide penalty from 30 seconds to 15 seconds.

Why, to increase the action factor even more?
First disabling the give up button under 60 sec to help the medic and now you decrease the spawn / give up time.
Can someon explain me, i cant understand it.
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ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Spawn time and no suicide

Post by ghostfool84 »

45sec is optimal, looking at a black screen 60seconds isnt that interesting and often enough you have to wait multiple times to regroup your squad proberly. The change in suicide penalty is also good, i dont see that that is getting abused, most time you suicide its an acciedent or buggy enviroment.

Hoepfully you can fix the problem wih the Timer to prevent early give up.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Spawn time and no suicide

Post by rPoXoTauJIo »

Temporarily removed the Give Up delay until we can implement a visual cue.
IMO, the worst change in 1.0.36.0.

People just hitting give-up button like crazy and with 100p they just wasting tickets with super-speed.
Also, with decreased spawntimes it again turning into spam-party.

It doesn't really matter have we timer before giveup, or not. Because you it's far more easier to explain newbies why they can't give up, instead of explaining why they should learn more than die-giveup-die-giveup.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Spawn time and no suicide

Post by Heavy Death »

ChallengerCC wrote:1.0.36.0 (2013/08/21)

- Decreased spawn time from 60 seconds to 45 seconds, and suicide penalty from 30 seconds to 15 seconds.

Why, to increase the action factor even more?
First disabling the give up button under 60 sec to help the medic and now you decrease the spawn / give up time.
Can someon explain me, i cant understand it.
Hey, COD sells.
Dogbox
Posts: 67
Joined: 2008-10-08 06:50

Re: Spawn time and no suicide

Post by Dogbox »

The only way I think I'll be able to cope with this stupid change is to put on my killer hat and kill more. The idea that all my kills had to wait around a minute is so fucking satisfactory.

And I'll be doing this with CAS. 1-0 deaths. Love it. Hate the fucking wait though.. It's one of those little stuff which shouldn't have changed. I see PR as semi-realistic. Some stuff just don't need to be that realistic.
Head IS modeler and animations.
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