Indicator above reviveable players for medic?
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epicelite
- Posts: 89
- Joined: 2011-01-28 00:32
Indicator above reviveable players for medic?
The old BF2 indicator shows up sometimes but it doesn't seem to be consistent.
I was thinking what if medics could see a indicator that was just a basic + or a Caduceus even above revivable friendlies. Now just hear me out:
-Should only show up within a short range (meter or less)
-In reality, you could check someones pulse to know if they were dead or wounded. Alternatively you could see them breathing, or a dozen other signs of life that can't be show in BF2.
Hopefully this will help to relieve some of these issues:
-Medics walking over your body and not even stopping when there's no danger nearby simple because they think you're dead.
-Finding the one reviveable player in a pile of dead ones.
-Wasting epipens on dead players
On that note I want to say something to everyone:
Stop disabling the in game voice-overs, and read the goddamn chat. Not everyone can just chat away on mumble because it may disturb others in their vicinity.
I was thinking what if medics could see a indicator that was just a basic + or a Caduceus even above revivable friendlies. Now just hear me out:
-Should only show up within a short range (meter or less)
-In reality, you could check someones pulse to know if they were dead or wounded. Alternatively you could see them breathing, or a dozen other signs of life that can't be show in BF2.
Hopefully this will help to relieve some of these issues:
-Medics walking over your body and not even stopping when there's no danger nearby simple because they think you're dead.
-Finding the one reviveable player in a pile of dead ones.
-Wasting epipens on dead players
On that note I want to say something to everyone:
Stop disabling the in game voice-overs, and read the goddamn chat. Not everyone can just chat away on mumble because it may disturb others in their vicinity.
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Steeps
- Posts: 1994
- Joined: 2011-08-15 15:58
Indicator above reviveable players for medic?
I agree with this for that reason. The meter or less distance does seem like a good option too.epicelite wrote: -In reality, you could check someones pulse to know if they were dead or wounded. Alternatively you could see them breathing, or a dozen other signs of life that can't be show in BF2.

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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Indicator above reviveable players for medic?
This is related to the 100p nametag bug.
Also, no point in complaining about people not reading your text as a dead man, as dead text is not visible to live players.
Also, no point in complaining about people not reading your text as a dead man, as dead text is not visible to live players.
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DesmoLocke
- Posts: 1770
- Joined: 2008-11-28 19:47
Re: Indicator above reviveable players for medic?
[R-CON]Psyrus wrote:Also, no point in complaining about people not reading your text as a dead man, as dead text is not visible to live players.
It is surprising the amount of players that don't know this.
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epicelite
- Posts: 89
- Joined: 2011-01-28 00:32
Re: Indicator above reviveable players for medic?
Well thats dumb, it doesn't stop people taking on mumble when dead so whats the point?[R-CON]Psyrus wrote:Also, no point in complaining about people not reading your text as a dead man, as dead text is not visible to live players.
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MaSSive
- Posts: 4502
- Joined: 2011-02-19 15:02
Re: Indicator above reviveable players for medic?
There should be complete mute, and some combination of what poster said. When your down, your muted on mumble, you cant type.
Medic can find you by short range indicator or some type of animation...rolling on ground, not dropping kit if injured, and dropping if dead etc.
Medic can find you by short range indicator or some type of animation...rolling on ground, not dropping kit if injured, and dropping if dead etc.
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ghostfool84
- Posts: 503
- Joined: 2009-10-17 11:38
Re: Indicator above reviveable players for medic?
If there were only shortrange markers and no local mumble i would not revive many players that i revive with local chat. Sure it can be abused, but many people are on 3rd party voip and can use it if they want if they want to say that theres an enemy...
[KSK]
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MaSSive
- Posts: 4502
- Joined: 2011-02-19 15:02
Re: Indicator above reviveable players for medic?
IN response to that PRMumble can be forced to be Exclusive, and then no 3rd party voip apps will work, sure theres always a way you may type over xfire etc, but thats not the point of this all.
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: Indicator above reviveable players for medic?
[quote=""'[R-COM"]MaSSive;1944609']There should be complete mute, and some combination of what poster said. When your down, your muted on mumble, you cant type.
Medic can find you by short range indicator or some type of animation...rolling on ground, not dropping kit if injured, and dropping if dead etc.[/quote]
When mumble was a hassle to run and everyone (even the enemy) could hear you talk it was not being used much. Now that mumble is integrated and actually helps it's users by giving clear directional voice it is used by everyone.
If mumble is muted when your dead (which apparently is nearly impossible to achieve with bf2) then people, especially clans, will turn to other ways of communicating again.
Mumble serves as a "indicator" right now and it works rather well, plus you have the ability to right-click the give up button and you mostly make yourself a red cross on the map. I think it works rather well and if your squad medic can't find you after you went down, then perhaps your squad is not organised at all in the first place... just saying.
[quote="epicelite""]
Not everyone can just chat away on mumble because it may disturb others in their vicinity.[/quote]
If a medic is near and you think it is safe and you can't use mumble just right-click the give up so your player will scream for help. If the medic still ignore you, it is probably because the area isn't safe or he is a poor (deaf) medic.
Medic can find you by short range indicator or some type of animation...rolling on ground, not dropping kit if injured, and dropping if dead etc.[/quote]
When mumble was a hassle to run and everyone (even the enemy) could hear you talk it was not being used much. Now that mumble is integrated and actually helps it's users by giving clear directional voice it is used by everyone.
If mumble is muted when your dead (which apparently is nearly impossible to achieve with bf2) then people, especially clans, will turn to other ways of communicating again.
Mumble serves as a "indicator" right now and it works rather well, plus you have the ability to right-click the give up button and you mostly make yourself a red cross on the map. I think it works rather well and if your squad medic can't find you after you went down, then perhaps your squad is not organised at all in the first place... just saying.
[quote="epicelite""]
Not everyone can just chat away on mumble because it may disturb others in their vicinity.[/quote]
If a medic is near and you think it is safe and you can't use mumble just right-click the give up so your player will scream for help. If the medic still ignore you, it is probably because the area isn't safe or he is a poor (deaf) medic.
Last edited by Gracler on 2013-09-02 02:03, edited 5 times in total.
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MaSSive
- Posts: 4502
- Joined: 2011-02-19 15:02
Re: Indicator above reviveable players for medic?
Im talking about adding a feature while adding more reality. IRL youre shot, and your uncon. You cant call medic over radio, even less type right? So be it in the game, and I dont see why is it impossible to mute dead player , code does wonders.
What can be done is to add a maybe 10 meters radius indicator of some sort where wounded player is, or without indicators, just add animation if player is injured and not dead , and have him roll in pains on the ground, with sound effects, or without animation make non dead but just wounded and uncon players not drop kit, and dead ones do, so you know whos dead and whos not.
Multiple features in one package, and devs will decide if and what steps should be taken. Im just here to represent my ideas. Arguing about it wont make it implemented.
What can be done is to add a maybe 10 meters radius indicator of some sort where wounded player is, or without indicators, just add animation if player is injured and not dead , and have him roll in pains on the ground, with sound effects, or without animation make non dead but just wounded and uncon players not drop kit, and dead ones do, so you know whos dead and whos not.
Multiple features in one package, and devs will decide if and what steps should be taken. Im just here to represent my ideas. Arguing about it wont make it implemented.
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epicelite
- Posts: 89
- Joined: 2011-01-28 00:32
Re: Indicator above reviveable players for medic?
The problem is people muting the in-game voiceovers because thay are relying 100% on mumble.Gracler wrote:If a medic is near and you think it is safe and you can't use mumble just right-click the give up so your player will scream for help. If the medic still ignore you, it is probably because the area isn't safe or he is a poor (deaf) medic.
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ghostfool84
- Posts: 503
- Joined: 2009-10-17 11:38
Re: Indicator above reviveable players for medic?
I dont want to hear the ingame common rose command because the enemy can hear them, its just "throw a grenade now!!" People avoid this and use mumble, so the enemy cant hear them. If you mute dead players on mumble, people will use other tools or they will just give up. Or they will spam the medic button no matter if enemys around or not, many people simply do not care.
I think it will damage the teamplay aspect much more to mute dead players just for adding "realism", i like it like it is but a visual help for dead bodies would really be nice.
If i see dead enemys and know his friends are around i try to avoid his position and move silent or just try to trick them, its not that great deal..you know that they can hear you.
I think it will damage the teamplay aspect much more to mute dead players just for adding "realism", i like it like it is but a visual help for dead bodies would really be nice.
If i see dead enemys and know his friends are around i try to avoid his position and move silent or just try to trick them, its not that great deal..you know that they can hear you.
[KSK]
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: Indicator above reviveable players for medic?
Adding a feature that is easily circumvented will only create more imbalance and odd behavior.MaSSive wrote:Im talking about adding a feature while adding more reality. IRL youre shot, and your uncon. You cant call medic over radio, even less type right? So be it in the game, and I dont see why is it impossible to mute dead player , code does wonders.
What can be done is to add a maybe 10 meters radius indicator of some sort where wounded player is, or without indicators, just add animation if player is injured and not dead , and have him roll in pains on the ground, with sound effects, or without animation make non dead but just wounded and uncon players not drop kit, and dead ones do, so you know whos dead and whos not.
Multiple features in one package, and devs will decide if and what steps should be taken. Im just here to represent my ideas. Arguing about it wont make it implemented.
What people completely mute this feature when you can just dial it down a bit, and program your brain to ignore it when necessary.epicelite wrote:The problem is people muting the in-game voiceovers because thay are relying 100% on mumble.
This was where the incendiary grenades where great, since you could drop one on a body and it might kill him and your footsteps would be obscured by the noise from it.ghostfool84 wrote: If i see dead enemys and know his friends are around i try to avoid his position and move silent or just try to trick them, its not that great deal..you know that they can hear you.
Last edited by Gracler on 2013-09-02 12:37, edited 1 time in total.
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ghostfool84
- Posts: 503
- Joined: 2009-10-17 11:38
Re: Indicator above reviveable players for medic?
A solution to prevent ghosting from a corpse is maybe when the DEVS lower all enviroment Sounds .. but not Mute or lower Mumble pls.
[KSK]
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: Indicator above reviveable players for medic?
Yea that would be real nice. Instead of turning every wounded soldier into a top secret spy they would turn into a useless unconscious victim as they should be.ghostfool84 wrote:A solution to prevent ghosting from a corpse is maybe when the DEVS lower all enviroment Sounds .. but not Mute or lower Mumble pls.
It would be even more of a pain in the *** to go and rescue someone though, as they would beg for a medic a hundred times even if an enemy is right on top guarding their body. (of-course that doesn't happen in 1.0 .... cough!!! cough!!!)
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ghostfool84
- Posts: 503
- Joined: 2009-10-17 11:38
Re: Indicator above reviveable players for medic?
The sounds should not be muted, a enemy above your corpse should still recognizable or a Tank thats shooting on your corpse...but footsteps, ladersounds and nadesounds should be really hard to hear when not directly on your corpse.
[KSK]



