Double Click to Give Up

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Coalz101
Posts: 493
Joined: 2017-07-03 11:11

Double Click to Give Up

Post by Coalz101 »

I personally find it annoying that when I have to give up I have to click 2 buttons, when I can just double click 1 button, it will make much more sense and feel less cumbersome. At least give me the option to double click to give up or to turn off this confirmation completely independent of the switch team confirmation.
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Double Click to Give Up

Post by Nightingale »

I think it's more beneficial than not. It's not like you're dying once every 60 seconds.
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Grump/Gump.45
Posts: 641
Joined: 2018-12-15 21:35

Re: Double Click to Give Up

Post by Grump/Gump.45 »

Coalz101 wrote:I personally find it annoying that when I have to give up I have to click 2 buttons, when I can just double click 1 button, it will make much more sense and feel less cumbersome. At least give me the option to double click to give up or to turn off this confirmation completely independent of the switch team confirmation.
You mean sort of like how everyone just skips the kill cam in Call Of Duty to spawn a few seconds faster.. i get exactly what you are saying, you want to just spam click when you are frustrated that you died cause its frustrating in itself to have the drop down option ask "are you sure", of course im sure, i clicked it. But this actually makes it so if you are giving up but somebody says dont give up it takes an extra second to give up where i know i mistakenly have.

The whole "rush" of other video games players have, I dont mean rush excitement or push enemy, i mean rush as in "hurry" to spawn again. I see it when people die on console games, spamming a button to spawn faster even if no control is there to spawn faster. They anxiously spam a "skip button" like start or X even if it doesnt work. But we really need to slow players minds down so they can think.

We dont want to encourage fast moving racing useless thoughts or the lack of thoughts and enable them with faster negative functions like giving up. This needless rushing and hurrying will feed into other game play aspects of people doing things too fast without waiting or just enter doors without thinking from subconscious neurological programming, if you allow people to do something because its faster and gets around something frustrating it feeds into that pointless rush in other subject areas. Pointless as in you are rushing for no other reason than a personal feeling of hurry even with a 40 second starting set minimum spawn timer.

Its just how neurology works if it was allowed to double click to get past a minor inconvenience you would rush other things, a slight obstacle which is the players fault for dying. It slows down the minds anxiousness to not allow actions that feed, fuel or represent anxiety physically. Programs you the other way to be a bit slower because it forces you to slow down neurologically to use fine motor skills when frustrated that you died. It forces you to make minor motor skill slow movements when your mind is moving faster, if you get frustrated at missing the click for moving too fast to click the new give up "are you sure", it shows lack of temperament and causational self awareness.

How this could affect game players potentially if allowed to double click, it depends on how aware of things programming your mind, its how your awareness of programming affects you that allows you to resist its effects. Even me would take an active self awareness against that so it wouldnt affect me. Its maturity if you could double click but do it slowly when your mind is frustrated, its maturity to feel something that would cause you to move fast in frustration but you move deliberately slow to program your mind to do that more when frustrated rather than let emotions control your movements. Its like you are mad and frustrated, cant give up fast enough, people do things angrily. Dont let frustration make your body do things that make you act frustrated.

Already bad enough we have squads attacking objectives alone at a single squad when another squad asked them to wait so its more guys attacking, more fun and more likely to succeed. This whole rush and hurry mentality, plus lack of care, encouragement from impatient squad members influence(even this happens to me listening to impatient players, i have to shut it down). Not thinking causes these Squad leaders to attack without waiting for help. I have asked squads to wait, but no other squads say they will wait for another squad to attack but me. They die faster with less guys and less chance of success wasting tickets.

This behavior could be made worse if allowed to double click to give up faster, the annoying anxiousness of clicking faster feeding into movements and behaviors when dealing with doors, lots of friendlies bunched up outside waiting for rope. Recognizing issues, putting it into words like what i am doing here allows you to talk out logically what is causing the issue so people understand it then develop solution around it usually by just pointing out problem then not doing it anymore.

Here is how the neurological effect of double clicking because of negative frustration to give up WILL feed into people bunching up, taking doors too slow/too fast, waiting for ropes by bunching up and everyone looking where the rope is going to be thrown without making consideration for security to be spread out for grenades or just not getting shot in the same scope view without enemy turning body. Security is the focus, not focus on the guy throwing rope except protecting him.

Even without double clicking already we have these bad habits of players thinking every single FOB, foxhole, HMG/TOW asset needs to be built and dug up in 30 seconds or less. Its a separate issue from if we were to have double click give up but it could neurologically sub consciously feed into the problem caused by rushing and hurrying everything. It gets people killed in many ways by the things it causes. This leads to everyone digging a single same thing without considering enemy could silently and suddenly grenade them. Thats how rush mentality affects game play. 8 guys digging one foxhole, its why i need to say "1 guy digs each foxhole or 2 guys dig FOB, if you see 2 digging it infront of you or on map dont help".

This way, the right way all foxholes go up at the same time with 1 man digging it each, once done you pull security till all digging is done with everyone spread out digging their own thing grenades become ineffective against us. In these players minds it needs to be built in under 30 seconds without regard to spreading people digging because possible grenades, it causes them to not think about the obvious which has happened to them in past getting everyone killed digging one TOW. Only one guy needs to build TOW while somebody waits to man it, not the full squad.

I have seen it where they get blown up, i say it and people ignore what i am saying repeatedly not because i want to annoy them, but because i know people wont listen unless i say it 1000 times. These transitional places or actions, like throwing ropes, breaching doors, mounting up, building FOBs. We dont want it to be like Call of Duty where you feel double clicking would make a standard timed process go faster. Its a 40 second spawn time starting minimum, you dont need to give up that fast.
Last edited by Grump/Gump.45 on 2021-04-02 16:48, edited 4 times in total.
Iguanadjy
Posts: 215
Joined: 2008-04-12 23:31

Re: Double Click to Give Up

Post by Iguanadjy »

Ladies and gentlemen he did it... He managed to write 8 paragraphs about the give up new double confirmation... gotta say it’s kinda impressive indeed! Just hopping it doesn’t disturb your scanning abilities. Well he didn’t managed to link his thoughts to any youtube videos... I’m actually now pretty concerned about him... :(

Supporting this game since 0.6 Never gonna give up!
Grump/Gump.45
Posts: 641
Joined: 2018-12-15 21:35

Re: Double Click to Give Up

Post by Grump/Gump.45 »

Iguanadjy wrote: Well he didn’t managed to link his thoughts to any youtube videos... I’m actually now pretty concerned about him... :(
My apologies... Would you like a link to a mind control video? MK Ultra taught me a lot about programming the mind to be a certain way. Double clicking to give up would in fact be very harmful, the drop down "are you sure" is beneficial to the player in many ways even if they cant identify it. It wont change the fact it annoys them unless they change their perception to look at any positive aspect to keeping it. It is great mental exercise, great medicine to be frustrated inside feeling but be forced to make slow deliberate movement outside body in relation to frustration. Your feelings will not feed into how you carry out actions with a fast frustrated double click to make life easier when you should be learning. That is why life is hard, you can learn to adapt to change because change is good for you or complain.
Coalz101
Posts: 493
Joined: 2017-07-03 11:11

Re: Double Click to Give Up

Post by Coalz101 »

Grump/Gump.45 wrote:You mean sort of like how everyone just skips the kill cam in Call Of Duty to spawn a few seconds faster.. i get exactly what you are saying, you want to just spam click when you are frustrated that you died cause its frustrating in itself to have the drop down option ask "are you sure", of course im sure, i clicked it. But this actually makes it so if you are giving up but somebody says dont give up it takes an extra second to give up where i know i mistakenly have.

The whole "rush" of other video games players have, I dont mean rush excitement or push enemy, i mean rush as in "hurry" to spawn again. I see it when people die on console games, spamming a button to spawn faster even if no control is there to spawn faster. They anxiously spam a "skip button" like start or X even if it doesnt work. But we really need to slow players minds down so they can think.

We dont want to encourage fast moving racing useless thoughts or the lack of thoughts and enable them with faster negative functions like giving up. This needless rushing and hurrying will feed into other game play aspects of people doing things too fast without waiting or just enter doors without thinking from subconscious neurological programming, if you allow people to do something because its faster and gets around something frustrating it feeds into that pointless rush in other subject areas. Pointless as in you are rushing for no other reason than a personal feeling of hurry even with a 40 second starting set minimum spawn timer.

Its just how neurology works if it was allowed to double click to get past a minor inconvenience you would rush other things, a slight obstacle which is the players fault for dying. It slows down the minds anxiousness to not allow actions that feed, fuel or represent anxiety physically. Programs you the other way to be a bit slower because it forces you to slow down neurologically to use fine motor skills when frustrated that you died. It forces you to make minor motor skill slow movements when your mind is moving faster, if you get frustrated at missing the click for moving too fast to click the new give up "are you sure", it shows lack of temperament and causational self awareness.

How this could affect game players potentially if allowed to double click, it depends on how aware of things programming your mind, its how your awareness of programming affects you that allows you to resist its effects. Even me would take an active self awareness against that so it wouldnt affect me. Its maturity if you could double click but do it slowly when your mind is frustrated, its maturity to feel something that would cause you to move fast in frustration but you move deliberately slow to program your mind to do that more when frustrated rather than let emotions control your movements. Its like you are mad and frustrated, cant give up fast enough, people do things angrily. Dont let frustration make your body do things that make you act frustrated.

Already bad enough we have squads attacking objectives alone at a single squad when another squad asked them to wait so its more guys attacking, more fun and more likely to succeed. This whole rush and hurry mentality, plus lack of care, encouragement from impatient squad members influence(even this happens to me listening to impatient players, i have to shut it down). Not thinking causes these Squad leaders to attack without waiting for help. I have asked squads to wait, but no other squads say they will wait for another squad to attack but me. They die faster with less guys and less chance of success wasting tickets.

This behavior could be made worse if allowed to double click to give up faster, the annoying anxiousness of clicking faster feeding into movements and behaviors when dealing with doors, lots of friendlies bunched up outside waiting for rope. Recognizing issues, putting it into words like what i am doing here allows you to talk out logically what is causing the issue so people understand it then develop solution around it usually by just pointing out problem then not doing it anymore.

Here is how the neurological effect of double clicking because of negative frustration to give up WILL feed into people bunching up, taking doors too slow/too fast, waiting for ropes by bunching up and everyone looking where the rope is going to be thrown without making consideration for security to be spread out for grenades or just not getting shot in the same scope view without enemy turning body. Security is the focus, not focus on the guy throwing rope except protecting him.

Even without double clicking already we have these bad habits of players thinking every single FOB, foxhole, HMG/TOW asset needs to be built and dug up in 30 seconds or less. Its a separate issue from if we were to have double click give up but it could neurologically sub consciously feed into the problem caused by rushing and hurrying everything. It gets people killed in many ways by the things it causes. This leads to everyone digging a single same thing without considering enemy could silently and suddenly grenade them. Thats how rush mentality affects game play. 8 guys digging one foxhole, its why i need to say "1 guy digs each foxhole or 2 guys dig FOB, if you see 2 digging it infront of you or on map dont help".

This way, the right way all foxholes go up at the same time with 1 man digging it each, once done you pull security till all digging is done with everyone spread out digging their own thing grenades become ineffective against us. In these players minds it needs to be built in under 30 seconds without regard to spreading people digging because possible grenades, it causes them to not think about the obvious which has happened to them in past getting everyone killed digging one TOW. Only one guy needs to build TOW while somebody waits to man it, not the full squad.

I have seen it where they get blown up, i say it and people ignore what i am saying repeatedly not because i want to annoy them, but because i know people wont listen unless i say it 1000 times. These transitional places or actions, like throwing ropes, breaching doors, mounting up, building FOBs. We dont want it to be like Call of Duty where you feel double clicking would make a standard timed process go faster. Its a 40 second spawn time starting minimum, you dont need to give up that fast.

I'm not going to read any of this-..Sadly... But what I'm saying now is since Give up and Call medic are independent buttons, that already prevents accidental giving up situations, so why should you ask me with a drop down box to confirm when its an obviously independent button far away from any button next to it that is soo hard to 'accidentally' click.


Note: I'm fine with the team switch one, it makes sense since its just a pixel or 2 from other buttons.

Nightingale wrote:I think it's more beneficial than not. It's not like you're dying once every 60 seconds.
I see what you mean, but it consider being spawn camped by an apc, I'm sure you'd immediately give up in a situation like that, or even you spawn bugged, I mean there's little to no reason not to give up in those situations. Double clicking would even be more beneficial, cause the fact that you'll click the same button twice means you know what you're doing.
Grump/Gump.45
Posts: 641
Joined: 2018-12-15 21:35

Re: Double Click to Give Up

Post by Grump/Gump.45 »

Coalz101 wrote:I'm not going to read any of this-..Sadly...
Its just how neurology works. Whether you read it or not is fine, its just there so hopefully a dev will make a pro/con list(as i hope they do on things to help weigh decisions) of all observed things or whatever they do to decide to put what is in game. Hopefully a Dev skims through at least to take the concept into consideration for this subject and others. So its another tool for them to make the functions of the game effect players and game play in positive ways. To hopefully get finer functions like this in the future made by good considerations of psychology, anthropology and more.
WingWalker
Posts: 349
Joined: 2020-04-09 21:03

Re: Double Click to Give Up

Post by WingWalker »

Grump/Gump

Your post are a lot more pleasing to read when you don't have so many paragraphs.

You have a lot to say, but people skip over all that text.

I feel your thoughts get lost when you write such massive bodies of text that some people wont even read at all.

I am glad to read your more recent posts that have been more limited, since I know you are very passionate about Project Reality, and so am I.
Coalz101 wrote:I personally find it annoying that when I have to give up I have to click 2 buttons,
It really not that big of an effort.

It also prevents what we had before of mistakenly clicking the give up, where you meant to call for a medic, because the buttons are so close.

Having the more deliberate method is better and prevents mistakes.
Last edited by WingWalker on 2021-04-03 07:58, edited 2 times in total.
W.W.
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Coalz101
Posts: 493
Joined: 2017-07-03 11:11

Re: Double Click to Give Up

Post by Coalz101 »

WingWalker wrote: It really not that big of an effort.

It also prevents what we had before of mistakenly clicking the give up, where you meant to call for a medic, because the buttons are so close.

Having the more deliberate method is better and prevents mistakes.

Back then the two were integrated into one (), now they are totally separate buttons, this already prevents accidental giving up. The give up button isnt even that close to the call medic with this UI, there's no need to make the UI feel so clunky by having 2 buttons just to give up.
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: Double Click to Give Up

Post by Mats391 »

If we were to change this one to a double click, so should all the other confirmation buttons to make them all behave the same. However I think double click for confirmation is a bad idea as it is easier to be done accidentally. So either we keep the give up button the same as the others or remove the confirmation completely. Since it is a irreversible decision, I prefer the confirmation and I dont mind moving my mouse. Maybe I am not dying often enough :p
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