Cap the number of times a player can "give up"

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Swado95
Posts: 68
Joined: 2010-11-23 13:43

Re: Cap the number of times a player can "give up"

Post by Swado95 »

I do agree that there needs to be a larger penalty for giving up. Unfortunately since the update, now people rather just give up and lose a ticket then getting revived and then getting shot again losing 2 tickets. Also someway to reward medics who get member from outside there squad up, because nothing is more annoying then yelling !Medic! and seeing one walk over your body and do nothing, so you give up.
Don't waste 30min looking for a topic from 3 years ago to say its been mentioned b4....

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Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: Cap the number of times a player can "give up"

Post by Operator009 »

'= 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.)
Forcing strategy on a player is a fruitless endeavor. Stupid players will always behave...not smart...

BUT,

I would LOVE for the dev team to overhaul the Q-rose. As you stated yourself, the language barrier is quite a *****, even in game. There so much more I want to say than "CONTACT!" when I'm without a mic.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Cap the number of times a player can "give up"

Post by doop-de-doo »

The reasons why I think that the give up cap (not 30 second timer) is good are:

Some people tend to waste lots of tickets in the beginning of the round, as there are so many tickets left. You have foolish squads dumping loads of team assets (usually infantry) at the enemy, sometimes with no medic.

They let themselves get stranded.

They have no plan for safe retreat.

Letting the team take one for you (as in ticket loss) is an invisible penalty that hardly affects people's decision of whether to give up or wait for the medic, unless the team is about to lose.
=/=
Regarding the strike-out part, if it is accepted (I don't have a problem with it), I'd suggest that the maximum number of "strikes" are incrementally decreased over a period of time. Start with a 10 or so maximum, and over the course of a few months, reduce it to the level desired. Careful attention must be given to the insurgents who may design their attacks around specific suicide tactics which are core to the faction.

Note: I'm not sure whether the strikes are supposed to target the amount of "give up", or deaths.
=/=
I don't know if this is good for all servers, so I go along with the server-side idea.
Last edited by doop-de-doo on 2011-02-08 03:02, edited 2 times in total.

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Tompa
Posts: 42
Joined: 2010-11-04 11:59

Re: Cap the number of times a player can "give up"

Post by Tompa »

it sounds great with the timer before giving up, just suck if you get teamkilled by some jackass...
Stoickk
Posts: 200
Joined: 2010-11-16 23:02

Re: Cap the number of times a player can "give up"

Post by Stoickk »

Having to give up is unfortunately part of the game. There will be situations where you just straight up got your *** kicked, and you are unrecoverable. Penalizing people for those situations is not a good idea. Yes, it sucks to have teammates wasting tickets being stupid, but punishing everyone is not the way to fix the problem.

I do like the idea of the give up button not being available until your respawn timer has run out however. There is no punishment there, as you are not required to be on the ground dead for any additional amount of time, nor do you run the risk of being removed from a server for a bad run of luck. That just requires that since you are down there anyway you give a friendly medic a chance to get you back in the fight.
Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: Cap the number of times a player can "give up"

Post by Mouthpiece »

If you decrease respawn times a bit after giving up, this would be a nice option. Wait 30 secs, now able to give up, give up, 10-20 sec till spawn.

Deaths and giving up should be punished harshly, cause it's a ticket loss for the whole team. I see alot of players ignoring bullets flying above their heads, running to an uncovered location, running out in the open knowing that there's an enemy SAW overlooking the area, etc. And also I (as SL) have been lied to by squad members who were saying that they're deaddead when in reality what they did was insta-giving up after being wounded. They didn't even give squad medic a chance to revive them.

I think the PR battles would benifit from the 30 sec penalty. No more "killed a whole squad, they all magically respawn in few secs and kill us back".
=]H[=[Amish]Kommando
Posts: 93
Joined: 2009-12-23 22:08

Re: Cap the number of times a player can "give up"

Post by =]H[=[Amish]Kommando »

Operator009 wrote:Forcing strategy on a player is a fruitless endeavor. Stupid players will always behave...not smart...

BUT,

I would LOVE for the dev team to overhaul the Q-rose. As you stated yourself, the language barrier is quite a *****, even in game. There so much more I want to say than "CONTACT!" when I'm without a mic.
Off-topic post much?

In my opinion PR is about "forcing" a certain level of teamplay on gamers and in my experience the most common "noobish/vanilla" actions are:

1. Giving up at EVERY opportunity and lying about it to the squad;

2. Hovering just outside a capzone - ALWAYS;

3. Grabbing special kits (need I say "Sniper") and attempting to lonewolf with them;

4. Gunning Armor WITH ABSOLUTELY NO CLUE ("Hey - what does HEAT stand for?").
Last edited by =]H[=[Amish]Kommando on 2011-02-07 21:43, edited 1 time in total.
=]H[=[Amish]Kommando
Posts: 93
Joined: 2009-12-23 22:08

Re: Cap the number of times a player can "give up"

Post by =]H[=[Amish]Kommando »

whatshisname55 wrote:But what about like Dev1200 said where you cannot give up until your spawn time passes? This will force people to have a chance to be revived but if they aren't revived they still haven't lost any of the time they would have if they had given up, meaning that once they are allowed to give up they have an instant spawn.
Naw, I'd like to see 120 seconds or so ......
whatshisname55
Posts: 955
Joined: 2010-07-16 03:05

Re: Cap the number of times a player can "give up"

Post by whatshisname55 »

'= wrote:H[=[Amish]Kommando;1544954']Naw, I'd like to see 120 seconds or so ......
But how is that in any way fair to those who were forced into the situation be it bad team members or just bad luck? With a specified time you are punishing not only those who don't use teamwork, but also those who do use teamwork and are placed in this situation to no fault of their own.
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: Cap the number of times a player can "give up"

Post by mangeface »

Here's unfair. How about if you're Insurgents? Yes, they have civilians to revive you, but that puts a non-combatant at great risk. The Insurgents don't really get slaughtered, but they really do get whacked a bunch because there's no 'dedicated' medic kit like with the other factions. To me, that's food for thought on the whole "give up x times and get kicked".
Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: Cap the number of times a player can "give up"

Post by Excavus »

Just leave it as it is at the moment. Doing this will just be more annoying than helpful.
whatshisname55
Posts: 955
Joined: 2010-07-16 03:05

Re: Cap the number of times a player can "give up"

Post by whatshisname55 »

darkside12 wrote:Here's unfair. How about if you're Insurgents? Yes, they have civilians to revive you, but that puts a non-combatant at great risk. The Insurgents don't really get slaughtered, but they really do get whacked a bunch because there's no 'dedicated' medic kit like with the other factions. To me, that's food for thought on the whole "give up x times and get kicked".
Which further supports the idea of preventing giving up until the duration of your original spawn time is up because it does not punish in any way.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Cap the number of times a player can "give up"

Post by mat552 »

I'd love to support this suggestion, so I'll do so under one condition.

Medics who walk over a dead body from any squad that can be revived without stopping to do so should be global PB banned from all PR servers forever. There are, taking a page from your suggestion, no situations in which a medic should not revive me, like there are no situations in which I should click suicide right away.

Perhaps about 25% of my ragequits can be attributed to watching a medic icon grow closer..and closer..and I can hear the medic talking on mumble..and then he steps on my body, perhaps takes my kit for the ammobag, and then walk away, having totally ignored me over mumble.

Attempting to force players to not do something you don't like without leaving any room for justifications never ends well, and it shows in the history of PR.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Cap the number of times a player can "give up"

Post by rushn »

mat552 wrote:I'd love to support this suggestion, so I'll do so under one condition.

Medics who walk over a dead body from any squad that can be revived without stopping to do so should be global PB banned from all PR servers forever. .
isn't that a bit harsh
Stoickk
Posts: 200
Joined: 2010-11-16 23:02

Re: Cap the number of times a player can "give up"

Post by Stoickk »

Just code wounded soldiers to act as mines to medics that walk over and then away from them. Boom.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Cap the number of times a player can "give up"

Post by mat552 »

rushn wrote:isn't that a bit harsh
No more harsh than deciding behavior encouraged by game mechanics and player behavior patterns so offends you that you want to limit the use of a feature to curb behavior that's really only an epidemic on one or two servers.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Cap the number of times a player can "give up"

Post by ytman »

Terrible idea.

This is not the way to go about enforcing better teamplay. I do like a delayed 'give up' option! That should surely be an easy to implement peice o code! That and make the respawn times back to the old ones where it can go from 30-60 seconds! not 30-45 (15 second difference in a game that has on average 3600 seconds is hardly a difference).

So I still approve of this thread!
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Cap the number of times a player can "give up"

Post by Arnoldio »

That time limit suggestion si good.

So wounded time is 5 minutes, minimum give up time is 30-60 seconds and the max penalty you can get from that would be precalculated spawntime + 1:30 at max. So the penalised timeframe is 2-2:30 minutes, after that you can give up and respawn with only normal spawnpenalty.

Something like that, i hope you get it. :D
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Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Cap the number of times a player can "give up"

Post by Stealthgato »

mat552 wrote:Medics who walk over a dead body from any squad that can be revived without stopping to do so should be global PB banned from all PR servers forever.
lol agreed.
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: Cap the number of times a player can "give up"

Post by mangeface »

whatshisname55 wrote:Which further supports the idea of preventing giving up until the duration of your original spawn time is up because it does not punish in any way.

So as an Insurgent, instead of giving up when no friendlies are within hundreds of meters away and you may have happened to spawn in on a just discovered known and undefended cache and get ambushed a couple of blocks away to spawn back in on it to defend 30 seconds to a minute later, you should just lay there and wait 5 minutes and let the BLUFOR have an easy look around and find it?

You should think more wisely on your suggestions. I see very little thought on this towards all factions. If this were to be able to take effect in PR, then I say the only condition is that Insurgents can pick up BLUFOR medic kits to equalize the pee pee smash on them.
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