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Re: Is Dying No More A Matter?
Posted: 2010-06-01 14:10
by Rudd
AaronFraher wrote:I was under the impression that it can be automated across all servers. Also, its not supposed to "Look Good", its supposed to deter people from dying. Seems to me that everyone is keen to make a virtual life hold some value, but are too afraid to implement or suggest changes that achieve the desired effect.
this crosses the line in to what is unacceptable to gameplay and game community imo.
Re: Is Dying No More A Matter?
Posted: 2010-06-01 14:16
by AaronFraher
[R-CON]Rudd wrote:this crosses the line in to what is unacceptable to gameplay and game community imo.
But any of the suggestions that dont "cross the line in to what is unacceptable to gameplay and game community" simply wont work. People always say "PR isn't about getting points", but then suggest a reward of points the longer you stay alive. Bit contradictory dont ya think?
Seems to me like some people use opposite sides of the same argument to justify opinions/condemn others,(Not directed at you rudd).
I just cant see a maximum of a +30s spawn increase having any effect on how people value their lives.
Re: Is Dying No More A Matter?
Posted: 2010-06-01 14:19
by maarit
i made few months ago suggestion to revive system what is a quite hardcore.
it was something like:
when you get shotted and you go critically wounded,medic comes to hit you with epiphen,you dont pop up from the ground.you must respawn.
thanks of medic and his reviving,you are able to spawn to rallypoint or fob.
but if you dont wait medic to come and push giveup,your only option is spawn to the main.
this would be like simulating the medivac.healed by the medic and then send to the fob to get proper treatment.
but when giveup/instakilled you must spawn at main in form on new soldier.
maybe too hardcore but one option beside kicked out from server after 5 deaths.
Re: Is Dying No More A Matter?
Posted: 2010-06-01 14:19
by alberto_di_gio
AaronFraher wrote: Seems to me that everyone is keen to make a virtual life hold some value, but are too afraid to implement or suggest changes that achieve the desired effect.
As I said at the first point; I used to have that fear and adrenaline before and no one was kicking anyone at that time.
From the first post we are all shooting on to spawn points, FOBs, medics and etc. Their effect can be negated but may be thats not all. Maybe people are getting to action very fast on the maps. May be even there is a small portion that we have to blame maps or game modes
may be. For example I love playing INS maps. I really enjoy but those are also the maps that make feel like I'm more in BF2. For example right now I can tell you very nice Iron Ridge AAS map I had last week which we had a chance to play like real team and definitely we were caring our lives. On the other hand I cant recall a really great one INS round out of last ten which I can say "Oh yeah that was great game"
Re: Is Dying No More A Matter?
Posted: 2010-06-01 14:21
by Rudd
I just cant see a maximum of a +30s spawn increase having any effect on how people value their lives.
yeah mate

we all have our own way of thinking about it
the only 'true way' that we'll value our lives is if we all have to take suicide pills every time we die ingame....
the forum will certainly be easier to moderate
this is a game and we can only push it so far to realism before it not only loses its fun side...it becomes unfun. When something is unfun it makes you want to throw the cat out the window in frustration.
the only thing I can think of that could make you value life while not destroying gameplay would be to remove all spawns except main base spawns, but frankly, I do well valuing my life ingame right now, I'm having fun, I care about not dying, I play as realistically as I can, so its mainly a playerside issue really, and I feel that the current game mechanics reward me for staying alive, so I'm happy tbh

though theres always room for improvement.
How about a hud message when you die. "+x seconds have been added to your spawntime because blah blah"
this would impress upon the player that hes getting punshished for dying more often or dying with a vehicle or whatever.
Re: Is Dying No More A Matter?
Posted: 2010-06-01 14:36
by burghUK
aaron i merely suggested points because some people do care about them and they are often the bumrushing rambos dying all the time.
I myself couldn't give two monkeys about the points
Re: Is Dying No More A Matter?
Posted: 2010-06-01 14:49
by 0331SgtSpyUSMC
maarit wrote:
people die too much cos they are just careless.
I honestly think it's because of "smurfs", if you are not on mumble, "smurfs" act like they are the only team on battlefield. It is very rare that you would actually have a blue guy from your side help you, yet along a medic to take care of you if you are down.
Most of the time SLs will not even bother to wait and see if there is a "smurf" medic near by, because the chances of him coming over and reviving your team are as good as Opfor guys surrendering in the begging of the game. Countless times I have seen a blue medic run by and ignore our entire fire team laying on the ground and screaming for help. You'd be lucky if they don't strip you of your weapons.
So the best way is to play on servers with mumble, where you can always move as a team, support and cover each other, or use vent/ TS where you can coordinate your movements with other SL's.
Re: Is Dying No More A Matter?
Posted: 2010-06-01 16:19
by Tartantyco
People have never cared about dying on most pub servers, have you not noticed until now?
Re: Is Dying No More A Matter?
Posted: 2010-06-01 17:27
by AaronFraher
crAck_sh0t wrote:aaron i merely suggested points because some people do care about them and they are often the bumrushing rambos dying all the time.
I myself couldn't give two monkeys about the points
Wasn't directed at you either Mulhern
[R-CON]Rudd wrote:this is a game and we can only push it so far to realism before it not only loses its fun side...it becomes unfun
I suppose this is where me and about 99% of the PR playerbase disagree
IMO as close to reality as possible for me = fun. I dont judge the amount of fun i'm having by stopping in the middle of what i'm doing and thinking "Gee whizz guys, this sure is fun". I suppose thats just the way I am. PR is the only "Game" i play on PC (Dont have a console) all the rest are simulations, and while doing whatever i'm doing in the simulations i'm concentrating on the task at hand and doing it as realistically as possible.
I do it as realistically as possible because it keeps me sharp for flying IRL (seen as i'm too poor to do it more than once a month atm

). But in the case of PR 80% of the people never go on to or are/have served in the military, so they just dont care about the 99% realism factor. Tbh in PR i dont care either! I was just putting up a suggestion to try and get some lively discussion/debate going

.
Re: Is Dying No More A Matter?
Posted: 2010-06-01 17:32
by doop-de-doo
I, personally, enjoy getting a nice fat score at the end of a round, but also know that anybody can rack up a good score without even helping the team. Although [at this time] points aren't always a good method for defining how good a player is, they could easily be a great incentive towards a good thing. IMO, using the spawn countdown aggressively will most certainly make people bored quickly. Giving people something that helps them value their lives is the key quality we're looking at, right?
Re: Is Dying No More A Matter?
Posted: 2010-06-01 20:32
by Arnoldio
AaronFraher wrote:Solution to the problem. Introduce a Death Kick. Once you die X (I'm suggesting 5) times in a round you get booted from the server. You can rejoin straight away afterwards. The idea is inspired from an IL2 server I regularly fly on. 90% of the people there dont need an incentive to not get shot down/killed as they treat it as a simulation and fly accordingly, but IMO this is where we need to go with PR.
All the suggestions i've seen so far this topic apart from Redamares suggestion are too light handed to work imo. No one is going to care about +5s on the spawn time, they will however care about being booted from the game.
Thats exactly what i suggested in
this thread.
I would like to see TG or some other community to get a few tests up to see how it works out.
Also i dont think joining straight away would help, a 2 minute cooldown for the player would give him the time to think about what he did and the slot on the server he just lost.
And it solves every issue there is about this.
Its harsh, but if it needs to be done, why not.
Re: Is Dying No More A Matter?
Posted: 2010-06-01 22:11
by Shredhead99
What the heck are you guys talking about? Getting kicked for being killed? Some of you don't remember their times as beginners, I suppose?
There is absolutely no problem with "dying too much"! Since 0.9 the use of medics only increased, I see so many people waiting nearly full five minutes to get revived instead of giving up. I don't know which servers you play on, but I'd suggest to change it.
Yes, on public servers there will always be some players who don't care for teamplay, who don't build FOBs, and who give up too early. But most times they are beginners, or just hardcoded i***ts. Nothing really even worth thinking about.
Just give a good example for yourselves, and tell them what to do via chat or even mumble, communication often helps.
Re: Is Dying No More A Matter?
Posted: 2010-06-01 23:29
by ganja420
doop-de-doo wrote:Just an observation: I think medics in general lost interest when their EpiPens would get used up on guys that give up right after they die. In vBf2 you could tell when a guy was revivable through the icon that sat above his body.
excatly! im usually always a medic when i play the game, but i cant be bothered reviving anyone outside my squad (if hes not 2feet away from me and JUST died) cause they have given up in 92% of the instances, so id rather much save my epipens for my squad.
Re: Is Dying No More A Matter?
Posted: 2010-06-01 23:30
by Truism
I blame deviation because I always blame deviation.
</single issue zealot>
Re: Is Dying No More A Matter?
Posted: 2010-06-02 00:41
by eMeRgEnCyLeMoN
maarit wrote: when you get shotted and you go critically wounded,medic comes to hit you with epiphen,you dont pop up from the ground.you must respawn.
thanks of medic and his reviving,you are able to spawn to rallypoint or fob.
but if you dont wait medic to come and push giveup,your only option is spawn to the main.
this would be like simulating the medivac.healed by the medic and then send to the fob to get proper treatment.
but when giveup/instakilled you must spawn at main in form on new soldier.
I actually like this idea, but it seems like noone else decided to notice it.
One of the reasons why I personally think that I don't fear PR death anymore is the "comfort" that if I am shot (even if I'm headshotted by a sniper), I will always just be wounded on the ground.
With the widespread and increasing effectiveness of Jesus-medics, I'm really not afraid to get shot, as long as it's not somewhere hard to get to, even with the 2 minute dead-dead timer.
I think a system like this would not only:
1) Make people actually care where they were moving and stay in cover,
BUT ALSO
2) Be more realistic! I'm tired of shooting someone 5 times with 7.62 at point blank, only to have them get revived a few second later.
Currently, 1 medic can turn a devastated battlefield or a sniped SL back into a fully functional squad, which I think is a little absurd. It would make more sense that these casualties would not be fighting themselves, they would be evacuated and others take their place. Like spawning at a FOB/RP.
It wouldn't have to work exactly like the above mentioned, it could also cost teams more tickets to not epipen, or have other penalties. You could even give players a tiny bit more survivability if this was the case.
Re: Is Dying in PR No More A Matter?
Posted: 2010-06-02 08:10
by alvina
alberto_di_gio wrote:Actually I was thinking about this for a time. Decided to open a discussion after Nicoliani's "Remove spawn time" thread.
Is dying in PR becoming less and less important lately?
I remember two major differences when compared with BF2 which hit me when I played PR first time. Which is may be 2 or 3 years ago.
First one was shooting without cross-air and the other one was loooong re-spawn times. First one put me in a stress because mostly I was the one dying when get into action and the second one put me in more stress because waiting for respawn for that long time is just became annoying. And I was waiting too much because generally I was the one dying. Then in time I found myself giving up my old BF2 habits. I started to play more like team member. I was spending most of my time crawling in bushes or behind trees. Throwing smoke to open passages to hide my move etc.
And now somehow that old first taste of PR has started to fade away I think. I don't feel anymore stress during gunfights. A couple of nights ago in Fellujah map may be we died 5 times in 5 minutes but at the end we were still rushing towards same building after respawn. Maybe it is just for me but it looks like dying in PR is not anymore as much scary as it used to be. Which I think effects game play from the heart.
Also noticed that dying doesn't really have any effect anymore, but im not sure if it's because of the respawn time. The Medic system is so enoying and unrealistic and just totally suck.
Re: Is Dying No More A Matter?
Posted: 2010-06-02 09:54
by Dr.Roy.Mustang
I get what you mean... Maybe something should be done to Insurgent... They are like "Kamikazing" all the time.
Re: Is Dying No More A Matter?
Posted: 2010-06-02 10:20
by killonsight95
AaronFraher wrote:Solution to the problem. Introduce a Death Kick. Once you die X (I'm suggesting 5) times in a round you get booted from the server. You can rejoin straight away afterwards.
Ever tried getting onto TG at around 8 GMT its impossible, also some people simply have bad luck, they get bombed a lot, commanders an idiot etc.
- 5 deaths is way to little anyway, it'd need to be something like 15-20
my suggestions:
- adding spawn time is the much better idea, 10-15 secs per death quickly pile up
- increase maxium spawn time back upto 5 mins
- if you give up within 2 mins of being crit wounded (needing a revive) you cannot spawn on FOB's/Rallies.
Dr.Roy.Mustang wrote:I get what you mean... Maybe something should be done to Insurgent... They are like "Kamikazing" all the time.
thats their job, they die for allah and are therfore more willing to give away their life. Or for their country/homeland/things they strongly beleive in.
Re: Is Dying No More A Matter?
Posted: 2010-06-02 10:58
by alberto_di_gio
killonsight95 wrote:
my suggestions:
- adding spawn time is the much better idea, 10-15 secs per death quickly pile up
- increase maxium spawn time back upto 5 mins
- if you give up within 2 mins of being crit wounded (needing a revive) you cannot spawn on FOB's/Rallies.
this may work. but may be we can add a benefit rule also for support. If you survive 10 min. for example 15 sec. will drop from the current spawn time.
Re: Is Dying No More A Matter?
Posted: 2010-06-02 11:17
by Arnoldio
killonsight95 wrote:
my suggestions:
- adding spawn time is the much better idea, 10-15 secs per death quickly pile up
- increase maxium spawn time back upto 5 mins
- if you give up within 2 mins of being crit wounded (needing a revive) you cannot spawn on FOB's/Rallies.
The adding wont hurt me personally, ill just watch TV/alt tab and talk on msn/take a leak/grab a drink.
But the 2 mins/no FOB spawn is nice.