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TrueXer0z
DUST University Ivy League
142
|
Posted - 2013.08.23 20:22:00 -
[1] - Quote
My first question would be is: How long in the timer going to be for? (I might have missed it, Sorry if I did.)
Secondly, this might have a ton of issues in Pub matches where one team is redlined. For Example:
If I as a Squad Leader have a couple of my members stay back to guard an objective and they do not get involved with any type of PVP then will they get kicked from the battle? They are doing their job and providing vital coverage of an objective.
Another example would be, I was soloing just now and stayed inside the city while the rest of the team pushed to the outer objectives. My personal objective was to stop anyone trying to "Ninja Hack" the city objectives. For a matter of a few minute I wasn't engaged in any combat at all. At what point does my defence turn into a drop?
I have a couple of friends who run specific games. Their objectives are to provide uplink and nanohive support across the map. They rarely engage in combat unless they are forced to. Sometime working their way to areas very difficult to get to in order to drop uplinks for the team. They also do their best to "Ninja Hack" Objectives. The point being, these are very viable play styles and could suffer due to the timer if it is too short.
If the timer is for an extended period then all one would have to do is engage in pvp once or twice in a match in order to still gain the benefits, which could be simply shooting at a enemy turret once with a sniper rifle.
There are many things that a pvp timer could disrupt depending on its length and what is considered a pvp engagement. I don't totally disagree with the timer. It is a step in the right direction on eliminating AFKing, but there are other things I feel could be taken into consideration. Below are a couple of things I feel could be implemented in a timers place. it doesn't get rid of all AFKing, but it could help.
- Making the MCC a red zone. Players have seconds to be in the MCC before their clone dies. 20 seconds seems like more then enough time to move a clone out of the MCC.
- Define a PVP engagement, for the timer. Player vs. Player or Player Vs. Any Enemy Player/Structure/Vehicle. Does Droping Uplinks or Nanohive count as a PvP Action, or Even Sticking someone with a nanite injector?
- Defining Friendly Red zones from Enemy Red zones. Meaning that you have different timers for being in your friendly red zone to your enemy red zone. This might be an issue with Red line snipers, but it pushes players to use the environment set for the actual engagement. Say you can sit in your friendly redzone for 3 minutes. More then enough time to drop a vehicle and gather your squad for an assault.
Just some food for thought. Thanks for taking the time to read this. |
Alena Ventrallis
Osmon Surveillance Caldari State
105
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Posted - 2013.08.23 21:06:00 -
[2] - Quote
Most likely the timer will kick a player for lack of any input to the controller at all. Even if your guarding or sniling, your still lookingaround at least. |
TrueXer0z
DUST University Ivy League
142
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Posted - 2013.08.23 22:33:00 -
[3] - Quote
I'm a bit surprised this isn't something more people would be concerned about. Consider this a bump, I would love to get some other feedback from others about what they think of the timer. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
268
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Posted - 2013.08.23 22:44:00 -
[4] - Quote
Alena Ventrallis wrote:Most likely the timer will kick a player for lack of any input to the controller at all. Even if your guarding or sniling, your still lookingaround at least.
Just klicking the jump button every few minutes wouldn't be a problem for AFKers either. |
Seymor Krelborn
DUST University Ivy League
607
|
Posted - 2013.08.23 23:15:00 -
[5] - Quote
Alena Ventrallis wrote:Most likely the timer will kick a player for lack of any input to the controller at all. Even if your guarding or sniling, your still lookingaround at least.
if its anything but this it wont work.... |
Fire of Prometheus
DUST University Ivy League
172
|
Posted - 2013.08.23 23:33:00 -
[6] - Quote
I think it's like a timer so all you got to do is shoot someone (a red) and then your good to go....but I'm not to sure |
Csikszent Mihalyi
DUST University Ivy League
73
|
Posted - 2013.08.23 23:58:00 -
[7] - Quote
It's a good question, what happens when you guard an objective and there's just nothing to do whatsoever for many minutes... I doubt that it will really be a problem in practice (and I'm sure that leaving droplinks or hacking objectives will count as PVP actions), but it would still be good to know if this edge case was considered. A simple solution would be to stop the timer when you are close to an objective. That's really not the place where one would go AFK after all. |
Seymor Krelborn
DUST University Ivy League
608
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Posted - 2013.08.24 12:37:00 -
[8] - Quote
CCP? |
Seymor Krelborn
DUST University Ivy League
609
|
Posted - 2013.08.24 17:04:00 -
[9] - Quote
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Maken Tosch
DUST University Ivy League
3767
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Posted - 2013.08.27 14:48:00 -
[10] - Quote
This needs to be addressed among other things.
There will be periods of time in which I won't run into a single enemy for much of the match if my team has already redlined the enemy and I'm stuck in the city camping objectives that don't get hacked anymore. Running around should count as pvp action for people like me who often don't get many kills in situations like that.
However, if movement of any kind is considered a pvp action, then this can circumvented by the AFKers by simply attaching a rubber band onto the stick and have the character endlessly run into a wall for longs periods of time.
That said, I would consider a couple of the ideas mentioned by the TrueXer0z. First would be turning the MCC into a redline with probably a 30 second limit to account for the 10 seconds it takes to respawn at the MCC and the standard 20 seconds given to just walk out through the floor.
Then there should be a 3-5 minute redline timer for the friendly redline considering that heavies take a long time to sprint out. |
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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5559
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Posted - 2013.08.27 14:51:00 -
[11] - Quote
CCP Greyscale wrote:Recent Updates/Daily Bonus:There's a devblog coming on the Recent Updates page, there'll be more info on how that and the Daily Bonus works there. AFK detection:- You get a warning at 90s and kicked at 180s of inactivity; these values may be tuned down the road - Infantry activity: move OR fire - Vehicle activity: move OR fire - Non-driver turret activity (includes installations): pitch/yaw OR fire - Passive vehicle seat activity: counts as active whenever drive is active Obviously this isn't going to be perfect, but it should significantly cut down on incidences of AFKing. If it doesn't have a noticeable impact we'll re-evaluate. DJINN leukoplast wrote:
Instant Battles are now all combined into Public Contracts; players can now select which game modes they wish to queue for allowing them to now queue for multiple game modes - Not sure what this means, are you saying we can queue for ambush, then queue for skirmish, then queue for domination and the game will auto-queue as soon as we get out of a battle? Or is it more along the lines of selecting multiple modes, and whichever one first become available will be the one we join? Can we queue multiple times in one gamemode?
You can select which modes you prefer (eg, Domination and Skirmish) when you join the Public Contracts queue. https://forums.dust514.com/default.aspx?g=posts&m=1222325#post1222325 |
DeadlyAztec11
Red Star Jr. EoN.
2029
|
Posted - 2013.08.27 15:51:00 -
[12] - Quote
Do you seriously not even occasionally look around you when guarding an objective? You just asking to get a knife to the back of your head. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
5
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Posted - 2013.08.27 16:52:00 -
[13] - Quote
What a question... I'd like to think this is one issue you WON'T have to worry into headaches about. Based upon CCP's revelation that they DO observe player activity (on a statistical bean-counter level that might astonish us if we knew precisely how thorough), I think you can safely presume "inactivity" will mean, must mean, lack of controller input.
An AFKer has to be limited to the definition of someone who ACTUALLY isn't at the controls observing the game. That player is therefore not interested in giving time to the game, only perhaps in "mooching" SP and WP at NO RISK of injury. Since Dust/EVE is about RISKI to get reward, this is the kind of player who should suffer the inactivity filter. (Filter means we can't of course expect it will COMPLETELY eliminate AFKers). The countdown length is up to CCP.
If three players are practicing driving LAVs in attack formation, and don't come under fire for 12 minutes... If a player spends the match getting the feel of a new proto rifle zoom feature from someone's roof... If HAV or dropship drivers "waste" their kill time trying to study how high their machine can climb or what path is too steep... ..these players won't be tagged AFKers.
When she/he is attempting to manipulate her performance and stats by finding a corner or hill crevice to crouch in, watch the clock and be an audience witnessing which weapon kills which players most... much as we might want to throw this player under an enemy HAV (yes, I want to sometimes), that's not really an AFKer either... that's a non-valuable manipulator, whom we may have to tolerate in the game. |
TrueXer0z
DUST University Ivy League
154
|
Posted - 2013.08.27 19:33:00 -
[14] - Quote
Maken Tosch wrote:This needs to be addressed among other things.
There will be periods of time in which I won't run into a single enemy for much of the match if my team has already redlined the enemy and I'm stuck in the city camping objectives that don't get hacked anymore. Running around should count as pvp action for people like me who often don't get many kills in situations like that.
However, if movement of any kind is considered a pvp action, then this can circumvented by the AFKers by simply attaching a rubber band onto the stick and have the character endlessly run into a wall for longs periods of time.
That said, I would consider a couple of the ideas mentioned by the TrueXer0z. First would be turning the MCC into a redline with probably a 30 second limit to account for the 10 seconds it takes to respawn at the MCC and the standard 20 seconds given to just walk out through the floor.
Then there should be a 3-5 minute redline timer for the friendly redline considering that heavies take a long time to sprint out.
Considering the fact that movement is taken into account I would assume rubber band sales will go up a bit at local stores lol. But, seriously...I have played many games and I won't lie when I say I have afked PvP battles before in those other games. Those games had timers as well, but that was simply avoided by hitting the jump button once every few second while watching a movie.
This is why I suggest the friendly redline(blueline) and the timer to move out of it. It forces the player to move into an area where a enemy can happen chance by the afker and kill him/her. The MCC timer should be a no brainer. It is the safest area to just rubberband into a wall without worrying about anything.
90 seconds is an ok timer, I mean..the likelihood that no one moves within that 90 seconds is very slim unless they are actually afk, but for the afker that has a laptop next to him/her..it is just a minor annoyance. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
177
|
Posted - 2013.08.27 19:44:00 -
[15] - Quote
lol @ these posts.
PLAY THE GAME. As long as you are PLAYING THE GAME, there is nothing to be concerned with.
Everyone is stressing out to figure out the new way they're going to AFK during matches. "Oh god! If I'm a sniper, will CCP kick me?" Is sniping a normal type of gameplay? Probably safe.
Seriously. Play the damn game. Don't sit in the MCC browsing your skill tree, taking a look at the market, responding to mails, talking on the phone, browsing reddit, or anything. As long as you are playing the game as you should, you have nothing to worry about. If you want to continue to be an asshat and be a drain on your team then you should be kicked. |
TrueXer0z
DUST University Ivy League
155
|
Posted - 2013.08.27 20:02:00 -
[16] - Quote
Vespasian Andendare wrote:lol @ these posts.
PLAY THE GAME. As long as you are PLAYING THE GAME, there is nothing to be concerned with.
Everyone is stressing out to figure out the new way they're going to AFK during matches. "Oh god! If I'm a sniper, will CCP kick me?" Is sniping a normal type of gameplay? Probably safe.
Seriously. Play the damn game. Don't sit in the MCC browsing your skill tree, taking a look at the market, responding to mails, talking on the phone, browsing reddit, or anything. As long as you are playing the game as you should, you have nothing to worry about. If you want to continue to be an asshat and be a drain on your team then you should be kicked.
My question to you is: Why would they even allow you to mess with the market or your fittings in a match? So you can make on the spot changes for your team. GG bad troll. You have 90 seconds to think up something valid or GTFO!
Edit: All joking aside, please try and be constructive. |
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