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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Quil Evrything
DUST University Ivy League
243
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Posted - 2013.10.18 19:02:00 -
[1] - Quote
Cyrius Li-Moody wrote: These are my thoughts. The griefers will be getting way too much power w this system. I could play on my best behavior, essentially abandoning all Minmatar gear and almost where all of my SP is allocated as to not accidentally blow someone up, but that doesn't stop some idiot from literally just running in front of my guns just to be d-bag and send me back to grinding almost a thousand games all in about 15 minutes.
yeah, there needs to be some kind of 'protest my block' option. Too bad there's no way to automate resolution of this. If Player1 has killed Player2 4 times in the same match, with no other team kills, then clearly ONE of them needs to be banned. but there's no way to know from that in itself, who is truly to blame.
There also should be some kind of barrier-to-entry for faction warfare, to make it too painful for griefers to just create throwaway accounts to harras someone. ie: some minimum number of warpoints, or SP, earned, before allowing entry?
Probably warpoints, since they take more actual involvement than SP accumulation.
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Quil Evrything
DUST University Ivy League
243
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Posted - 2013.10.18 19:06:00 -
[2] - Quote
BursegSardaukar wrote:Lorhak Gannarsein wrote:I run million-ISK tanks.
What's to stop some asshat from dropping REs from a fresh alt to ruin my day?
Again and again and again? Pilots have a lot to lose from this mechanic. Far more than anyone else does. This is a very valid concern. The TK penalty should be based off of ISK-destroyed and not amount of kills.
I disagree with that metric. but perhaps there should be others.
For example, a player who is almost dead, catching 1 stray around and dying from that, should not count the same as a player who has died from 10 rounds of "friendly" fire.
There also needs to be a really REALLY big notice to the player that they have team-killed. Something bigger than any notice currently in-game at the moment. Something impossible to ignore.
For someone making the transition from pub matches to this, it will be very easy to self-ban without realizing it.
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Quil Evrything
DUST University Ivy League
244
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Posted - 2013.10.18 21:16:00 -
[3] - Quote
Ya know.. I see a bunch of whining about TKing here, but after thinking about it for a bit... it shouldnt be THAT hard to avoid.
Yes if you play the same way you do now, you're going to get banned. Well.. Good!
The whole point of enabling friendly fire damage, is to make people play more realistically, and stop playing the way they do now, where they see a group of dots, and fire into it, never mind the color.
In real life, if you see an enemy 20m away, but you have a friendly within 10 degrees of arc... you'd better pay attention to them just as much as the enemy, and STOP FIRING, if they start heading towards your line of fire!
Now, whether they do that "accidentally", or "on purpose", really shouldnt matter. You need to take the accidental into account. Once you're doing that, you will also take care of the deliberate.
And its not like they're enemy scouts who can pop up on your radar and "surprise" you... They will be on your radar 100% of the time! Use Your Radar, and you'll avoid TK penalties.
At that point, the worst they can do, is reduce your effectiveness in combat. They wont get you banned, though, since you wont be firing.
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Quil Evrything
DUST University Ivy League
244
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Posted - 2013.10.18 21:57:00 -
[4] - Quote
I-Shayz-I wrote:I hate team killing.
Seriously, it makes my mass driver useless when supporting my allies (they run into my shots so much), my HMG is an accidental team killing machine, and if anyone gets in my stream of scrambler rounds they will die faster than I can say oops. ...
If you cant take responsability for your little killing tools, stay in pub matches then.
If you are seriously somehow incapable of looking at your radar before firing your weapon, then you dont belong on a field that affects the balance of power for tens of thousands of EVE players.
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Quil Evrything
DUST University Ivy League
244
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Posted - 2013.10.18 22:53:00 -
[5] - Quote
Thor Odinson42 wrote:Quil Evrything wrote: If you are seriously somehow incapable of looking at your radar before firing your weapon, then you dont belong on a field that affects the balance of power for tens of thousands of EVE players.
Buddy, I like your passion but what if some guy thinks it would be funny to stand near I-Shayz-I and jump in front of him when he starts shooting? Don't jump on people for bringing up legitimate concerns. I think everyone wants to see this done right.
what you describe, falls entirely within the area of my earlier post. This is entirely under the control if I-Shayz-I. If you are engaged in a firefight, and your firing line is immediately over, or next to, someone's head...
Then Stop Firing.
To put it in a more general case statement:
if someone is closer to your firing line, than you reactiontime+latency allows you to get off the trigger button if they moved.... the stop firing. Because what you attribute to malice, could just as easily happen by accident. So it doesnt matter if they are an awoxer or not. Just stop firing, and find a different angle to shoot from.
If you follow those guidelines, then you'll never be banned from a match, or lose any standing, under the proposed new rules CCP is looking to put in.
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Quil Evrything
DUST University Ivy League
244
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Posted - 2013.10.19 01:14:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote: I agree with this, its way too easy to accidentally TK
Oh please. It's "way too easy" to accidentally kill someone, if you're not particularly TRYING to avoid doing so. Right now, people dont have all that much of a motivation to do so. So they're not trying. So teammembers still die.
Gimme a break. Look at your freaking radar, and pay attention. if you dont bother to do that, you will get penalized. GOOD.
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Quil Evrything
DUST University Ivy League
245
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Posted - 2013.10.19 01:22:00 -
[7] - Quote
Magpie Raven wrote:FW needs to have more of an organized feel to it and be fought by mercs of a higher level than regular blueberries. Maybe make it so only full squads can join FW
With the new "squad finder", that doesnt really guarantee anything.
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Quil Evrything
DUST University Ivy League
245
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Posted - 2013.10.19 01:41:00 -
[8] - Quote
Magpie Raven wrote:Quil Evrything wrote:Magpie Raven wrote:FW needs to have more of an organized feel to it and be fought by mercs of a higher level than regular blueberries. Maybe make it so only full squads can join FW
With the new "squad finder", that doesnt really guarantee anything. The only other option is to make it so squads can somehow join a game together as a team.
No it's not "the only other option".
Other options have already been suggested in this thread.
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Quil Evrything
DUST University Ivy League
247
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Posted - 2013.10.19 03:33:00 -
[9] - Quote
Thor Odinson42 wrote:Quil Evrything wrote: With the new "squad finder", that doesnt really guarantee anything.
It's still better than completely random. I still don't understand your hostility toward people bringing up valid concerns about TK. How are you defining "valid"? The majority of them are not valid, under any sensible frame of reference outside of, ["But I'd have to play differently, wahhh!"]
For the others, I've either responded in a measured amount, or not yet responded.
Quote: There have been many comments in this thread from people with lots of experience wIth TK in PC. The concern stemming from the fact that it's unlikely that random teams thrown together will take as much caution as squads of corp members fight to defend their districts in PC and/or participating in a clone pack attack where 36 million ISK of corporate funds were invested.
THAT, is a valid concern. However, I believe that with the right game mechanics and filters, the issue will primarily resolve itself. First off, by limiting FW entry to those players with some minimum WP accumilation. Secondly, with *really* big obnoxious (You Have Invoked Penalty) HUD feedback. And other sanctions, including but limited to: - immediate boot from battle and FW ban - having to pay for damages, as someone recently suggested - related to that, possibly having 1mil ISK you have to put "in escrow" before joining battle. And if your escrow account drops below minimum, you get ejected.
This last part should be easy for any kind of decent player. Im not that serious a player, but I've just slowly accumilated 10mil without trying, that I'm just sitting on, lol. |
Quil Evrything
DUST University Ivy League
248
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Posted - 2013.10.19 05:13:00 -
[10] - Quote
Thor Odinson42 wrote:
So basically you are saying that although you don't consider yourself a serious player or have any experience with TK in Dust that you feel that you've got a good enough grasp on the play style necessary to avoid 4 team kills over the course of 100s of matches necessary to prevent losing all the standing you've worked for?
I see a lot of people that are concerned that the penalties are too stiff. I've played in somewhere between 50 and a 100 PC matches and I can recall 3 team kills and I use a MD. One of them was me trying to drop a nano hive real quick and accidentally firing a round in the face of a teammate. Another was a teammate running out in front of me while driving an LAV. The other was a careless grenade. Based on my experience can you see how I might have come to my opinion?
Perhaps I misunderstood or misread. I thought it was on the order of 4 team kills over a short period of time or number of matches.
in fact, the dev post that starts this thread off, seems to specifically say "4 or 5 team kills [in the same match]"
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Quil Evrything
DUST University Ivy League
250
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Posted - 2013.10.19 12:58:00 -
[11] - Quote
Takahiro Kashuken wrote: If CCP decide to class friendly damage as an automatic teamkill then vehicle users cannot tank effectively because for trolling and griefing al they have to do is crash 4 LAVs into the tank to get them booted or jump in front of the tank when its moving
one of those has an easy fix. on of them is already fixed.
For the first one: simply dont allow "friendly" vehicle crashes any more
For the second: have you tried this anytime recently? Coincidentally, I TRIED to kill an enemy with a tank just recently. It was quite difficult! The enemy only actually died, when I caught them on an upcropping of terrain that kept them still/slowed them down while the tank kept moving.
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Quil Evrything
DUST University Ivy League
261
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Posted - 2013.10.20 16:31:00 -
[12] - Quote
shaman oga wrote: Lose a 50k suit means nothing but lose a million and half tank for an ******* really sucks.
and if you get the money back, do you still care so much?
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Quil Evrything
DUST University Ivy League
262
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Posted - 2013.10.20 19:52:00 -
[13] - Quote
Jaysyn Larrisen wrote: I think the trick will be figuring out how to make it expensive on those that use cheap Alts to grief.
thats easy .dont allow cheap alts.
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Quil Evrything
DUST University Ivy League
267
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Posted - 2013.10.21 22:54:00 -
[14] - Quote
True Adamance wrote:I am slightly concerned by how this will impact me as an HAV operator.
I drive around.... a lot of the time people get in my way. You'd think they would wise up and watch out for the 500 tonne tank rushing past.
But they don't, also LAV's like to blow them selves up against me trolling.
How will impacts affect my team mates, and will I be responsible for their deaths if they crash into me?
Seems like you'll be affected just like everyone else. A high-speed (or very large) vehicle is a "deadly weapon". You're going to have to check your weapon use and hold back if your teammates are in the way.
FYI, a simple solution to this would be if infantry in FW just got used to staying off the roads.
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Quil Evrything
DUST University Ivy League
267
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Posted - 2013.10.21 23:14:00 -
[15] - Quote
I missed out on this earlier post...
Jaysyn Larrisen wrote: Quil... I don't think you are addressing the primary concern. Most of the folks posting here probably have the awareness to check fire or make moderately smart decisions. Effectively they can control themselves... you CAN'T control the other guy.
Reality check - in the real world, the majority of individual operator or small unit training that is key to preventing FF focuses heavily on not putting yourself in position to be hit by FF. The reason behind this is because ultimately you can only directly effect your own actions.
Seems like some ambiguity in your post. Okay, you're concerned about "the other guy".
What specifically about "the other guy" do you think still needs to be addressed?
You getting hit in the back by him?
Well, cheer up, it'll only happen a few times at best, then he'll get ejected for a long time, if not permenantly, if my recommendations are taken up.
And if you're totally paranoid about your special, uber suit getting shot in the back by a punk... then okay, only run with your own little squad, away from other blue dots. It's not like they can hide from you; you know where they are.
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Quil Evrything
DUST University Ivy League
268
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Posted - 2013.10.22 02:53:00 -
[16] - Quote
JP Acuna wrote:Bendtner92 wrote:FoxFour, how will you stop players from just running around in FW trying to get teamkilled?
Would cutting friendly fire to 50% damage, or maybe even less, be a solution? It would make it so that you'll still do damage to your teammates, but won't be extreme unless you keep firing. THIS. If you're firing at enemies and suddenly a teammate moves between you and your target, with reduced damage you'd have time to realize and stop shooting or move and avoid the TK.
no, you've missed the whole point. You should have moved, BEFORE that time. You should not have been firing that close to your ally in the first place.
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Quil Evrything
Dust University Ivy League
269
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Posted - 2013.10.22 19:39:00 -
[17] - Quote
Jaysyn Larrisen wrote:
Not sure what was ambiguous but I'll clarify; my concern about the other guy is not so much about him back shooting me on purpose. It's more focused on the lack of penalty of the guy that steps right into your line of fire or charges in before the grenade goes off. The only person that gets dinged is the shooter...regardless of what the other party's action was.
I dont think you've responded to what I'vd written at least 3 separate times in this thread: With friendly fire enabled, you shouldnt be shooting that close to him in the first place. If your line of fire is so close to your teammember, that he can jump into it before you can stop firing... then you need to change your line of fire.
Grenades, though, would definitely seem to be a problem. Not sure how that one can be cleaned up. On the one hand, it would be insane to make the team immune to grenades On the other hand... lots of frag potential there. yikes.
mm. Maybe make a clearer team warning. When your team's grenade is on the ground, maybe the entire blast zone should light up. Very, VERY clearly.
On the other hand, cooked grenades.... That may come under the same heading as my "line of fire" response. IE: You have radar. Use it. If there are friendlies ANYWHERE NEAR your target zone... dont throw a grenade there.
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Quil Evrything
DUST University Ivy League
274
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Posted - 2013.10.24 14:00:00 -
[18] - Quote
Silly question for you, as a HMG heavy if a not so friendly blue berry decides to plant himself between my bullet hose and the enemy, am I supposed to allow myself to get gunned down like a b*tch? God knows I cant waddle away fast enough to escape a smg much less an ar.[/quote]
My personal guideline for this is, "what would you do in real life?"
So what's your answer? Would you deliberately gun down a squad buddy to save your own life? I'm guessing (and hoping) "no". So there's your answer.
If you think a little further through the issue, it may also suggest different tactics and placement for yourself,when you use your heavy suit. (IE: dont put yourself in situations where you dont have a safe exit route)
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Quil Evrything
DUST University Ivy League
274
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Posted - 2013.10.24 14:06:00 -
[19] - Quote
Jaysyn Larrisen wrote: I think we may be talking past each other. I buy what your saying...I think it's just not as simple as you are describing. Example, let's say my screen and reticle is clear and i'm engaging a target, the blueberry to my immediate flank (i.e. 90 degrees away from the gunline) can flash in front of me in an instant and then we have a problem. This could be from strafe dancing, dodging a grenade, just trying get in on the kill, or maybe not even noticing that I'm there. .... BTW - I like the possible grenade fixes. What's your thought on how to deal with Orbital Strikes?
I think that you basically agree with what I'm saying... its just that you dont want to deal with all the consequences of what I'm saying :-)
yes, in the first example you gave, its still your fault. Or at least, it needs to be, for game purposes. If the guy doesnt realize you are there, then the scenarios you describe are quite likely. ANd these things happen.. he may be on a full out run, trying to escape from an enemy, and sees a friendly, so runs towards them, and.. oh, you're firi..??splat.
He can see where you are. but he cant see that you're firing.
To quote Schlock Mercenary, Maxim ... 15? "Only you, can prevent Friendly Fire"
As far as orbitals go... Personally, i hate them. They're too much like a magic get-out-of-jail-free card, and I personally think they should be removed. (and they're just silly. how are the buildings still standing?!?!) But aside from that... I think they should stay FF enabled. I'm just not sure about assigning penalties. I think clearly an eve player who has been called to make the shot, shouldnt have any penalty. I'm not sure whether the squad leader should have a penalty or not. Probably not, unless we do the suggested grenade, "light up ENTIRE AREA(for at least 5 seconds) for friendlies" And if we do that, then no penalty should be incurred.
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Quil Evrything
DUST University Ivy League
310
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Posted - 2013.10.30 03:25:00 -
[20] - Quote
THUNDERGROOVE wrote: You're what's wrong with Dust. It's not for 50 points, it's because the blues can't hold an objective let alone a depot 50 meters away. Why would I let a depot survive that's being used by 3 guys to switch to easy mode swarms?
Ah, irony.
What's wrong with dust, is lack of good team play.
and by blowing up the depot, YOU are not being a good team player.
if "the blues cant hold (a depot)"... maybe its because they need tank support. So instead of just riding around getting points for *yourself*, maybe you should defend the depot, if they're sooo important to you?
Thats what team play is about. YOU, doing stuff for the team, as well as everyone else.
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Quil Evrything
DUST University Ivy League
413
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Posted - 2013.11.20 18:28:00 -
[21] - Quote
No system can be perfect. Any system is going to either be overly on the side of penalizing "bad" shots, or too lenient about allowing "bad" shots.
Any system with any room for leniency, will have that leniency abused by griefers.
To play off your example, and imagine a lenient system;
(well, what if we make it so that you dont get dinged, if you were hitting an enemy, within 1.0 seconds of another guy 'jumping into' your line of fire?)
That just means that griefers will make sure to have an enemy in the background while they then hose off allies with their GEK at the same time. All they have to do is move themselves to line up the double shot.
So.. I'm pushing for the penalties with no leniency.
I'll go back and repeat what I said before: You have EVERY TEAMMATE ON YOUR TAC RADAR.
If there is ANY chance they could "jump in your line of fire".. then dont open fire. If you are already firing, and someone comes within "jump in your line of fire" range.. STOP FIRING.
That is 100% in your control, so NO excuses.
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Quil Evrything
DUST University Ivy League
413
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Posted - 2013.11.21 20:27:00 -
[22] - Quote
Argent Mordred wrote:
And I have had times where a blueberry stepped right in front of me at the exact same second as I pulled the trigger.
and this exactly fits in with what I was describing. you havent said anything that makes it an exception from "you should have checked your TACNET". You didnt bother, because you *didnt have to*
This would make it that you will have to.
Quote: What about grenades?
already covered.
Quote: Finally lots of players are clueless. The only way to avoid any chance of someone jumping right in front of your fire would be to not shoot if in a group of more than two other players.
That is grossly overstating.
More accurate would be, "don't group up with people you dont know have a clue"
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