Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
228
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Posted - 2013.12.13 19:11:00 -
[1] - Quote
Okay so I experienced my first case of this last night. I exited a squad-mates LAV after arriving at our destination and the game puts me out on the side of the LAV that is next to a wall. Well, since the LAV is too close to the wall I end up dead and since it was his LAV he becomes instantly booted from FW for the rest of the day. 8(
Here's the problem, according to this dev blog: http://dust514.com/news/blog/2013/12/strengthening-the-link-factional-warfare-in-uprising-1.7/
It says, "The other way a player can be removed from a Factional Contract match due to friendly fire is by simply dealing substantial damage to teammates or their vehicles. When you damage a friendly in Factional Contracts, the amount of damage you are cause will be tracked. You will get 4 warnings, but upon dealing enough damage you will be removed from the match. Damage done to teammates that forgive you is still counted, so watch your fire!"
The emphasis is mine. But you get the point. My squad-mate didn't do anything else, never got the first three warnings, and was kicked for the FIRST INFRACTION! Either your warning system is on the fritz or (more likely) you need to change how you track "dealing substantial damage to teammates".
By this I mean, in the above scenario, I was running around with approx 180 armor pts and 400 shield pts. That totals 580 pts. I'm assuming the "substantial damage" limit is in the thousands of points, because I've seen people actually forging each other and not being booted automatically. So apparently you are basing this upon the amount of damage POSSIBLE and not the amount of damage DONE. What I mean is the above LAV apparently did more than 1,000 pts of damage, however my toon can only take up to 580 pts of damage before dying. So instead of charging the offending player thousands of points of friendly fire damage for killing me, he should have only been charged with what actually happened: 580pts.
This will make it so that your "four warnings" system actually has a chance to become useful and provide the necessary feedback to the player so that behavior can be modified to prevent similar occurrences. It will alleviate some of the situations where vehicles interacting with players ends up causing unwarranted "grief" points and booting them for a single mistake.
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