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DootDoot
Da Short Buss
206
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Posted - 2014.03.08 16:59:00 -
[1] - Quote
There is a long feedback thread about this.
https://forums.dust514.com/default.aspx?g=posts&t=129679 |
DootDoot
Da Short Buss
208
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Posted - 2014.03.08 17:39:00 -
[2] - Quote
Sergeant Sazu wrote:I don't think there should be a starter fit with a Nanite Injector. I hate to further screw over the noobs' learning, but I need to know someone who knows what they're doing is nearby. It's the same point, my time is being wasted.
In Planetside 2, you can accept or decline a revive. I like this, because I decline when I know I'm going to get shot down immediately. I care about my KDR, and reviving me just to get us both killed is messing that up.
Sure but that is PS2...
Dust has a very unique factor in it's lore tied to Clones and deaths. Preserving a clone on the battlefield should be almost the upmost importance in any engagement. Not only that but the 10 second respawn and load is enough time to loose an objective.
All Mercenaries should be picking anyone up instantly when they go down or as soon as possible. As saving a clone is the number one concern in any engagement.
The problem is you never truly died... You never lost your clone... So why are you getting penalized for a death? This is the fundamental issue with Needles.
Nothing to do with tryhards... Bad logi's... a new player picking up someone not smelling a trap...
If you don't die until you loose your clone? Everytime that player picks you up is a chance to defend your ISK investment on your clone.. This would benefit every part in DUST. The Killer, The Logistics, And the "Downed" mercenary.
This needs to happen to make the "Clone" experience feel complete in DUST 514. |
DootDoot
Da Short Buss
208
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Posted - 2014.03.08 17:55:00 -
[3] - Quote
Joseph Ridgeson wrote:Aside from KDR or showing that you had a less death filled round, what is the reason behind having revives not counting towards someone's death? If it didn't count, you would have the enemies kills not correspond at all with your team's deaths and vice versa. A Clone isn't already used so aside from KDR/ego bumping, is there a need to not have a death count if you are revived? Simply put, the player did die.
I do certainly think that you need to be able to decline needles or have your call for help activate the ability to be brought up. I understand the frustration of dying, trying to find the best uplink location and being revived by some blueberry who must have braved through a line of enemy fire to revive you only to have both of you die miserably. Perhaps the system should be changed that once you leave the death screen of who killed you with what and are at the spawn location, you should be dead and gone rather than when you are spawning.
This already happens in Battlefield and many other games .... Where clones aren't even part of the lore....
You get picked up in Battlefield and what happens? your still dead and get a death? Or they take away a kill from the person who shot you down? Not..
That is silly reasoning.. If the clone isn't terminated... You never died. Fact.
There is far more beyond someones personal KD/R at stake with this. Gameplay its self.. And the logistical role usefulness.
The intense battles that could take place as two squads with good support logi's trade downed mercenaries.. ANd getting picked up and put right back into the action with little fear of self consequence...
Right now DUST fundamentally operates over saving their KD/R over getting picked up. This resonates through DUST since Uprising Launch... This has created the game to be played like... I died? respawn QUICK!!!!! \
Not, there are 4 Logistics on the field on my side... I'm going to wait and get picked up and try to save my ISK and defend this position.
When this happens DUST's gameplay and roles will fundamentally change for the better.... And the intense fights that follow after. |
DootDoot
Da Short Buss
209
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Posted - 2014.03.08 18:38:00 -
[4] - Quote
Joseph Ridgeson wrote:DootDoot wrote:Joseph Ridgeson wrote:Aside from KDR or showing that you had a less death filled round, what is the reason behind having revives not counting towards someone's death? If it didn't count, you would have the enemies kills not correspond at all with your team's deaths and vice versa. A Clone isn't already used so aside from KDR/ego bumping, is there a need to not have a death count if you are revived? Simply put, the player did die.
I do certainly think that you need to be able to decline needles or have your call for help activate the ability to be brought up. I understand the frustration of dying, trying to find the best uplink location and being revived by some blueberry who must have braved through a line of enemy fire to revive you only to have both of you die miserably. Perhaps the system should be changed that once you leave the death screen of who killed you with what and are at the spawn location, you should be dead and gone rather than when you are spawning. This already happens in Battlefield and many other games .... Where clones aren't even part of the lore.... You get picked up in Battlefield what happens your still dead and get a death? Or they take away a kill from the person who shot your down? That is silly reasoning.. If the clone isn't terminated... You never died. Fact. There is far more beyond someones personal KD/R at stake with this. Gameplay its self.. And the logistical role usefulness. The intense battles that could take place as two squads with good support logi's trade downed mercenaries.. ANd getting picked up and put right back into the action with little fear of self consequence... Right now DUST fundamentally operates over saving their KD/R over getting picked up. This resonates through DUST since Uprising Launch... This has created the game to be played like... I died? respawn QUICK!!!!! \ Not, there are 4 Logistics on the field on my side... I'm going to wait and get picked up and try to save my ISK and defend this position. When this happens DUST's gameplay and roles will fundamentally change for the better.... And the intense fights that follow after. Deaths are simply statistics. If you are downed and revived, where you not already downed? Yes, you didn't lose a Clone and you could throw out minor semantics on what is considered death, but it doesn't change the fact that the player was downed/killed. No, the Clone/Character isn't killed but the amount of kills and deaths is a statistic that is meant as part of the game for the Players. I, at least for now, don't see a reason to have it not count as a death considering it counts as a kill for that person. Would kills for the player only count if the person bled out? This would mean that a needle would prevent a statistic for the other guy. Since WP effectively means SP, that would mean that a needle would also slow down someone from capping out. If kills still counted, then why wouldn't deaths count? I don't know if changing the needle to not count as a death would necessarily change people's behaviors about bleeding out. If you are in a Prototype suit, you are most likely in a squad and are going to wait for a needle if only because losing more than one suit would put you in the Red for that battle. Why do I generally bleed out and respawn? Because it allows me to change my fittings and doesn't waste time in the event that I am brought back with 15% HP and immediately killed again. If it didn't count as a death, I still wouldn't care because I would rather of just come back with a new fitting if the scenario called for it with full life, ammo, and choosing where I can spawn. With how fast spawn pads can be, I could spend more time waiting for a revive than just choosing to spawn. Honestly, with Spawn Pads being increased in length of spawn time, I could see needles becoming more like the scenario you wanted simply because waiting 5 seconds for a needle would be faster than trying to spawn at an uplink.
Yet again This is already done in most games where the revive mechanic is present.... If you get picked up... Your death is removed. Do they remove the kill from the player? Hell no. It even worked like this in World of Warcraft Arenas FFS.....
The fact is Chromosome everyone had needles. (Dual equipment slots) And you could see your surroundings while bleeding out... And almost everyone waited to be picked up, largely TTK was better being a reason too...Now almost no one wants to be picked up ever...
This was the game dynamic then... it was amazing... made for faster gameplay... better squad team work and all kinds of stuff..
Penalizing someone for a death that never happened... After watching the entire Opening Video and start of DUST and clone loss and transferring consciousness makes absolutely no sense... No matter how the math of plus one subtract one can't compute in your brain.
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DootDoot
Da Short Buss
212
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Posted - 2014.03.08 19:03:00 -
[5] - Quote
The dark cloud wrote:No you should still get a "death" on your scoreboard cause you have beeing outplayed by a other player. The revive is just a 2nd chance not a "i can get shot 30 times but have no death".
Shoot them in the head? Every clone has a health-point value you can burn out... and the clone dies.
Shoot them when they are "Downed" ? Imagine the way the game would change for the better... and the whole dynamic of having to finish off a "downed" opponent to make sure they don't get revived and come back looking for revenge before your ready...
This does nothing but add to the game experience and immersion into the whole Immortal Clone Soldier concept. |
DootDoot
Da Short Buss
217
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Posted - 2014.03.09 07:33:00 -
[6] - Quote
Dunk Mujunk wrote:I've read everything in this thread. BF does x y z. But this isn't BF. I'm not focused on KDR, but what you are saying only effects KDR. The ability to deny a res, however, would be great, and fairly simple to implement I would imagine.
This isn't rocket science here... Almost every game with a revive or pick up mechanic does this... They remove the death after.
Even world of warcraft did this in Arena's..
The only concept you can't wrap your mind around is that there will be more kills in a match then true clone deaths.. And it hurts your brain because math must be perfect... +1 -1 = 0.... Or this makes no sense!! And because you can't get your mind around the math your actively looking for points to argue... And the only point you have is KD/R and tryhards, and it isn't even closely about that.
Sure we could add another statistic into DUSt for "Downed" mercenaries versus kills.. But really THAT would be a waste of time to appease a very small issue... Where needle use and dynamics and gameplay on the battlefield is a MASSIVE issue since Uprising launch complained about on the forums nearly daily since. And this would fix it for every party concerned.
The killer is fine continuing doing what they always did... Killing a mercenary....
The Logi now no longer shy's away from needle use or using it on their suits..
The Downed mercenary now has a chance to fight for his/her life or clone and has the incentive to do so. |
DootDoot
Da Short Buss
219
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Posted - 2014.03.10 04:32:00 -
[7] - Quote
ads alt wrote:Garrett Blacknova wrote:DootDoot wrote:Shoot them when they are "Downed" ? Imagine the way the game would change for the better... and the whole dynamic of having to finish off a "downed" opponent to make sure they don't get revived and come back looking for revenge before your ready... That's an awesome idea! I'd start a petition IF IT WASN'T ALREADY IN THE GAME. Downed clones have a pretty sizable HP pool though. Some have 1,000 I'll shoot them for days waiting for a red crosshair...
Ahh i meant each clone has a finite amount of health...After enough damage is applied the clone gets burnt out and dies(Usually why a headshots terminate clones.), then no longer can be revived obviously..
Almost all suits in 1.8 will be rocking close to 1k healh anyway... All the heavies, Logi's and a big majority of the scouts will be rocking 1k HP++ Talking about 1000 health like its some giant number is a bit silly. |
DootDoot
Da Short Buss
219
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Posted - 2014.03.10 05:28:00 -
[8] - Quote
ads alt wrote:DootDoot wrote:ads alt wrote:Garrett Blacknova wrote:DootDoot wrote:Shoot them when they are "Downed" ? Imagine the way the game would change for the better... and the whole dynamic of having to finish off a "downed" opponent to make sure they don't get revived and come back looking for revenge before your ready... That's an awesome idea! I'd start a petition IF IT WASN'T ALREADY IN THE GAME. Downed clones have a pretty sizable HP pool though. Some have 1,000 I'll shoot them for days waiting for a red crosshair... Ahh i meant each clone has a finite amount of health...After enough damage is applied the clone gets burnt out and dies(Usually why a headshots terminate clones.), then no longer can be revived obviously.. Almost all suits in 1.8 will be rocking close to 1k healh anyway... All the heavies, Logi's and a big majority of the scouts will be rocking 1k HP++ Talking about 1000 health like its some giant number is a bit silly. Headshots dont terminate clones fyi
Didn't i just say that? was more an explanation to why a clone get's terminated after headshots.. not from the headshot itself but from the damage done with the headshot damage multiplier to the clone.
A majority of DUST mercenaries who aren't on the forums think that a headshot = clone termination, without knowing the mechanics around it. |
DootDoot
Da Short Buss
219
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Posted - 2014.03.10 05:42:00 -
[9] - Quote
Jarlaxle JRXL wrote:Storm Shelton wrote:I still say again: If you are revived, There should be no point put towards your death count. Or, You could have an option in the settings of the game that automatically gives the rezzer zero-opportunity to pick you up, Due to player not wanting to be rezzed in the first place.
I know some players like to start fresh. When a player has some blue keep picking them up in the line of fire and go down again, It wastes time. Time they could be spending on respawning on the closest uplink & reinforce his/her squadmates properly.
I just want rezzers to use their needles wisely and in ways that benefit the team; Long-term gain. Make every situation count.
I know this is just gonna be another unheard plea, But the ignorance be damned -- I'll never give in. GO BACK TO COD/KZ/BF where KDR actually matters...
Who wants personal statistics that can be improved... And not want to improve them... merely think "KDR doesnt matter" so i can die as many times as necessary.. and be contempt...
For everyone else that doesn't like wasting their time doing something without getting better... Any statistic that can be improved matters.
Personal statistics don't matter is merely a Cop out.... But would make someone with low numbers feel better I guess?
Regardless this is about the gameplay that would be created from actually following the DUST lore that if your clone isn't terminated you haven't died. And how many positives in the everyday gameplay and competitiveness of the game this would create. |
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