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Storm Shelton
0uter.Heaven
124
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Posted - 2014.03.08 16:47:00 -
[1] - Quote
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 you have some blue keep picking you 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.
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Storm Shelton
0uter.Heaven
128
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Posted - 2014.03.08 17:20:00 -
[2] - Quote
Yeah, I've argued this many times beforehand. Its just a silly function in the game and some players take advantage of it in the wrong ways.
Its not being a tryhard to want success for the team. I want to win and I want my team to win. I'll do whatever my ck.0 Logi suit can handle in order for that to happen.
All in all, I just had to get this out there again. Its an unseen enemy for squads and every Skirm/Dom/Bush (Especially Bush) I play, It just gets worse.
And thank you for the attachment thread
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Storm Shelton
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130
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Posted - 2014.03.08 18:18:00 -
[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.
I really don't think it should count, Because the instant transferal of consciousness has obviously not happened. Therefore, No death.
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Storm Shelton
0uter.Heaven
131
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Posted - 2014.03.08 18:30:00 -
[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.
I get saving player's suits and I try to do my best as a Logibro.
Yes, Being rezzed would be the fastest way to get back to the battlefront, However, A blue needle carrier coming to stab you after getting blasted by a tank or being ambushed by a squad of reds, That succeeds with the rez, Isn't very helpful at all. You'll be rezzed and be dropped as fast as you were picked up. That rez-ee could've spawned elsewhere and completely avoided that situation and regrouped with his/her squadmates to give some return fire on the lines. I could give two damns about KD/R. The presence of your team's resistance in the fight is what matters here.
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Storm Shelton
0uter.Heaven
133
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Posted - 2014.03.08 18:39:00 -
[5] - Quote
Garrett Blacknova wrote:FUNCTIONALLY, there is no benefit to having a good K/D.
The fact that it's tracked and has a leaderboard makes a lot of players fixate on it because they're used to it mattering in other games. Those people are bad at DUST.
Also, KDR is "Kill:Death Ratio" or "Kill/Death Ratio" (either is a valid writing). KD/R would be kills times deaths divided by R, with no clarification of what R is meant to be. Given that KDR is Kill Death Ratio, assuming R was ratio might make sense, except that it doesn't tell you WHAT ratio to be dividing by. At least you didn't write K/DR, because that's kills per doctor. Potentially funny, but even less likely to measure anything relevant to a player's skill.
K/D in DUST doesn't matter much. Kills per CLONE is more important.
Yeah, KD/R really doesn't mean anything in this game. Some of the best players I've ever had the chance to meet on Dust had crap K/D.
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Storm Shelton
0uter.Heaven
133
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Posted - 2014.03.08 18:42:00 -
[6] - Quote
DootDoot wrote: 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.
Are you reading my mind sir?
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Storm Shelton
0uter.Heaven
134
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Posted - 2014.03.08 19:17:00 -
[7] - 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".
Yeah and you will get a kill regarding the outplaying you did.
Your argument is very elastic and vague. I can tell you as a Logibro, I don't spend all my time wandering the cargo hubs searching for a blue to rez. A successful rez will come with a good logi and most of the time that situation is rare or dire.
And on the rez-ee's defense, Say an assault gets ambushed my 5 tanks and then gunned down, And still having the option for a pick-up after the tanks go somewhere else. He should be picked up without a death. He didn't get outplayed -- He got screwed by tank spam. Nothing he could really do against it all. So one infantry vs. 5 tanks. Well played sir, Well played.
And certainly if you outplayed the other player, You can outplay him/her again. I am 90% certain (And I'm giving that a bit of leeway) that player will not be rezzed anyway. Also, Why do you even care about another player's death? When you're in-game, All you logically should be focused on is not dying yourself and killing reds or doing whatever you do.
Whether or not if CCP does take away the death count when a successful rez happens, Is not the main focus here and that is just a small part of all of this. It would be nice and it would help the game's dynamics make a bit more sense, But we Dust players are used to neglectfulness most of the time. Its quite obvious "The instant transferal of consciousness between clones" has not happened. But what do I know? I'm just a Logibro.
I really just want more awareness and good judgement when it comes to a revive. Save a suit, Save a clone and earn a bit of WP on the side. But, do it for the team. Don't rez someone who is obviously going to be downed immediately. Let them spawn elsewhere and get to the battlefront to help engage the enemy. Time is a very important thing.
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Storm Shelton
0uter.Heaven
135
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Posted - 2014.03.09 00:26:00 -
[8] - Quote
Dunk Mujunk wrote:Blood loss, tissue degradation. I'm pretty sure a piece of metal or plasma penetrating your skull or chest cavity isn't an issue you can deal with whenever you get around to it. You only have so much time to bring someone back from death before lack of oxygen circulating in the body results in a pile of 100% dead tissue that cannot be repaired.
Dust lore says a death for an Immortal Soldier states death is an instant transferal of consciousness from the terminated clone to a fresh clone.
Quite arguably, The human body is still alive in some parts when you die.
And just put simply, The lore don't match up with in-game mechanics like with revives.
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Storm Shelton
0uter.Heaven
137
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Posted - 2014.03.09 00:32:00 -
[9] - Quote
ads alt wrote: Ccp would have to reverse every death from dying from a needle within 3 seconds Which wouod be 2 mil deaths total
CCP would have to do nothing but change the revive mechanics.
Deaths will still happen a lot as usual. Only difference it would make is, If you have a Logistics in your squad/team, The chances of you preserving your clone/suit investment go up.
Remember, Just cause your team has someone with an injector, Don't mean that player will get to use it.
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Storm Shelton
0uter.Heaven
137
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Posted - 2014.03.09 00:47:00 -
[10] - Quote
Dunk Mujunk wrote:Problem with going down not counting as a death is that putting someone down wouldn't count as a kill (unless of course they were un-revivable). Half the kills in a match would be some dude shooting a lifeless body.
Really, unless your one and only focus is your kdr, i'm kind of baffled people want to make this an issue. Unless of course you are trying to stop boosting. Though i'm sure there is plenty of other ways to do that, and boosting isn't that prevailent anyway.
Well once again, Everybody veers off of what I've already said. The death count & rezzing is just a small factor here, But everyone seems to lose their minds about it and forget about other points I've brought up. Like not rezzing a clone thats been gunned down in the line of fire, Because they just go down again. That rez-ee had his/her time wasted by a bogus revive and now time has been wasted. For all the players who've spent a lot of time with the game I'm sure will understand that timing is very important on the battlefront. I just want to see better judgement among people who actually use injectors.
For all my Logibros: If you are trusted rezzer, Give yourself a pat on the back. That trust is hard to earn nowadays, Because of those bogus rezzerz.
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Storm Shelton
0uter.Heaven
138
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Posted - 2014.03.09 01:04:00 -
[11] - Quote
Altina McAlterson wrote:Long time ago I couldn't wrap my brain around someone getting a "kill" without someone else having a "death". It just didn't make sense to me. But since a lot of people really care about K/D it does seem stupid that you get one or more extra deaths because someone else is an idiot. Shouldn't count as a death until you bleed out.
Only real effect this would have is removing the need for a throwaway alt when stat boosting.
Well as you know this is a different FPS than any game. New ideas in mechanics of gameplay are introduced that are not in other games. However, What baffles me is the revive mechanic where a rezzed player doesn't receive a death is already used in other games. But all I see is people not willing to accept "Outside the box" concepts.
If people really wanna get technical with the question,"How can there be a kill if there is no death?", Then from the start there should have never been any kills anyway since all clones on the battlefield are essentially "Immortal" and can come right back. You can take away a successful revive death and still give a kill.
I'm done talking about the death count. It is a small lore flaw in the game. As for K/D, There are some who care, I personally don't because it would foolish to. I'm a logibro so I'm gonna die. I'll either have heavies leading me to my death or get hit trying to place hives or falling through the map. (It happens.)
Good day to you all, I'm returning to Dust. o7
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Storm Shelton
0uter.Heaven
139
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Posted - 2014.03.09 01:18:00 -
[12] - Quote
Dunk Mujunk wrote: Lol if your concern is better player judgment you may have the wrong game. KDR technicalities won't produce a better player judgment wise.
I know I can't count on other players to rez right. I don't believe you are reading everything I say, Because you are saying sassy remarks that I've already declined to acquiesce -- Such as K/D. If you're stuck on K/D, Then you're playing the wrong game. I already stated "I could give two damns about KD/R."
Also, This thread was more than stat counts. If CCP are unwilling to introduce mechanics that match up to the lore they crafted, Then how about having functions to prevent a revive? Give an option when you are downed or just have it as an option to be turned off in the settings. Its quite simple.
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Storm Shelton
0uter.Heaven
140
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Posted - 2014.03.09 01:21:00 -
[13] - Quote
ads alt wrote: I mean no death should accur if you got revived, you werent really dead, like bf3 so...
I know. But at the same time, It isn't BF3. Dust has its own lore. But I've already agreed with you earlier.
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Storm Shelton
0uter.Heaven
140
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Posted - 2014.03.09 01:34:00 -
[14] - Quote
Dunk Mujunk wrote:The concsious is the immortal part, not the throwaway container that is the body.
Having a kill when there is no death is "outside the box" thinking?
If you say you are looking to get people to use better judgment with needles, messing with KDR numbers will have no impact on that what so ever. If you want people to get smarter with needles you need to goof with the WP, not the KDR.
Again, this is a strange thread. The only person effected by the way things work now is the clone that gets dropped, and the only reason the clone that gets dropped and picked back up worries about that death mark is the clone whos worried about his/her KDR.
You can tout "outside the box" thinking all you want, what you are saying makes no sense until you factor in KDR worrying.
Sure. I've met players who don't want to be rezzed because of their K/D. I've met players who also could care less about K/D and want to be revived. Yes, A lot of the whining about players hating to be rezzed would silence if there was no death added if they were rezzed. Thats really not my main focus as there have been threads that drove that Revive--KD/R topic into the ground. I stated one sentence about how a death shouldn't count if you are revived and the other things I mentioned go right out the window. I just don't think they should be there, Because it just doesn't match the lore CCP made long ago. But its whatever.
I would like to see a settings function for revives though. -- This is stuff I really wanted to talk about. Other options & ways to make better teamwork. Not blabbing on about K/D and lore flaws.
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Storm Shelton
0uter.Heaven
140
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Posted - 2014.03.09 01:35:00 -
[15] - Quote
Dunk Mujunk wrote: Yeah, no i'd love that, i can completely agree on the last part.
Well its good to see we finally hit common ground. o7
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Storm Shelton
0uter.Heaven
143
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Posted - 2014.03.10 20:40:00 -
[16] - Quote
Sergeant Sazu wrote:Solution: Rename "Kill" and "Revive" to something else. That way game mechanics don't need to change, and no one will argue about the semantics/lore.
For a loose example: In Infamous, after eliminating an enemy it says "Take Down (5XP)" and when you shoot them again while they're on the ground it says "Wounded Kill (1XP)". Good idea for Dust, maybe?
Would be better if they gave you 50 WP for kill and maybe 5 or 10 extra WP for clone termination.
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Storm Shelton
0uter.Heaven
143
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Posted - 2014.03.10 21:33:00 -
[17] - Quote
Bones McGavins wrote:Again it comes down to this. Regardless of your feelings on if KDR matters, it does to a decent chunk of people. Therefore, having revives save a statistical death would encourage more use of injectors which would be good for the game.
I know K/D matters to some players. Removing the death count would please a lot of things. --Injector usage --Intenser battles --K/D lovers wouldn't shy away --The Dust lore would finally match up --Logibros would finally get a break somewhere
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Storm Shelton
0uter.Heaven
143
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Posted - 2014.03.10 21:42:00 -
[18] - Quote
Bones McGavins wrote:Agreed. There is zero negative to it. The only argument against it is "LOL GO BACK TO COD FOR KDR"
But if someone doesnt care about KDR, why care if the death is counted or not? Theres no downside to this change.
Indeed sir, Indeed
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