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Storm Shelton
0uter.Heaven
124
|
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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Joel II X
Dah Gods O Bacon
1530
|
Posted - 2014.03.08 16:51:00 -
[2] - Quote
Hear, hear. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1920
|
Posted - 2014.03.08 16:56:00 -
[3] - Quote
If you want to be a real tryhard you have to try harder!
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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DootDoot
Da Short Buss
206
|
Posted - 2014.03.08 16:59:00 -
[4] - Quote
There is a long feedback thread about this.
https://forums.dust514.com/default.aspx?g=posts&t=129679 |
Storm Shelton
0uter.Heaven
128
|
Posted - 2014.03.08 17:20:00 -
[5] - 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
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Sergeant Sazu
KILL ORDERS
12
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Posted - 2014.03.08 17:33:00 -
[6] - Quote
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.
Stacked Shield Rechargers and Armor Repairers.
Ready for another fight in 10 seconds.
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Xender17
Ahrendee Mercenaries General Tso's Alliance
1027
|
Posted - 2014.03.08 17:35:00 -
[7] - Quote
I wish it were a requirement to have a repair tool when you equipped a nanite injector. From a logi stand point it's just annoying to see people walk around with injectors gaining WP but hurting there team more than helping. From any other stand point it. I would rather respawn than be revived with only 30% of my armor which is just awful for any caldari or minmatar suits. And your pretty likely to die within 2 seconds.
CCP Saberwing "Vehicles have taken a step in the right direction"
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DootDoot
Da Short Buss
208
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Posted - 2014.03.08 17:39:00 -
[8] - 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. |
Joseph Ridgeson
WarRavens League of Infamy
688
|
Posted - 2014.03.08 17:41:00 -
[9] - Quote
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. |
Scheherazade VII
312
|
Posted - 2014.03.08 17:45:00 -
[10] - Quote
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.
i completely disagree, personally I LOVE being revived AGAIN AND AGAIN WHEN I HAVE NO AMMO. I LOVE being rezzed constantly by a STD rez tool without being repped when I have no ammo.
It's like they put zero thought whatsoever into the revival mechanics. |
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Zahle Undt
Bullet Cluster Legacy Rising
854
|
Posted - 2014.03.08 17:54:00 -
[11] - Quote
At least your complaint isn't about the almighty KDR so I can respect that
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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DootDoot
Da Short Buss
208
|
Posted - 2014.03.08 17:55:00 -
[12] - 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. |
Joseph Ridgeson
WarRavens League of Infamy
688
|
Posted - 2014.03.08 18:17:00 -
[13] - Quote
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.
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Storm Shelton
0uter.Heaven
130
|
Posted - 2014.03.08 18:18:00 -
[14] - 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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Maken Tosch
DUST University Ivy League
7254
|
Posted - 2014.03.08 18:29:00 -
[15] - Quote
I agree there needs to be an auto-reject in place when it comes to being revived. This will definitely kill off the nefarious practice of infinitely reviving and killing the same person over and over in a FW match or in any other match for that matter.
Or at the very least make the reject option immediately available rather than waiting for the kill window to show up which by then I will be revived and killed once more.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Storm Shelton
0uter.Heaven
131
|
Posted - 2014.03.08 18:30:00 -
[16] - 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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
|
Garrett Blacknova
Codex Troopers
4533
|
Posted - 2014.03.08 18:33:00 -
[17] - Quote
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. |
DootDoot
Da Short Buss
209
|
Posted - 2014.03.08 18:38:00 -
[18] - 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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Storm Shelton
0uter.Heaven
133
|
Posted - 2014.03.08 18:39:00 -
[19] - 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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Storm Shelton
0uter.Heaven
133
|
Posted - 2014.03.08 18:42:00 -
[20] - 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?
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
|
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The dark cloud
The Rainbow Effect Negative-Feedback
2336
|
Posted - 2014.03.08 18:47:00 -
[21] - Quote
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".
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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DootDoot
Da Short Buss
212
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Posted - 2014.03.08 19:03:00 -
[22] - 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. |
Storm Shelton
0uter.Heaven
134
|
Posted - 2014.03.08 19:17:00 -
[23] - 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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Garrett Blacknova
Codex Troopers
4533
|
Posted - 2014.03.08 21:17:00 -
[24] - Quote
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. |
ads alt
124
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Posted - 2014.03.08 21:24:00 -
[25] - Quote
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...
1.8 will release...
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Dunk Mujunk
RestlessSpirits
534
|
Posted - 2014.03.08 21:44:00 -
[26] - Quote
Strange thread. Seeing as how a nanite injector injects microscopic robots into the body of a clone to rebuild devistated body tissue, yea, you died. You didn't get hit in the balls, you're not down because it's hot and you need a glass of water. You are down because you died.
Man, the first 10 rounds from that rail rifle that hit me in the chest weren't that bad, but that 11th one really made me tired. Let me sit down and hope someone comes by with a needle.
If you need to have robots rebuild your insides, that means you were dead. Deal with it.
I haven't failed 10,000 times, i've successfully found 10,000 ways that won't work.
Thomas Edison
|
Nothing Certain
Villore Sec Ops Gallente Federation
289
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Posted - 2014.03.08 21:50:00 -
[27] - Quote
The choice to revive or not revive isn't simple but I play for the team and the win and I don't want to get cloned out so as a logi I will try to revive you. It is true that sometimes it is better tactically to let someone die and change fittings, get ammo, or change locations by respawning but unless you are communicating with them you usually don't know. Yeah, I get as mad as anyone else when I die by some HMG spraying me in the face and get revived with the same HMG still spraying me in the face, but when the choice isn't clear I say needle every time. Sorry about your kdr, but you're on a team, act like it.
Because, that's why.
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ads alt
125
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Posted - 2014.03.08 21:52:00 -
[28] - Quote
Dunk Mujunk wrote:Strange thread. Seeing as how a nanite injector injects microscopic robots into the body of a clone to rebuild devistated body tissue, yea, you died. You didn't get hit in the balls, you're not down because it's hot and you need a glass of water. You are down because you died.
Man, the first 10 rounds from that rail rifle that hit me in the chest weren't that bad, but that 11th one really made me tired. Let me sit down and hope someone comes by with a needle.
If you need to have robots rebuild your insides, that means you were dead. Deal with it. Then why is there a timer?
1.8 will release...
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Dunk Mujunk
RestlessSpirits
534
|
Posted - 2014.03.08 21:59:00 -
[29] - Quote
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.
I haven't failed 10,000 times, i've successfully found 10,000 ways that won't work.
Thomas Edison
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Dunk Mujunk
RestlessSpirits
534
|
Posted - 2014.03.08 22:04:00 -
[30] - Quote
I can see getting revived not costing your team a clone. Not sure if it works like thay now, never paid attention but yea. If your name is on the right side of the killfeed, that means you died. I hate it for you, but such is life (and death).
I haven't failed 10,000 times, i've successfully found 10,000 ways that won't work.
Thomas Edison
|
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Bones McGavins
TacoCat Industries
555
|
Posted - 2014.03.09 00:19:00 -
[31] - Quote
There is zero reason to have it count as a death.
Fact, a lot of folks do care about kdr.
Fact if you let revving save a death on the stats it would encourage squadmates and friends to focus of revving eachother more due to the kdr focus.
That simple change would make injectors go from a bane to a godsend on the field to a lot of players, I know if start running injectors more if they saved a death.
Aside from gameplay, the statistical relevance is more fair this way. If a player knows he had a revive coming his way he might play more agressive leading to him being downed as he finished that hack or took out that uplink. Second, what's more unfair, not counting a death of a player who didnt cost his team a clone, or counting multiple deaths to one who at worst lost his team one clone and might not have even had a chance to survive the other deaths?
It boils down to this, absolutely no one is hurt by making this change. Nobody. And it will encourage more teamwork and use of revives to hold positions as well as reduced people being upset over a death they had zero control over. |
ads alt
129
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Posted - 2014.03.09 00:22:00 -
[32] - Quote
Bones McGavins wrote:There is zero reason to have it count as a death.
Fact, a lot of folks do care about kdr.
Fact if you let revving save a death on the stats it would encourage squadmates and friends to focus of revving eachother more due to the kdr focus.
That simple change would make injectors go from a bane to a godsend on the field to a lot of players, I know if start running injectors more if they saved a death.
Aside from gameplay, the statistical relevance is more fair this way. If a player knows he had a revive coming his way he might play more agressive leading to him being downed as he finished that hack or took out that uplink. Second, what's more unfair, not counting a death of a player who didnt cost his team a clone, or counting multiple deaths to one who at worst lost his team one clone and might not have even had a chance to survive the other deaths?
It boils down to this, absolutely no one is hurt by making this change. Nobody. And it will encourage more teamwork and use of revives to hold positions as well as reduced people being upset over a death they had zero control over. Ccp would have to reverse every death from dying from a needle within 3 seconds Which wouod be 2 mil deaths total
1.8 will release...
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Storm Shelton
0uter.Heaven
135
|
Posted - 2014.03.09 00:26:00 -
[33] - 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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Storm Shelton
0uter.Heaven
137
|
Posted - 2014.03.09 00:32:00 -
[34] - 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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
|
Dunk Mujunk
RestlessSpirits
535
|
Posted - 2014.03.09 00:36:00 -
[35] - Quote
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.
I haven't failed 10,000 times, i've successfully found 10,000 ways that won't work.
Thomas Edison
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Altina McAlterson
Pure Innocence. EoN.
908
|
Posted - 2014.03.09 00:40:00 -
[36] - Quote
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.
Running a blaster tank in ambush is like bringing Anthrax to a pillow fight.
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Storm Shelton
0uter.Heaven
137
|
Posted - 2014.03.09 00:47:00 -
[37] - 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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
|
ads alt
129
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Posted - 2014.03.09 00:51:00 -
[38] - 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. Bf3 and 4, you still get the kill but revives prevent death
1.8 will release...
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ROCKO THE HELLHOUND
Ultramarine Corp
19
|
Posted - 2014.03.09 00:56:00 -
[39] - Quote
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.
yep - the last Battlefield game i played, BF3, did both of it that way (k, the second was actually a revive-decline option) - because they figured out in time that it is friggin' annoying to some revived when this two options are not implemented, but revivers want to use their abilities too regardless!
so to have a chance for this mechanic to be satisfying for everyone, this two details are just totally crucial for the overall enjoyment of the gameplay - why they are not adding this standard-aspect of modern FPS-games is beyond me, limited resources this and that - they should at least make it one of their cursed soonTM "priorities" i think. |
Dunk Mujunk
RestlessSpirits
535
|
Posted - 2014.03.09 01:00:00 -
[40] - Quote
Storm Shelton wrote: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.
Lol if your concern is better player judgment you may have the wrong game. KDR technicalities won't produce a better player judgment wise.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
|
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Dunk Mujunk
RestlessSpirits
535
|
Posted - 2014.03.09 01:03:00 -
[41] - Quote
ads alt wrote: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. Bf3 and 4, you still get the kill but revives prevent death
Which makes no sense.
If going down isn't a death, it shouldn't be a kill, and if going down is a death, it should be a kill.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
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Storm Shelton
0uter.Heaven
138
|
Posted - 2014.03.09 01:04:00 -
[42] - 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
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
|
ads alt
130
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Posted - 2014.03.09 01:10:00 -
[43] - Quote
Dunk Mujunk wrote:ads alt wrote: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. Bf3 and 4, you still get the kill but revives prevent death Which makes no sense. If going down isn't a death, it shouldn't be a kill, and if going down is a death, it should be a kill. Your not really dead anyways, no stop your retardedness
1.8 will release...
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ads alt
130
|
Posted - 2014.03.09 01:11:00 -
[44] - Quote
Storm Shelton wrote: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. I mean no death should accur if you got revived, you werent really dead, like bf3 so...
1.8 will release...
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Storm Shelton
0uter.Heaven
139
|
Posted - 2014.03.09 01:18:00 -
[45] - 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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
|
Dunk Mujunk
RestlessSpirits
537
|
Posted - 2014.03.09 01:20:00 -
[46] - Quote
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.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
|
Storm Shelton
0uter.Heaven
140
|
Posted - 2014.03.09 01:21:00 -
[47] - 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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
|
Dunk Mujunk
RestlessSpirits
537
|
Posted - 2014.03.09 01:21:00 -
[48] - Quote
Storm Shelton wrote: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.
Yeah, no i'd love that, i can completely agree on the last part.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
|
Dunk Mujunk
RestlessSpirits
537
|
Posted - 2014.03.09 01:27:00 -
[49] - Quote
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.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
|
Storm Shelton
0uter.Heaven
140
|
Posted - 2014.03.09 01:34:00 -
[50] - 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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
|
|
ads alt
131
|
Posted - 2014.03.09 01:35:00 -
[51] - 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. So? I should have another death because of retards...
1.8 will release...
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Storm Shelton
0uter.Heaven
140
|
Posted - 2014.03.09 01:35:00 -
[52] - 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
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
|
DootDoot
Da Short Buss
217
|
Posted - 2014.03.09 07:33:00 -
[53] - 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
|
Posted - 2014.03.10 04:32:00 -
[54] - 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. |
ads alt
166
|
Posted - 2014.03.10 04:37:00 -
[55] - Quote
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
Click here for 1.8 release date quote from devs
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DootDoot
Da Short Buss
219
|
Posted - 2014.03.10 05:28:00 -
[56] - 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. |
Jarlaxle JRXL
Well Oiled Machines
13
|
Posted - 2014.03.10 05:31:00 -
[57] - Quote
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... |
DootDoot
Da Short Buss
219
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Posted - 2014.03.10 05:42:00 -
[58] - 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. |
Derpty Derp
It's All Gone Derp
113
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Posted - 2014.03.10 05:54:00 -
[59] - Quote
DootDoot wrote:[quote=Joseph Ridgeson]
That is silly reasoning.. If the clone isn't terminated... You never died. Fact.
People get revived, it means they were actually dead for a certain amount of time... Fact. |
Sergeant Sazu
KILL ORDERS
13
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Posted - 2014.03.10 19:26:00 -
[60] - Quote
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?
Stacked Shield Rechargers and Armor Repairers.
Ready for another fight in 10 seconds.
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Storm Shelton
0uter.Heaven
143
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Posted - 2014.03.10 20:40:00 -
[61] - 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.
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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The Terminator T-1000
Skynet Incorporated
187
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Posted - 2014.03.10 20:55:00 -
[62] - Quote
I avoid being revived by quickly spawning again |
Bones McGavins
TacoCat Industries
556
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Posted - 2014.03.10 21:29:00 -
[63] - Quote
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. |
Storm Shelton
0uter.Heaven
143
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Posted - 2014.03.10 21:33:00 -
[64] - 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
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Bones McGavins
TacoCat Industries
556
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Posted - 2014.03.10 21:39:00 -
[65] - Quote
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. |
Storm Shelton
0uter.Heaven
143
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Posted - 2014.03.10 21:42:00 -
[66] - 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
Tanker alt -- Quasar Storm
Director of PAND3M0N1UM
Lai Dai Flux & Focused Core Repair Tool "Expert"
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Dunk Mujunk
RestlessSpirits
548
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Posted - 2014.03.10 22:57:00 -
[67] - Quote
DootDoot wrote: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.
Lol, who the **** are you creeping on posts that have been resolved days before. Listen son, if you are worried about your KDR being effected by your video game suckiness i suggest you go back to playing one of the many lego titles. They're nice and simple, great for children with autism. Hint hint.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
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