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Forever ETC
703rd Ishuk-Raata Enforcement Directive
246
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Posted - 2014.04.13 22:58:00 -
[1] - Quote
You should only be revived if you click "Call for Help", and people who carry Nanite Injectors only see the revive icon on players who choose that action. This would stop new players from randomly reviving everyone, and stop K/D Boosting on innocent players.
Well, time to go Commando. Fill the Ranks at 703rd.
Love,Hate, and everything in between.- ETC 2013
THIS IS AMARR!!!
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Miles O'Rourke
Knights of Eternal Darkness League of Infamy
7
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Posted - 2014.04.13 23:15:00 -
[2] - Quote
How about if injectors had limited uses to represent a finite nanite supply. They could be changed so that all injectors can be charged to deliver a greater payload of nanites, with a quick jab reviving like the current basic but more nanites can be used to revive with more health, meaning logi's can use quick jabs under fire or on low HP suits or choose to use a bigger amount on a Heavy. As the injectors go from standard to advanced and onto proto, the nanite reserve increases. |
RA Drahcir
Inner.Hell
344
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Posted - 2014.04.13 23:52:00 -
[3] - Quote
bump, I hate being death spammed. |
Skullmiser Vulcansu
The Third Day Galactic Skyfleet Empire
94
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Posted - 2014.04.14 04:01:00 -
[4] - Quote
I agree with the original post. I would rather there be no nanite injectors at all than to ever be revived while being fired upon.
If this game was fun, I wouldn't be playing it.
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Hos Eimi
Shining Flame Amarr Empire
0
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Posted - 2014.04.14 04:23:00 -
[5] - Quote
I agree with the original poster. Less than an hour ago I was revived 5 times back to back with no chance to move out of the line of fire or choose to respawn. |
Forever ETC
703rd Ishuk-Raata Enforcement Directive
255
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Posted - 2014.04.14 04:33:00 -
[6] - Quote
I agree with myself.
Well, time to go Commando. Fill the Ranks at 703rd.
Love,Hate, and everything in between.- ETC 2013
THIS IS AMARR!!!
|
Nevyn Tazinas
Company of Marcher Lords Amarr Empire
9
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Posted - 2014.04.14 06:12:00 -
[7] - Quote
So other than your Epeen K/D ratio care to explain what you actually loose being revived? |
Hos Eimi
Shining Flame Amarr Empire
1
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Posted - 2014.04.14 07:14:00 -
[8] - Quote
I really don't care about my K/D ratio. I am no good at this game to begin with so I find myself running as a medic to build up my ISK in order to buy my more expensive dropsuits. While running a repair tool I tend to get 0 kills, usually with several deaths per match. It takes dozens of matches like that to build my funds up enough to buy a couple hundred suits so that I can join the battle rather than just trying to keep my teammates alive. This coupled with my incompetence at this game keeps my kd around 0.4. With a kd like that, I am not worried about a few extra deaths. The problem for me comes from being trapped in a revive/die cycle and being unable to play the game at all until the medic either dies or gives up, not to mention giving an enemy combatant more kills for his record. When I die in the game, I prefer it to be due to my own incompetence and/or the skill of my enemy, not some fool popping me up in the line of fire over and over again without me having any choice in the matter. |
Forever ETC
703rd Ishuk-Raata Enforcement Directive
257
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Posted - 2014.04.14 14:53:00 -
[9] - Quote
Nevyn Tazinas wrote:So other than your Epeen K/D ratio care to explain what you actually loose being revived? I hate to be revived over and over again just to die, when I could have already spawned somewhere safe and into the battle. Also have you ever heard of what some corps do? They usually have this coordinated with other members but sometimes they choose victims.
Player 1 and 2 are in a corp
Player 1 is on the Red Side and Player 2 is on the other
Player 1 kills Player 3 in Player 2's side
Player 2 revives Player 3 and Player 1 kills him again
Rinse and Repeat
Now do will lose something? Not much... Just our K/D Ratio, Time, and Patience. But if you prefer to be revived by a dirty needle in between a firefight, then by all means derail my suggestion.
Well, time to go Commando. Fill the Ranks at 703rd.
Love,Hate, and everything in between.- ETC 2013
THIS IS AMARR!!!
|
ScI-Iurk
Carbon 7 Iron Oxide.
8
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Posted - 2014.04.14 16:36:00 -
[10] - Quote
Im not bothered by the k/d ratio. On the other hand getting revive spammed is also annoying. It could be fixed by taking away the reward after the first revive making it less appealing to players to randomly keep reviving. I do think that the nanite injector should have limitid uses and i really like the charge idea. |
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Forever ETC
703rd Ishuk-Raata Enforcement Directive
263
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Posted - 2014.04.14 20:45:00 -
[11] - Quote
Bump
Well, time to go Commando. Fill the Ranks at 703rd.
Love,Hate, and everything in between.- ETC 2013
THIS IS AMARR!!!
|
One Eyed King
Land of the BIind
1093
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Posted - 2014.04.14 22:15:00 -
[12] - Quote
I would rather just have the accept revive function.
If a good medic takes someone out before they revive you, they deserve the WP for the revive, and you can't really know that once you have moved on.
Looking for the scout hangout?
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Soraya Xel
Abandoned Privilege Top Men.
1930
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Posted - 2014.04.14 22:27:00 -
[13] - Quote
One Eyed King wrote:I would rather just have the accept revive function.
If a good medic takes someone out before they revive you, they deserve the WP for the revive, and you can't really know that once you have moved on.
This. It really doesn't make sense to require that you request help in order to get help. A medic should be able to stick you whenever, but then you should get a choice (with several seconds to decide) whether or not to get up. You can delay a couple seconds to avoid spawning into bullet fire, or choose not to accept it entirely.
I'd like to be your CPM1 candidate
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Forever ETC
703rd Ishuk-Raata Enforcement Directive
270
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Posted - 2014.04.14 22:33:00 -
[14] - Quote
Soraya Xel wrote:One Eyed King wrote:I would rather just have the accept revive function.
If a good medic takes someone out before they revive you, they deserve the WP for the revive, and you can't really know that once you have moved on. This. It really doesn't make sense to require that you request help in order to get help. A medic should be able to stick you whenever, but then you should get a choice (with several seconds to decide) whether or not to get up. You can delay a couple seconds to avoid spawning into bullet fire, or choose not to accept it entirely. I can see how that would be a better option. The player with the Nanite Injector would only get the points if you accept. But we also have to put a limit so it's not abused. Like you only have let's say 5 sec to spawn if you get stick. This would stop people from spawning in 30 secs after they get revived.
Well, time to go Commando. Fill the Ranks at 703rd.
Love,Hate, and everything in between.- ETC 2013
THIS IS AMARR!!!
|
Soraya Xel
Abandoned Privilege Top Men.
1930
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Posted - 2014.04.14 22:36:00 -
[15] - Quote
Forever ETC wrote:I can see how that would be a better option. The player with the Nanite Injector would only get the points if you accept. But we also have to put a limit so it's not abused. Like you only have let's say 5 sec to spawn if you get stick. This would stop people from spawning in 30 secs after they get revived.
Oh indeed, revive timers always have a relatively short accept time. 10 seconds would probably be more appropriate. Some MMOs have as long as 30, but for an FPS like DUST, that's too long. 5 seconds may be too short in some cases for it to be easily usable.
I'd like to be your CPM1 candidate
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Lone Wolf 777
Primordial Beings
0
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Posted - 2014.04.14 22:37:00 -
[16] - Quote
I also agree with the orignal poster. His idea would eliminate players in FW from revive camping. I have seen a teamate come and revive another. Then an enemy would come up and kill they revived player without terminating his/her clone. The two would repeat this as many times as they wanted till someone else would come by and put an end to it. This is not the way game was meant to be played and will ruin the experince for newer players as they might not come back to Dust anymore. The reserve idea is also good by the way but the orignial poster's would help many more problems. I for one do not like being revived at all, especially when there is crossfire happening all around me. All i got to say is let me die in peace unless otherwise I ask for help. |
RA Drahcir
Inner.Hell
349
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Posted - 2014.04.14 22:40:00 -
[17] - Quote
The other team is gaining at least 50 WP per deathspam, leading to another orbital which can turn the tides of a match ending with a loss. I am a sore loser. It always seems like you only get picked up when you don't want to, and you are left for dead when you 'call for help' (reason why the mechanics should be changed). |
Hos Eimi
Shining Flame Amarr Empire
3
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Posted - 2014.04.14 22:52:00 -
[18] - Quote
RA Drahcir wrote:The other team is gaining at least 50 WP per deathspam, leading to another orbital which can turn the tides of a match ending with a loss. I am a sore loser. It always seems like you only get picked up when you don't want to, and you are left for dead when you 'call for help' (reason why the mechanics should be changed).
That is a very good point. I didn't even think about the WP leading to an orbital strike. This shows that it harms more than just the K/D ratio of the victim. |
Lone Wolf 777
Primordial Beings
0
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Posted - 2014.04.14 23:33:00 -
[19] - Quote
RA Drahcir wrote:The other team is gaining at least 50 WP per deathspam, leading to another orbital which can turn the tides of a match ending with a loss. I am a sore loser. It always seems like you only get picked up when you don't want to, and you are left for dead when you 'call for help' (reason why the mechanics should be changed). Ah yes! Sorry I was just pointing out the death spam. But yes, the orbital coming in more often would make it an unfair advatnatge as the players are not even using skill or really helping their team all that much. I most definitely agree with you. Thank you for adding that in there. |
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