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Kain Spero
Goonfeet
3980
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Posted - 2014.12.19 18:41:00 -
[1] - Quote
The idea is simple: kills stay the same but deaths aren't counted until your clone is terminated since you haven't cost your team a clone.
Forum post requested for this trello card: https://trello.com/c/K2yfrlnp/285-no-death-counted-until-clone-termination
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Kain Spero
Goonfeet
3980
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Posted - 2014.12.19 18:59:00 -
[2] - Quote
Pokey Dravon wrote:I seem to recall a dev saying it's basically deeply hard coded that death is recorded at the point of incapacitation.
Not saying its a bad idea, but I think it's a technical impossibility without extensive effort.
From what I understand the issue before was that it required a client side change, so for a while it was indeed technically impossible because no client side updates were occurring.
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Kain Spero
Goonfeet
3980
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Posted - 2014.12.19 19:34:00 -
[3] - Quote
Her Chosen wrote:Dead, is dead! You lost your life.
A death still goes on your record. Whether you lose your assets is another feature.
I still think you should get 1WP for terminating a clone.
Except you are incapacitated not dead. The clone pool for your team doesn't change until the clone is terminated. I do agree that WP should be given for terminating a clone.
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Kain Spero
Goonfeet
3980
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Posted - 2014.12.19 19:35:00 -
[4] - Quote
Bojo The Mighty wrote:We've gone over this before:
A death insinuates that you lost a fight, and thus is a record that you lost Not recording that kill/death would be like spilling water on yourself and saying you didn't because it evaporates later.
No change to your kills. This is only something that has an impact on death count. Basically every shooter in the universe follows these rules if there are revives in the game: Battlefield, Planetside 2, etc.
The fact that you downed the clone is recorded as a kill, but if you don't bother to follow through and terminate then the player has not taken a death, lost their suit, or (most importantly) cost their team a ticket in the clone count.
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Kain Spero
Goonfeet
3981
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Posted - 2014.12.19 19:50:00 -
[5] - Quote
Pokey Dravon wrote:Kain Spero wrote:Pokey Dravon wrote:I seem to recall a dev saying it's basically deeply hard coded that death is recorded at the point of incapacitation.
Not saying its a bad idea, but I think it's a technical impossibility without extensive effort. From what I understand the issue before was that it required a client side change, so for a while it was indeed technically impossible because no client side updates were occurring. Well if I am mistaken and what you say is true, then by all means go for it.
I think one of the other issues was request to have a needle forgive a death. Once the death is triggered it's done, but when that death is triggered can be manipulated.
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Kain Spero
Goonfeet
3983
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Posted - 2014.12.19 20:18:00 -
[6] - Quote
Lazer Fo Cused wrote:1. OP was in CPM and could have actually tried to get this small but simple idea that was mentioned more than 2years ago implemented into DUST - I guess doing nothing was more important
Actually this was presented by the CPM to devs on several occasions. I even posted about this while I was on CPM as well.
https://forums.dust514.com/default.aspx?g=posts&m=1445530#post1445530
Kain Spero wrote:I think the clone termination issue actually goes to a deeper problem. I would like to see it where you don't take a death until the clone is actually terminated. This would lead people to hold out hope for that revive and greatly improve the logi function. Part of this would include giving a player additional points (5 to 10) for terminating a clone.
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Kain Spero
Goonfeet
3985
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Posted - 2014.12.19 23:25:00 -
[7] - Quote
Yep, even if a suit doesn't have a cost there should be a selfish reason for a downed player to want to ask for a revive.
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Kain Spero
Goonfeet
3986
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Posted - 2014.12.20 02:48:00 -
[8] - Quote
Doshneil Antaro wrote:I agree that the stats need to be changed off of kdr, and that a merc is not dead till terminated, but I would at least settle for no death message to termination be the priority. When the screen is cluttered, how are we to know if we should ask for a revive? Most won't ask for a revive due to this issue alone.
Instead of clone failure imminent it probably should read "call for help" at the top.
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Kain Spero
Goonfeet
3989
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Posted - 2014.12.20 15:09:00 -
[9] - Quote
I think a lot of people are missing the point in that the goal is to encourage players to call for revives. For many players the death on their stats is the most expensive part of going down and so they get incapacitated and immediately switch to a spawn point. This costs the team a clone and brings the team as a whole one step closer to losing a match.
What is the moment to moment gameplay benefit for a revive *not* saving a death?
Adding WP for terminating a clone while at the same time not taking a death until termination would most assuredly increase teamplay as players would prefer to run with teammates in hopes that they have a needle and as more people call for revives (even in a BPO suit) more needles would be fielded.
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Kain Spero
Goonfeet
3991
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Posted - 2014.12.20 20:57:00 -
[10] - Quote
Cavani1EE7 wrote:No. I like making sentinels go negative although they have logis sticked on their ass.
If you don't make sure the heavy is down and he continues to kill your teammates then what have you actually accomplished in the moment-to-moment gameplay?
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