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xprotoman23
Internal Error. Negative-Feedback
1452
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Posted - 2012.07.23 03:38:00 -
[1] - Quote
If this game really is supposed to be a sandbox redlines and safe zones have no place. People shouldn't be able to hide in their spawn when they are getting destroyed. |
Zander Rodriguez
41
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Posted - 2012.07.23 03:40:00 -
[2] - Quote
It might only be for the beta in the e3 beta trailer it showed tanks and dropships moving towards another objective that is now a redline area in the build we're playing |
Zander Rodriguez
41
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Posted - 2012.07.23 03:41:00 -
[3] - Quote
http://www.youtube.com/watch?v=tASM8P6c16c |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.07.23 03:42:00 -
[4] - Quote
redlines have existed since the private trials. They need to be gone. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.07.23 03:42:00 -
[5] - Quote
Agreed. Both teams should be able to spawn on all edges with big open maps like this. |
Armatsu
Osmon Surveillance Caldari State
33
|
Posted - 2012.07.23 03:47:00 -
[6] - Quote
While i agree with in your reasoning about redlines and sandbox i don't think spawn camping should ever be something supported by a dev. The lore just doesn't allow for it. With the amount of technology in the universe and the fact that it seems clones drop from space onto the battle field, it betrays logic that spawn camping should occur. No commander of any army would willingly continue to drop soldiers into a position where they will immediately be slayed. It would make more sense to allow multiple spawns in the back so that the team being red lined still has a chance. It's much harder to spawn camp someone when they have 5 or so areas they can spawn at. |
Zeran Haggai
Royal Uhlans Amarr Empire
196
|
Posted - 2012.07.23 03:54:00 -
[7] - Quote
So wait, we've moved on from "fix spawn camping" to "make spawn camping easier"? |
Armatsu
Osmon Surveillance Caldari State
33
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Posted - 2012.07.23 03:56:00 -
[8] - Quote
Zeran Haggai wrote:So wait, we've moved on from "fix spawn camping" to "make spawn camping easier"?
In most games i've found that the people who don't care about spawn camping are the ones who quit out of games when they are being spawn camped. They love doing it to other people but they despise it so much they leave games and are never affected by it. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.23 03:59:00 -
[9] - Quote
Oh, looky yet another unecessary trolling by (you guessed it!) Proto.
The area and surrounding area will be more then likely increased. However of course there will be a limit to the given area in which you are allowed to exceed. This is all about being an objective militant game. So your actions may be perceived as going A-WOL, or even abandoning your mission/post. So even given if they dramatically increase the given available range in-game there will be most likely a given limit to how far. However this does not mean that you may not be able to walk to, or interfere in another districts fight zone. This may very well happen in due time or even during the [beta] phase. There will most likely always be a given ("X") amount of space in which you can explore. Whether in a fight, or exploring on your own terms and prospecting/salvaging.
As for the spawning that has been discussed, debated, and CCP hopefully has fixed it with the coming update in august. All you can do is really complain about it, and move on at the moment sadly. I do not condone spawn camping, or even the fact that the spawning algorithim, and mechanic is very sub-par. However that is what we are here for. To civily discuss and note these problems so that come release, players will not have to endure it.
Really the games biggest problem is the player base. |
xprotoman23
Internal Error. Negative-Feedback
1452
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Posted - 2012.07.23 04:10:00 -
[10] - Quote
Zeran Haggai wrote:So wait, we've moved on from "fix spawn camping" to "make spawn camping easier"?
redlining and spawn camping happen because one side is too lazy to properly play the objective. |
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gangsta nachos
Osmon Surveillance Caldari State
377
|
Posted - 2012.07.23 04:11:00 -
[11] - Quote
xprotoman23 wrote:If this game really is supposed to be a sandbox redlines and safe zones have no place. People shouldn't be able to hide in their spawn when they are getting destroyed. oh god yes |
Septem Mortuus
Osmon Surveillance Caldari State
86
|
Posted - 2012.07.23 04:19:00 -
[12] - Quote
xprotoman23 wrote:If this game really is supposed to be a sandbox redlines and safe zones have no place. People shouldn't be able to hide in their spawn when they are getting destroyed.
So what you're saying is "When we've red-lined the other team and are mearely harvesting them for kills to pad our KDR, we should be able to more easily camp their last remaining spawn" is it?
I don't mind spawn-camping, I have way too many suits with uplinks to care - but seriously, your complaint is that you have to sit at a redline and pound them rather than being able to sit on their spawn and kill them close-up?
All the removal of the red-line would do is encourage players to quit matches when they're losing - who'd spawn into a match where the only spawn is camped by the entire opposition team? |
Zeran Haggai
Royal Uhlans Amarr Empire
196
|
Posted - 2012.07.23 04:21:00 -
[13] - Quote
xprotoman23 wrote:Zeran Haggai wrote:So wait, we've moved on from "fix spawn camping" to "make spawn camping easier"? redlining and spawn camping happen because one side is too lazy to properly play the objective.
I agree, i've stated in the past that if you're doing bad enough as a team to have only one available spawn you deserve to get camped. That attitude just hasn't been widely shared, and i thought i saw you advocating fixing spawns during the last build, so i just wanted to make sure. |
xprotoman23
Internal Error. Negative-Feedback
1452
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Posted - 2012.07.23 05:25:00 -
[14] - Quote
Septem Mortuus wrote:xprotoman23 wrote:If this game really is supposed to be a sandbox redlines and safe zones have no place. People shouldn't be able to hide in their spawn when they are getting destroyed. So what you're saying is "When we've red-lined the other team and are mearely harvesting them for kills to pad our KDR, we should be able to more easily camp their last remaining spawn" is it? I don't mind spawn-camping, I have way too many suits with uplinks to care - but seriously, your complaint is that you have to sit at a redline and pound them rather than being able to sit on their spawn and kill them close-up? All the removal of the red-line would do is encourage players to quit matches when they're losing - who'd spawn into a match where the only spawn is camped by the entire opposition team?
People shouldn't be able to hide behind a redline when they should playing the objectives. Killing people at the redline more than anything is a chore and isn't fun at all. It makes for a boring game. People should be able to surrender and forfeit some gear and ISK if they feel they can't compete. |
Hellhammer Tactical
Algintal Core Gallente Federation
45
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Posted - 2012.07.23 06:05:00 -
[15] - Quote
at the moment the battlefield comander role is not avaliable, but once it is each team wll have a player who is watching over the match and can drop in CRU, turrets and supply depot from orbit. this means that spawn camping should not be posssible. |
CaW PHoNOi
Doomheim
7
|
Posted - 2012.07.23 06:17:00 -
[16] - Quote
I guess X has never been on the team who has all the new players and are still learning the game. Maybe he has never been spawn trapped. Make it easier to spawn camp lol, by doing that it will most likely turn away players.
I leave the because its impossible at times to make it past the redline call in a drop ship and it explodes before it even hits the ground, flank right get hit by Jesus missiles, flank left to be destroyed by a tank....
Its funny how all these L33T players do so well when they are on the team that is winning.
I have yet to see one game where X is on the loosing side and getting spawn camped, maybe if it happened to you often you would make such a suggestion. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.07.23 08:00:00 -
[17] - Quote
Proto just asked for the redline to disappear. He didn't say at any point "do I can be a spawn camper". You all read what you want to think, not what's written. Bitter much? |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 08:19:00 -
[18] - Quote
Well...I think the point of fact is that most of the time a game ends up at redline, maybe 5% of the opposing team "hides" as Pman is suggesting.
Instead, they generally try to escape and push back to an objective, either on foot, with LAVs, dropships, or even the occasional surprise marauder.
Removing the red line without offering any "surrender" condition for the game essentially serves only one purpose. It allows the winning to get closer to the fixed spawn points of the losing team, making it essentially impossible for the already harangued losing team to do anything other than spawn and die instantly...repeatedly...for the rest of the round.
So yes. Unless further mechanics are added or changed, requests for removing the redline amount simply to "I want to be able to get closer to their spawn so I can kill them more effectively. They've already lost, so let me just reap kills endlessly until the match is over." Or in other words - "Help me spawn camp better, CCP!" |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.07.23 08:23:00 -
[19] - Quote
Proto is not to blame for CCP's epic design failure that is putting spawns in 100m open ground. But don't forget "it's a beta" so we can't mention that. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.07.23 08:34:00 -
[20] - Quote
well looks like if this guy is just beeing greedy and wants to be aible to put remote explosives in the enemy spawn . Well ive learned my lesson about beeing on the side that gets trapped and insta killed. As soon the match starts you see me in a logistic suit and all 3 equipments have drop uplinks that are capable to deploy 2 uplinks at a time. Means when im done in the beginning where this scrub is still destroying turrets with his sagaris/surya ive allready made it impossible to spawntrap cause ive put allready 6 active uplinks. Wanna see how he trys to spawntrap when he gets hit by swarm launchers from all possible directions. Also im working towards proto uplinks and im gonna deploy them too. I just make a second loadout with another 3 different uplinks. And there are 3 proto uplinks that cost ISK means another 6 spawn points. In total there are then 12 spawn points that you cant predict. And I could even put 1 more loadout with 3 normal uplinks that are 3 more spawns. In total then insane 15 spawn points. When im done with you wont have a sec where you doesnt get shot in the back. In the end there will be no spawn that doesnt give me +15 |
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Tiata Rames
10
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Posted - 2012.07.23 09:43:00 -
[21] - Quote
This is a subject that is gonna get rejected by both sides. We can argue the sky is green but unless we just wait til the new build and see what they have in store for fixes concerning the game. Though we all need a safe place for spawning if they do take out the redline. I highly doubt they will remove it fully though |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.07.23 09:47:00 -
[22] - Quote
xprotoman23 wrote:If this game really is supposed to be a sandbox redlines and safe zones have no place. People shouldn't be able to hide in their spawn when they are getting destroyed.
EVE is a sandbox. Still there's high sec and other safe (more or less) spots. Redline could go away if the spawn system was more dynamic wich i assume will be when Commander will come out of the MQ. And in this case, if defenders\attackers still think about redlining. They'll be more than stupid. |
Pezz IsDank
Pink Fluffy Bounty Hunterz RISE of LEGION
171
|
Posted - 2012.07.23 09:59:00 -
[23] - Quote
lololol wut? no |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.23 13:35:00 -
[24] - Quote
The redline problem wouldn't exist if a couple of other things were true:
- People used drop-uplinks fairy frequently OR Logistics players existed in higher frequency
- Teams play the objectives. I can't count how many times I've seen battles over the NE / NW CRUs when all objective points belong to an enemy.
- Render distance was increased / removed.
All of these issues contribute to the ability of either team to spawn-lock the other. Drop-Uplinks should, in theory, be everywhere on the map because players should recognize the importance of tactical redeployment. Instead, we load up scout suits with REs and play "explode-y kablow-y 514" instead of DUST.
The problem is not the implementation of the game, it's player psychology and kill-chasing. People don't like to camp objectives because unless an aggressor is at their doorstep then the game is "boring" to them. I personally don't mind holding a sniper rifle and pointing it over an objective. I may not be at the top of the KDR charts, but no one is getting that point...
inb4 sniping is for kiddies, etc. This isn't CSS, get over it. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.07.23 14:20:00 -
[25] - Quote
I think the elite is tiring of redlining people because they lose too many tanks to victims making big AV pushes. I mean, what else is there to do after being pushed behind the line but take out cheap Swarm Launchers and blow up tanks? You'll never get a vehicle down, and the prototype assault guys will probably slaughter you even without tank support. |
Benjamin Hellios
Villore Sec Ops Gallente Federation
259
|
Posted - 2012.07.23 14:40:00 -
[26] - Quote
From this post;
Ourors wrote: spawning will be fixed. in skirmish, players will spawn in one of many possible spawn locations surrounding a control point, instead of just one. the way-back spawn will also shift around if enemies are nearby
|
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 14:45:00 -
[27] - Quote
Danger zones/red lines line surrounding areas serve one purpose and one purpose only: to limit where you can go. Too bad that in sandbox games the only impassable limits/borders acceptable/believable for your play-zone are geographical ones like: open empty oceans & troposphere. Take Just Cause 2 & Arma 3 for instance: what is the limit/border of the play-zone/map there? The open empty ocean! What is the limit/border of the various play-zones in WoW? The open empty ocean! It is clear to me that maps are not designed as in sandbox with geographical limits so at some point you must die because you are not allowed to go where you want, and you die because a red line a.k.a.invisible walls says so! NOT BELIEVABLE PEOPLE!
In EVE it's easy to go where you want in a cluster/system/sector because, hey, it's set in SPACE.
Also safe zones belong to RPG. In fact in RPG you have zone in which you can only PVE and zones where PVP is basically based on rank. We have Hig-sec in Dust 514 which is precisely a PVP area for newcomers...and guess what: we have PVE with rogue drones!
Sadly safe zones & danger zones are here to stay because this is how Dust 514 is designed: changing it would mean making another FPS MMO entirely.
@Nobar Draw Distance is something all game shave so really it won't be removed anytime soon...not even on PS4 or even on PS5. |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.23 15:08:00 -
[28] - Quote
Templar Two wrote: @Nobar Draw Distance is something all game shave so really it won't be removed anytime soon...not even on PS4 or even on PS5.
While this may be true, DD should never prevent me from hitting a target. As the game is currently implemented, an anti-vehicle infantry unit can not use a Swarm Launcher to gain a lock on a target that is annihilating you with direct fire from out of visual range. By the same token, Forge Gun plasma-balls do not travel further than you can see (tested and confirmed).
Draw Distance is only a problem in-so-far-as-much that you can't USE your gun / launcher / tool to do what it's intended to do. I'm not talking about "Invisible Dropships" here, I'm talking about tanks parked under the awning of Plateau and firing into spawns.
If we're going to talk about draw distance then I think we need to talk about rendering too... I can scope in and see the battlefield quite clearly... but I can't see people standing on pipes. This is a problem. |
PEEEEEEETREEEEEEEEEEEEEE
Seituoda Taskforce Command Caldari State
781
|
Posted - 2012.07.23 15:09:00 -
[29] - Quote
Norbar Recturus wrote:"explode-y kablow-y 514".
WHEN DOES THIS LAUNCH?!!?
preordering now |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 15:20:00 -
[30] - Quote
Norbar You here are dividing Draw Distance and Rendering Distance but actually they are one thing.
Quote: "Draw distance is a computer graphics term, defined as the maximum distance of objects in a three dimensional scene that are drawn by the rendering engine. Polygons that lie behind the draw distance won't be drawn to the screen." Sorry if I sound pedantic for this technicality but we will understand each other better....anyway you are right: Draw/Rendering Distance is a problem. For game that is set on maps of 5km it's depressing and objectively hinders the gameplay and frankly I don't understand why this is still present after so much time and this far in the development!
Important data: Crysis has a DD of 15 Km and Halo of 20 Km. |
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Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.07.23 15:30:00 -
[31] - Quote
Templar Two wrote:Norbar You here are dividing Draw Distance and Rendering Distance but actually they are one thing. Quote: "Draw distance is a computer graphics term, defined as the maximum distance of objects in a three dimensional scene that are drawn by the rendering engine. Polygons that lie behind the draw distance won't be drawn to the screen." Sorry if I sound pedantic for this technicality but we will understand each other better....anyway you are right: Draw/Rendering Distance is a problem. For game that is set on maps of 5km it's depressing and objectively hinders the gameplay and frankly I don't understand why this is still present after so much time and this far in the development! We're still getting new mechanics put in and old ones tweaked at a pretty constant rate. I'm willing to bet the draw distance isn't working as intended. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 15:37:00 -
[32] - Quote
^^^ Without doubt but when is it going to work properly? I mean thy had time to fix it, lot of time. Sadly every time I ask for approximate a ETA for anything people/CCP says "SOONGäó".
Things still missing in this build where said to be SOONGäó since winter 2011! |
Maximus Chabe
Subdreddit Test Alliance Please Ignore
5
|
Posted - 2012.07.23 16:01:00 -
[33] - Quote
Tony Calif wrote:Proto just asked for the redline to disappear. He didn't say at any point "do I can be a spawn camper". You all read what you want to think, not what's written. Bitter much?
I don't think you've played a match with protoman. I loved the challenge of going up against him, would lose pretty often, but I loved harassing him (he is good at not dieing). The thing is: he was generally pretty easy to find in the old beta map because he would always be at one of the spawn points.
I spawn camp too if given an opportunity, but I don't enjoy it very much as a gameplay tactic. Right now spawn camping is not just possible, its incredibly easy. Players spawn in exactly the same area, and your target reticle lights up red before you can even see them. Unless they are in a heavy suit I can kill most people before they can move more than five feet.
Removing the red line might be a good idea, but protoman's stated reason for wanting to do so is that there shouldn't be any protection for people that are getting stomped by the opposing team. I think that is probably the worst possible reason for removing the red line and would exacerbate the problem of spawn camping even more.
Good reasons for removing it might include:
-An added ability to flank opponents in LAVs if they have become entrenched in an area. -More options for snipers -Dropping spawn links in strategic areas (kinda close to an objective but far enough away from the battlefield to be difficult to spawn camp -removing artificial limitations on players |
Benjamin Hellios
Villore Sec Ops Gallente Federation
259
|
Posted - 2012.07.23 16:06:00 -
[34] - Quote
Minimum draw distance should at least be the maximum range of the best sniper rifle. I don't use 'em myself but what's the point of having gun that could hit a target at say 2000 yards if targets only show up at 500, if that? I agree the PS3 is limited but it's not that limited. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 16:36:00 -
[35] - Quote
Just Cause 2 on PS3 proved that PS3 can achieve enormous Draw Distance. In Just Cause 2 you have 1 player and thousands of things to be processed for him but here map are barren (no trees bushes, rocks, oceans, cars, NPC, no nothing) so the engine have to process very few things.
In Dust 514 for 64 players there ar less things to be processed then for 1 player Just Cause 2: DD can't be this limited. |
Bzeer
MG GROUP
41
|
Posted - 2012.07.23 16:54:00 -
[36] - Quote
I don't think people hide in their spawn zones in this particular map, so much as they get burried there. I've been on teams that kill box both the attacking and defending default spawn areas despite them being red zones for the opposing team. I've also been on teams that get pinned down in these areas, and if no one is able to get out, no dropships are able to take off, and no cru s or objectives remain friendly than its near impossible to do anything but hide behind a barricade so you don't die from continuous splash damage. That said, I'm not opposed to the original posters idea, slightly modified. Multiple default spawn points much further back from the map would actually make it harder to spawn camp, and hold the objectives at the same time. The reasons kill boxes get formed on this map is that it's fairly easy to get two tanks, two dropships, and several team members applying continuous splash damage to the original spawn locations once all other targets are secured (while also maintaining a clear line of sight on every objective preventing breakout attempts once the whole area has been secured.) pushing the default zones back would make that a lot harder, thus it would be easier for a team that is pinned down at their base to breakout, becuase the team that is killboxing them in that situation would no longer have quick acess over the objectives. They would have to spread out if they wanted to go beyond simply holding and defending the objectives. I don't think any FC given the choice would pick the default positions on this current map as they are both way too exposed. Thankfully, matches I'm involved with are usually more close and entertaining then the killboxing situation, but whenever they happen it leaves a bad taste in my mouth... Even if I'm on the winning side, because there is no challenge to it, because it leads to the other team just having early quiters and late comers who can't even get a single scout out with a Mobil link. I actually don't think any team has been able to swing the momentum back in their favor once they've been kill boxed. I dont think anyone who is forced into hiding in those positions so they don't die 60 times in a single match is actually able to kill effectively from those fubar positions. So, Getting the default spawns (allowing two of them instead of one) out of the line of sight of the towers, and behind some actual cover, and removing the redzones to the point of allowing real flanking tactics, would be great at keeping the match fluid. so I sort if agree with the o. P. but I think because I expect a completely different consequence. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 16:54:00 -
[37] - Quote
Templar Two wrote:Just Cause 2 on PS3 proved that PS3 can achieve enormous Draw Distance. In Just Cause 2 you have 1 player and thousands of things to be processed for him but here map are barren (no trees bushes, rocks, oceans, cars, NPC, no nothing) so the engine have to process very few things.
In Dust 514 for 64 players there ar less things to be processed then for 1 player Just Cause 2: DD can't be this limited.
I'm guessing that CCP has prioritized developing their network and networked events (hit detection, lag, comms, connection issues, player database, etc.) and basic game mechanics (physics, collision issues, disappearing asset issues, etc.) over draw distance. The fact that this is a multiplayer game confounds a lot of what would otherwise be simpler.
And CCP has said they hear what players are saying regarding draw distances. I don't recall any firm promises, though. |
Fuma Centuri
Amarr Templars Amarr Empire
107
|
Posted - 2012.07.23 17:08:00 -
[38] - Quote
xprotoman23 wrote:If this game really is supposed to be a sandbox redlines and safe zones have no place. People shouldn't be able to hide in their spawn when they are getting destroyed. This is a very good idea. If all available spawning points have enemy players within X distance, the spawning is disabled. If spawning is disabled for more than 30 seconds then the game is over.
This would fix spawn camping rather quickly. |
Omnipotent lilmamaj
Royal Uhlans Amarr Empire
205
|
Posted - 2012.07.23 17:12:00 -
[39] - Quote
Before I played Dust, I always pictured it as a constant battlefield. LIke you go too far onto a different territory to fight a different battle. I thought that battles would only end if the other team retreats because your things get destroyed by the other corp or you and your fighters are losing too much isk that you must retreat to another planet.
I don't know if this is how it would be, but I must say, my vision seems cool. |
Icy Tiger
496
|
Posted - 2012.07.23 17:20:00 -
[40] - Quote
Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. |
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Omnipotent lilmamaj
Royal Uhlans Amarr Empire
205
|
Posted - 2012.07.23 17:24:00 -
[41] - Quote
Icy Tiger wrote:Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. HIs actions are completely understandable. I'm surprised he even plays this game because of all the overpowered tanks. I think I'm right in saying jumpman is a specialist. He specializes in antipersonnel. He is probably the best there is. If there is no one to take out tanks he can't do his job. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 17:27:00 -
[42] - Quote
Omnipotent lilmamaj wrote:Icy Tiger wrote:Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. HIs actions are completely understandable. I'm surprised he even plays this game because of all the overpowered tanks. I think I'm right in saying jumpman is a specialist. He specializes in antipersonnel. He is probably the best there is. If there is no one to take out tanks he can't do his job.
And by his own logic, he lost for being such a poor soldier who can't be bothered to support his team in anything other than striclty AP combat. So he then must pay the price and die repeatedly to his aggressor until the match ends. Or...wait...would he not like that? |
Omnipotent lilmamaj
Royal Uhlans Amarr Empire
205
|
Posted - 2012.07.23 17:34:00 -
[43] - Quote
Drake Lyons wrote:Omnipotent lilmamaj wrote:Icy Tiger wrote:Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. HIs actions are completely understandable. I'm surprised he even plays this game because of all the overpowered tanks. I think I'm right in saying jumpman is a specialist. He specializes in antipersonnel. He is probably the best there is. If there is no one to take out tanks he can't do his job. And by his own logic, he lost for being such a poor soldier who can't be bothered to support his team in anything other than striclty AP combat. So he then must pay the price and die repeatedly to his aggressor until the match ends. Or...wait...would he not like that? That's just unnecessary... This is why we need grouping. Specialist are good in every fps. You need a close quarters guy. An assault rifle person. A sniper, and an anti vehicle person who can also specialize in smgs as well. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.07.23 17:34:00 -
[44] - Quote
Omnipotent lilmamaj wrote:Icy Tiger wrote:Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. HIs actions are completely understandable. I'm surprised he even plays this game because of all the overpowered tanks. I think I'm right in saying jumpman is a specialist. He specializes in antipersonnel. He is probably the best there is. If there is no one to take out tanks he can't do his job.
actually a sacrificed my OP loadout to run around with prototype AV grenades. Tanks run away fairly fast when you throw prototype AV grenades at them.
secondly lol at the kid that thinks the creodron is OP. |
Norbar Recturus
Algintal Core Gallente Federation
119
|
Posted - 2012.07.23 17:34:00 -
[45] - Quote
Drake Lyons wrote: And by his own logic, he lost for being such a poor soldier who can't be bothered to support his team in anything other than striclty AP combat. So he then must pay the price and die repeatedly to his aggressor until the match ends. Or...wait...would he not like that?
You don't ever expect a Sniper to kill a Tank. Your point holds no water. His logic is the same as mine: Play the game, don't chase the kills. The reason these things happen (as I stated earlier) is because no one is PLAYING DUST-514, they're playing "explode-y Kablow-y 514" (Launching Early 2013, BTW) as a CoD clone.
I think that the more this happens the better. Eventually people are going to have to learn the hard way that not dropping mobile uplinks is simply not an option. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.23 17:42:00 -
[46] - Quote
Well another thing most people are forgetting is the limitation of the engine, and system itself. The PlayStation3 has only so much given memory, and RAM. Unless CCP is really willing to increase the size of their server farm I'm not really sure you'll see that "red" line disapear. It has a purpose. Like I said in my initial posting here on the matter this does not mean you'll not be able to cross into another district or explore vast quanities of planets. However there will always be a limit. Also not every planet will be, or should be inhospitable. Most planets in EVE Online are probably just used for minerals, and resources where colonization is probably either too costly, or not possible to do hospitable conditions. Our own solar systems has proven this point. However I could see them allowing limited explorations or allow you to explore a wastlandic area at your own risk.
I'm getting ahead of myself though. Point is the redline serves a purpose. I am very sure that CCP will vastly increase the given areas, and maybe even connect districts though. Exploring may be very possible and I personally hope to see it happen myself. You just have to be realistic and know that at the moment. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 17:43:00 -
[47] - Quote
Omnipotent lilmamaj wrote:Drake Lyons wrote:Omnipotent lilmamaj wrote:Icy Tiger wrote:Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. HIs actions are completely understandable. I'm surprised he even plays this game because of all the overpowered tanks. I think I'm right in saying jumpman is a specialist. He specializes in antipersonnel. He is probably the best there is. If there is no one to take out tanks he can't do his job. And by his own logic, he lost for being such a poor soldier who can't be bothered to support his team in anything other than striclty AP combat. So he then must pay the price and die repeatedly to his aggressor until the match ends. Or...wait...would he not like that? That's just unnecessary... This is why we need grouping. Specialist are good in every fps. You need a close quarters guy. An assault rifle person. A sniper, and an anti vehicle person who can also specialize in smgs as well.
I agree. Grouping is necessary and specialization is the name of the game. But...I dunno. I guess I just look at it differently. Instead of constantly spawning in with an AR when faced with an immediate major tank threat, I would expect my team, even the specialists, to change to an alternate fitting. Even a militia fitting, because that extra 500-1000 damage a few times over can make or break a tank. I know - I watched three marauders do down within seconds of each other because the other team got smart and loaded out with swarms and forge guns. Pop pop pop. Only one got called back in, and it went down quickly.
Of course, if we get rid of redlines, maybe I could just sit in the spawn with my tank and the enemy would clip it when they spawn and immediately die without being given the opportunity to even shoot... |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.07.23 17:47:00 -
[48] - Quote
Redlines need to go and if people are fighting losing battles rather than getting destroyed or quitting out players should be able to vote to end the match and the losing team should have to forfeit a % of their gear, SP, and ISK to the winning team. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 17:51:00 -
[49] - Quote
Norbar Recturus wrote:Drake Lyons wrote: And by his own logic, he lost for being such a poor soldier who can't be bothered to support his team in anything other than striclty AP combat. So he then must pay the price and die repeatedly to his aggressor until the match ends. Or...wait...would he not like that?
You don't ever expect a Sniper to kill a Tank. Your point holds no water. His logic is the same as mine: Play the game, don't chase the kills. The reason these things happen (as I stated earlier) is because no one is PLAYING DUST-514, they're playing "explode-y Kablow-y 514" (Launching Early 2013, BTW) as a CoD clone. I think that the more this happens the better. Eventually people are going to have to learn the hard way that not dropping mobile uplinks is simply not an option.
I agree. It doesn't make a bit of sense. Perhaps you misunderstood...
My point is that his suggestion to remove redlines does nothing except punish an already losing team and effectively remove any chance of someone making it out of the spawn and setting up an uplink or capping an objective. In other words, the people who failed should be made to fail harder.
My remark followed the same logic - if he keeps dying to tanks because his fitting doesn't work against them, then he should be forced to keep spawning in his inefficient AP fitting for the rest of the game without the option to quit. In other words, the person who failed should be made to fail harder.
Now, I'm not actually suggesting the latter. I think it's a terrible idea for the same reason i think the former is a terrible idea - it does nothing but break the game further. Opening up the final spawn more than is already done would essentially give the winning team an infinite number of free kills as long as their ammunition holds out. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 17:54:00 -
[50] - Quote
xprotoman23 wrote:Redlines need to go and if people are fighting losing battles rather than getting destroyed or quitting out players should be able to vote to end the match and the losing team should have to forfeit a % of their gear, SP, and ISK to the winning team.
The latter portion of this, I absolutely agree with. Allow for an alternate victory condition. Prevent the pain/annoyance of being camped. Let the clear losers leave with something (some SP, ISK, etc.) which is more than they would get for just quitting out. Give the victors a clear bonus for an unusually decisive victory. |
|
Benjamin Hellios
Villore Sec Ops Gallente Federation
259
|
Posted - 2012.07.23 18:12:00 -
[51] - Quote
I'd rather get spawncamped for hours on end than to forfeit anything. Switch to militia, fire a gun. Launch a missile. Do some damage! |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 18:18:00 -
[52] - Quote
Drake Lyons wrote:
I'm guessing that CCP has prioritized developing their network and networked events (hit detection, lag, comms, connection issues, player database, etc.) and basic game mechanics (physics, collision issues, disappearing asset issues, etc.) over draw distance. The fact that this is a multiplayer game confounds a lot of what would otherwise be simpler.
And CCP has said they hear what players are saying regarding draw distances. I don't recall any firm promises, though.
Well hit detection (net code) & latency are bad, even after this much time! As for physics collisions are still poor as reported in many threads. Final note: its' not about promises, it's abut deliver an level of quality which is expected and demanded by the industry.
A game that has maps 5km wide which as a DD of 500 meters has something wrong.
P.S. Someone said that actually the size of them map is not the size of the paly-zone (zone inside the red lines). My impression of the last build's maps/paly-zones is that they where not 5 km that big. |
Cameron StarGazer
63
|
Posted - 2012.07.23 18:26:00 -
[53] - Quote
To drag the thread back on its original theme which is the safe zones I am afraid its more of a system and game mechanic.
First off, having infinite roaming style game like plantside 2 may not be in the PS3 capabilities not to mention require a lot more in the way of resources server side to to be continually streaming data to a PS3.
Secondly, it quite clear that this game will be about capturing particular objectives and sections similar to risk in order to progress. Having a roaming game will basically make this mechanic totally redundant and turn the whole map into one big death map where you run around for ages and maybe bump into another player. Restricting the map to one area means the whole battle is focused around that particular objective. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.07.23 18:26:00 -
[54] - Quote
This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release? |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.07.23 19:01:00 -
[55] - Quote
Knarf Black wrote:This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release?
Where is KDR mentioned anywhere in this thread? secondly you'd be surprised how many people would wave a white flag of surrender and minimize their loses by simply forfeiting a match. By surrendering not only would they get a lose, but they would also get some of their SP and ISK. When people PS quit out of games they lose everything, and did nothing but waste their precious time.
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.07.23 19:03:00 -
[56] - Quote
xprotoman23 wrote:Knarf Black wrote:This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release? Where is KDR mentioned anywhere in this thread? secondly you'd be surprised how many people would wave a white flag of surrender and minimize their loses by simply forfeiting a match. By surrendering not only would they get a lose, but they would also get some of their SP and ISK. When people PS quit out of games they lose everything, and did nothing but waste their precious time. Yeah, I'm with you on this one. Since this is going to be an MMO, after all, you should always have the option to withdraw and keep at least some of your assets, rather than being stuck grinding away at a match you know you can't win, or quitting out and losing everything. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 19:04:00 -
[57] - Quote
Knarf Black wrote:This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release?
Two options when totally overrun:
1) Quit Out: Lose whatever equipment you already lost in the match and the current fitting and receive 0 SP and 0 ISK.
2) Surrender: Lose your current fitting, and receive greater than 0 SP and greater than 0 ISK.
Simple logic. If you aren't choosing option 2 you're an idiot. The problem is right now we have:
1) Quit Out: Lose whatever equipment you already lost in the match and the current fitting and receive 0 SP and 0 ISK.
2) Keep dying: Lose your current fitting, and the next one, and the next one, and the next one. And receive greater than 0 SP and greater than 0 ISK. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.07.23 19:13:00 -
[58] - Quote
xprotoman23 wrote:Knarf Black wrote:This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release? Where is KDR mentioned anywhere in this thread? secondly you'd be surprised how many people would wave a white flag of surrender and minimize their loses by simply forfeiting a match. By surrendering not only would they get a lose, but they would also get some of their SP and ISK. When people PS quit out of games they lose everything, and did nothing but waste their precious time.
Just because the KDR is really the only "loss" that would ever require "minimizing." Why quit at all when you can strap on some free stuff and fight to the bitter end for a few extra SP?
Of course, if we remove the redline and let the Protomen of the world walk up to our front doors to shoot us in the face as we spawn, then maybe the economics of the situation would fall more in line with the psychological aversion to losing that causes ragequitting. |
Pezz IsDank
Pink Fluffy Bounty Hunterz RISE of LEGION
171
|
Posted - 2012.07.23 19:26:00 -
[59] - Quote
^
A person could also be leaving because they aren't finding extremely lopsided matches fun, there's always that possibility. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.23 20:19:00 -
[60] - Quote
Norbar Recturus wrote:As the game is currently implemented, an anti-vehicle infantry unit can not use a Swarm Launcher to gain a lock on a target that is annihilating you with direct fire from out of visual range. Yes you can.
SOMEONE needs eyes on target, but it doesn't have to be they guy with the Swarm Launcher. I've been able to lock onto targets from almost across the map when someone else is keeping the icon visible for me. You don't need sight range, but you need line of sight. If there's no obstacle between you, and if someone is keeping the target visible, you can lock and fire just fine. |
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.23 20:22:00 -
[61] - Quote
Drake Lyons wrote:Knarf Black wrote:This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release? Two options when totally overrun: 1) Quit Out: Lose whatever equipment you already lost in the match and the current fitting and receive 0 SP and 0 ISK. 2) Surrender: Lose your current fitting, and receive greater than 0 SP and greater than 0 ISK. Simple logic. If you aren't choosing option 2 you're an idiot. The problem is right now we have: 1) Quit Out: Lose whatever equipment you already lost in the match and the current fitting and receive 0 SP and 0 ISK. 2) Keep dying: Lose your current fitting, and the next one, and the next one, and the next one. And receive greater than 0 SP and greater than 0 ISK. You missed something on the current option 2.
If you know you're not getting anywhere, you can always stick to Militia/default fittings that you don't lose. |
Jimbeezy
Imperfects Negative-Feedback
219
|
Posted - 2012.07.23 20:28:00 -
[62] - Quote
Players should be able to spawn in a safe zone. Are you seriously trying to run off all the new players. With a game with this much depth there needs to be a safe zone. Your main goal in skirmish is to capture the objective, not spawn camp them. Should be ashamed lol. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.07.23 20:29:00 -
[63] - Quote
Jimbeezy wrote:Players should be able to spawn in a safe zone. Are you seriously trying to run off all the new players. With a game with this much depth there needs to be a safe zone. Your main goal in skirmish is to capture the objective, not spawn camp them. Should be ashamed lol.
So people should just waste their time fighting a losing battle? |
PEEEEEEETREEEEEEEEEEEEEE
Seituoda Taskforce Command Caldari State
781
|
Posted - 2012.07.23 20:32:00 -
[64] - Quote
Knarf Black wrote:This is silly. Nobody will ever, ever press the "lose the match and give the spawn camping team slaughtering me some of my stuff" button instead of the power button on their console.
It was kind of a disheartening weekend, seeing high level players I respected parking on the towers, quicktossing REs, and quitting out of matches simply because their team wasn't winning handily.
Yes, the lack of grouping and the constant search for new exploits are very annoying, but if you care that much about your beta KDR, why not just quit while you're ahead and await the final release?
It is not so much my KDR and more about my sanity.
I refuse to bang my head against the wall for randoms who are "afraid" of the opposition. When I realize I'm the only one running around trying to cap things while my 'super elite' sniper team is still at the spawn, I leave.
BUT, If you're not that great AND you're at least running with me and trying to move as a squad while using comms, I'll fight till the end with you. |
Jimbeezy
Imperfects Negative-Feedback
219
|
Posted - 2012.07.23 20:33:00 -
[65] - Quote
xprotoman23 wrote:Jimbeezy wrote:Players should be able to spawn in a safe zone. Are you seriously trying to run off all the new players. With a game with this much depth there needs to be a safe zone. Your main goal in skirmish is to capture the objective, not spawn camp them. Should be ashamed lol. So people should just waste their time fighting a losing battle?
Yes. This is a game, not real life. Just relish the fact that you pinned them down in there spawn. That itself is a victory. If you had it where you could spawn camp there spawn then EVERYBODY would do it and no novice skill ranged players would stick around. Now in NullSec......I'm game for it but players should know what to expect when they go to NullSec. |
BAD FURRY
Hellstorm Inc League of Infamy
247
|
Posted - 2012.07.23 20:37:00 -
[66] - Quote
xprotoman23 wrote:If this game really is supposed to be a sandbox redlines and safe zones have no place. People shouldn't be able to hide in their spawn when they are getting destroyed. so what your saying is BBQtime ? i like ! |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.23 20:47:00 -
[67] - Quote
Jimbeezy wrote:xprotoman23 wrote:Jimbeezy wrote:Players should be able to spawn in a safe zone. Are you seriously trying to run off all the new players. With a game with this much depth there needs to be a safe zone. Your main goal in skirmish is to capture the objective, not spawn camp them. Should be ashamed lol. So people should just waste their time fighting a losing battle? Yes. This is a game, not real life. Just relish the fact that you pinned them down in there spawn. That itself is a victory. If you had it where you could spawn camp there spawn then EVERYBODY would do it and no novice skill ranged players would stick around. Now in NullSec......I'm game for it but players should know what to expect when they go to NullSec.
Why do you even bother trying to reason with him, Jimbeezy? That is the real question.
The boundries serve multiple purposes, and this is just a fact to any and every game. Technologically we may have the means to rid ourselves of those boundries, but the costs would not justify it, and the time to literally fill every inch is just absurd even from a business standpoint. I've already rationally explained this, and even given my thoughts on expanding said boundries for Dust. However the point in which, Proto, is trying to assert is absurd. At the moment we do not know how, or even if CCP intends to have multiple security, or leveled areas like EVE Online has with high-sec, low-sec, and null-sec. The best way for Dust to take on this would be to take a page from Warhawk and implement not only a ranking or grade system, but to implement then a "leveled" area system. Anyone who played Warhawk in the first two years will know what I am talking about.
Let me explain though.
This example is where you have grade and you must meet the certain minimum requirement to enter, but there is a certain cap too on the limit of which you can in this certain area.
Example: Lv.4 Area: Minimum Rank: [Major] Maximum: [General] or Higher
Of course the best way to handle this is just to try using algorithims that allow for not only a balance using a base set of stats for guidlines, but in which also fosters a chain of command, and still relatively balances the game, and/or battlefield zone/district. MAG for the part implemented this very well even considering the grouping. Anyway this is just my thoughts on the discussion at hand here at the moment.
Ps. I really wish Warhawk had never done away with it's original server designs. Damn. |
VigSniper101
204
|
Posted - 2012.07.23 21:10:00 -
[68] - Quote
Drake Lyons wrote:Omnipotent lilmamaj wrote:Drake Lyons wrote:Omnipotent lilmamaj wrote:Icy Tiger wrote:Protoman, youre getting on my nerves. Its funny you want to remove redlining when you leave the battle whenever a tank starts kicking your ass. HIs actions are completely understandable. I'm surprised he even plays this game because of all the overpowered tanks. I think I'm right in saying jumpman is a specialist. He specializes in antipersonnel. He is probably the best there is. If there is no one to take out tanks he can't do his job. And by his own logic, he lost for being such a poor soldier who can't be bothered to support his team in anything other than striclty AP combat. So he then must pay the price and die repeatedly to his aggressor until the match ends. Or...wait...would he not like that? That's just unnecessary... This is why we need grouping. Specialist are good in every fps. You need a close quarters guy. An assault rifle person. A sniper, and an anti vehicle person who can also specialize in smgs as well. I agree. Grouping is necessary and specialization is the name of the game. But...I dunno. I guess I just look at it differently. Instead of constantly spawning in with an AR when faced with an immediate major tank threat, I would expect my team, even the specialists, to change to an alternate fitting. Even a militia fitting, because that extra 500-1000 damage a few times over can make or break a tank. I know - I watched three marauders do down within seconds of each other because the other team got smart and loaded out with swarms and forge guns. Pop pop pop. Only one got called back in, and it went down quickly. Of course, if we get rid of redlines, maybe I could just sit in the spawn with my tank and the enemy would clip it when they spawn and immediately die without being given the opportunity to even shoot...
This...thou lve set myself as a Sniper/Sabetour , lve got 2 other settings for when things have gone bad...if a heavy push is needed or theres a few too many tanks/dropships.
I thought because we can have so many fittings and create our own..this was the done thing.
|
BigBry HNK
Algintal Core Gallente Federation
39
|
Posted - 2012.07.23 21:20:00 -
[69] - Quote
If you are being spawn camped you know it the first time you die, move to another spawn and only spawn in militia gear... If you run out of spawns quit the game. The Eve players will get tired of losing and/or not being able to take over the goal and they will complain themselves and then CCP will listen. Till then, I don't waste my time respawning once I know there isn't away to spawn safely. |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.07.23 21:30:00 -
[70] - Quote
Pfft.. People these days. Pansies. The whole lot of them.
The line must drawn here! No farther!
People need to grow a pair. |
|
VigSniper101
204
|
Posted - 2012.07.23 21:49:00 -
[71] - Quote
All Hail Professor X! |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
|
Posted - 2012.07.23 23:22:00 -
[72] - Quote
Some type of audible warning to go with the countdown would be nice. maybe that Aura could warn us with her voice... |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.07.24 01:34:00 -
[73] - Quote
There is a point of merit in this topic, but I fear it just require a huge reevaluation on how battles are staged. By sheer technical limitation, there has to be an edge to the map and until we have actual hot drops with with viable attacking and defense options, I would rather the redline have a lore reason. For example, the MCC could project a very tight POS style shield on the deployment zone (the red-line). Perhaps with a limitation that it is exit only (so no bouncing in and out of immunity).
Personally, I would love to see the battle open with the attackers coming in by loaded dropships and RDVs with pilots already jacked in. Then leave it up to the attackers and defenders to see if a foothold can be established and where. But CCP is trying to "idiot-proof" some aspects of the game; I doubt an opening that could be stonewalled so brutally will be allowed to go live, even if it is more immersion. |
thereal herbzula
Sanmatar Kelkoons Minmatar Republic
62
|
Posted - 2012.07.24 01:48:00 -
[74] - Quote
Well if you read this thread you know who all the cry babies are, take it like a good sport and play the course. Its just a game and the fact that the game is closed beta and you all are crying this hard is super entertaining. We should leave our complaining till after the game is released, eh? Until then lets provide constructive feedback, not everyone beat up on xprotoman23 becuase you are envious of his sweet gear.
hehe, good sport, have to be gender neutral with a game like this i guess. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.24 09:53:00 -
[75] - Quote
Noc Tempre wrote:There is a point of merit in this topic, but I fear it just require a huge reevaluation on how battles are staged. By sheer technical limitation, there has to be an edge to the map and until we have actual hot drops with with viable attacking and defense options, I would rather the redline have a lore reason. For example, the MCC could project a very tight POS style shield on the deployment zone (the red-line). Perhaps with a limitation that it is exit only (so no bouncing in and out of immunity).
Personally, I would love to see the battle open with the attackers coming in by loaded dropships and RDVs with pilots already jacked in. Then leave it up to the attackers and defenders to see if a foothold can be established and where. But CCP is trying to "idiot-proof" some aspects of the game; I doubt an opening that could be stonewalled so brutally will be allowed to go live, even if it is more immersion.
Speaking of technical limitation we could have had maps that support 256 players (MAG) all handcrafted and designed with sandbox geographical limitation in mind (check my post at page 2) Imagine this: 1/10 of the maps/planets but all with 256 players and all designed as "mini continents". |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.07.24 10:23:00 -
[76] - Quote
Meh I would nevar wave a white flag let alone hand over stuffz to the other side.
Been redlined in like 3 games so far and it aint so bad. Got myself ca scout build called redline for exactly this which basicly makes a dropuplink stepping stone thingy wutsit with every death I can creep a little further from the spawn point untill I can risk getting that eryx up in the air and start getting the lads back on objectives.
Hope they dont take away the redline cos when my side gets em redlined I like to fly in, land then get out and fight till the redline takes me its a fun game if your not worried about ya KD ratio cos lol you die every time. My record is 5 befor they actualy started shooting back. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2012.07.24 13:31:00 -
[77] - Quote
Armatsu wrote:Zeran Haggai wrote:So wait, we've moved on from "fix spawn camping" to "make spawn camping easier"? In most games i've found that the people who don't care about spawn camping are the ones who quit out of games when they are being spawn camped. They love doing it to other people but they despise it so much they leave games and are never affected by it.
um thank you no I play every game to the end and I spawn camp because it gives me a tactical advantage. If spawn camped I weigh the advantages of successfully spawning against chance of successfully spawning. I will take any and all advantage given me. hell I have a suit specifically designed to turn the reward/loss ratio in my favor during redlining.
Its war yet those who use any advantage available are demonized by those who cant or wont adapt to new tactics. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2012.07.24 13:46:00 -
[78] - Quote
Tony Calif wrote:Proto is not to blame for CCP's epic design failure that is putting spawns in 100m open ground. But don't forget "it's a beta" so we can't mention that.
Troll much? Yes you can mention it thats the POINT of the beta. However make some recommendations and dont just ***** |
fred orpaul
Tritan-Industries Legacy Rising
212
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Posted - 2012.07.24 20:45:00 -
[79] - Quote
what would be cool is to have a reason for red line deaths like surface to surface missiles or artillery fire, that kills people crossing the redline. think concord in base defense form. |
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