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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.09.28 03:11:00 -
[1] - Quote
KAGEHOSHI Horned Wolf wrote:+1
My suggestions:
-Confirmation that the player pressed square to call medic when downed, like a voice calling for help. This currently isn't much of a problem, but feedback to the player is needed to let them know that he feature works. Perhaps a bleedout timer should appear.
-The hitbox on downed teammates is way too small for the nanite injector, and makes it annoyingly tricky to position one's self correctly next to a downed player to revive them, Often times when I stand right on top of a downed teammate, I still can't see the option to revive them because of this issue.
-ACCEPT/DENY options options when being revived, in which you have 5 seconds to stay on the ground before choosing to accept or to deny the revive.
I like the first two, the third could be good with a couple of specifics added.
#1. If no input is given by the player the revive happens anyway. #2. The player being revived should know what effect the Injector will have, because honestly running with top Injectors (as I do) and reviving players with 80% health restored (as they will) only to have them deny the revive (thus wasting my time and risking my kitten for nothing) would be a real kitten to deal with and devalue the skill point invested (to say nothing of the ISK lost on any death) of running with top flight Nano Injectors. Now if the player being given the accept/deny option knew what level they were being revived at, that'd be a bit different. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.09.28 03:56:00 -
[2] - Quote
I've thought of one other condition that would be important for ACCEPT/DENY.
The reviving player should be given a notice that the revive has succeeded regardless of the accept/deny status. So that we don't keep trying to revive someone who doesn't want to be revived or who is holding the revive for a bit waiting for a safer zone (the current 'hit detection' on revives so so bad this could really be an issue).
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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.09.28 04:23:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:The medic should receive points regardless of the person accepting or denying to pay for the time and effort.
That would actually simplify the prospect a great deal. Good call. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.02 18:35:00 -
[4] - Quote
Tyas Borg wrote:I'm liking most suggestions here in this thread. Something certainly needs to be done as most people either don't realise that a nanite injector exists in game.
I'd also like to see medics/logis show on the mini map as a different colour to the downed player. At least that way you'd know if one was on the way and whether to bleed out or not.
That would also be nice, something to give the downed player a better idea of where help is. Much of this comes down to "passive" battlefield communication. Being able to get vital information about med status (if downed or reviving) through TacNet rather than making it dependent on comms.
I highly suggest those who can get on comms as often as they can but really the more fundamental information that the game GUI can provide the better all the way around. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.02 23:19:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:RolyatDerTeufel wrote:Friends idea, he doesn't have computer right now so I'll post.
The medics should have a plus sign on them so you know where they are while you wait for them to get you.
I think this would be awesome and so useful. HK-40 wrote:Actually a plus sign on the Medics map so he can see precisely where the 'patient' is would also be very handy. The current symbol is fairly imprecise.
Edit: Very good idea OP Copy/paste from other thread.
Sounds good. |
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