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DJINN leukoplast
Hellstorm Inc League of Infamy
288
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Posted - 2012.12.21 01:31:00 -
[1] - Quote
I like the KZ2 methodology. A headshot keeps a player from being revived. If there is no headshot then player can choose to lay on the ground waiting for a medic, or bleed out. The player can be melee or shot while on the ground to seal their death. Whoever melee or shot the downed player, gets assist points (gives incentive to finish people off so their team cannot revive them).
If the player gets revived, then no death is counted for them or for the other team (including the original person who downed them).
I personally would like to see that last part become a reality, where if you get revived then no death is counted for you or a kill for the other team. This gives great incentive to revive players and it makes it more rewarding when you do get revived. Because as it is now, a lot of the time I end up getting killed a second after I get revived, and now I have two deaths. Unless I am using some really expensive suit, I always bleed out because getting revived is not worth it. If I receive no death if I get revived, then a medic could revive me 10 times after dying and I would have only acquired one death if I finally die and don't get revived. |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
|
Posted - 2012.12.21 03:52:00 -
[2] - Quote
SoTa PoP wrote: I'm baffled that people are considering this idea - It's like cheating. You got owned, someone with medic brings you back up - what part of that changes the fact you got owned? Your score is a reflection of how well you did - not how well the medics keep one side up. If you get killed again after being revived then 1 of two things went wrong - You sat in a hot spot where anyone coming to save you gets put in jeopardy and even if they magically achieve to revive you you're still in that hot spot, ready to be gunned down again. BLEED OUT. The second being the logibro is farming you, not caring if his revives just get you killed again.
I don't need to mention how OP to KDR such a thing would be. I'd keep a logibro in my squad 24/7 just to get 100/0 KDR in 3 games combined. Leaderboards already are a poor source of finding someones ability - this would just finish off the leaderboards capacity to do anything but ego stroke.
You assume the logi reviving you would still be alive in every situation you die in, which would obviously be far from reality.
Also to use your logic of it being a cheat of sorts, how is it any different than running a 5 million isk suit all proto, and constantly dieing and getting revived, meaning you have lost 0 ISK even though you died multiple times? As you say, you got owned... so why should you be able to keep your expensive suit just because a logi revived you?
You cannot back up one argument without backing the other. You could say "Well, it's the same suit so it makes sense it would not be lost". But then I could say "It's the same clone, and they didn't fully die... so why does it count as a death?"
Lets face it, logis right now are most useful for armor repping, that's about it. They are an afterthought and not absolutely essential for the battlefield. If there is more incentive for players to get revived, the gameplay would change drastically and be significantly more focused on teamwork.
Think about it, as it is now barely anybody wants to get revived, and because of that players are always dropping out of the battle and spawning elsewhere, thus weakening those defenses drastically. Imagine a good logi on that team, picking those people back up and keeping that force alive. Sure that could be done now... but it doesn't because there is very little incentive for the player to get revived.
I like to think of this as promoting teamwork through selfishness. Cause even a player only thinking of themselves will help the team by getting revived to keep fighting, because it is no loss to them whatsoever if they die again. But since there is little incentive now to being revived (for the selfish player that only cares about stats), the game is promoting bad teamwork through selfishness. I know I would rather die and respawn then get picked up with little health and maybe get dropped again and score two deaths instead of one.
My idea is win-win, imagine an entire team full of selfish players working together as a team should. |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
|
Posted - 2012.12.21 05:53:00 -
[3] - Quote
Sleepy Zan wrote:Nope no easy KDR padding for you, but nice try
Mind you, this isn't one-sided. Cause people I shoot might get revived and I won't get that kill. Based on all the time I spent playing KZ2, it was a very well balanced system.
Not sure if you ever played KZ2 or not, but the gameplay between it and Dust are remarkably similar. You had objectives to take, of which you could spawn on if you died. If your team loses all those objectives, you are stuck at base with two options: Capture a point so your team can spawn elsewhere, or use a spawn grenade (uplink) for a remote spawn point to move the team forward and out of base.
Player classes and uses were near identical as well. There was a heavy class, that had a grenade launcher, and two different types of rocket launchers they could use. This class moved slower than the rest and was bulky but heavily armored. There was also a scout class, this class was nimble and could move very quickly. This was a sniper class, it was lightly armored but agile. Then of course the rifleman class, decent armor, decent agility and was a front-line focus that used assault rifles, generally an all-around useful class. Next you had the medic, which of course revived people and healed them if needed. Other classes were more or less specific, like an engineer class (repaired stuff, like the logi does with a vehicle), saboteur class (could change to look like a freindly player to the enemies), and a tactician class (one who deployed spawn points).
The system in which I suggest, works really well for the kind of gameplay in Dust. And having to make sure somebody is truly dead before moving on is crucial, unless you wanted to risk them being revived and not getting that kill for you and the team. Plus it would promote better aiming, as if you headshot somebody, they could not be revived. In the end, the KDR of that system and the one we have now would likely be nil (since it is not one-sided). But with the added benefit of a massive increase in players wanting to be revived and the extended usefulness/necessity of logi's (which is pretty downplayed in Dust right now).
I agree there would be some downsides, and I don't think an identical system would work perfectly for this game (imagine downing a sniper, but he is behind cover when laying on the ground... he then could be revived indefinitely by a second-party unless he was headshot). But something close would be much better than what we have now. I would definitely like to see more incentive for being revived.
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