Pages: 1 2 [3] 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
31
|
Posted - 2013.05.08 12:21:00 -
[61] - Quote
CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think?
Option number 1 is far the best here. Being able to distinguish between a player who wants a revive and is waiting for it, to a player who doesn't want it and is donno talking on the phone or distracted in some case therefore not wanting revived. Also the player bleeding out gets a timer on how much time he ha left, why can this not be shown to the medic as well ?? Maybe this could be another special thing only the logi suits will be able to see.
Getting to choose between a revive or not I don't think this is a good idea. You would have numerous of people running to a downed person stabbing him and wondering why nothing is happening. If people don't want a revive give them back the "bleed out" button so they can kill themselves.
Being downed but still able to look around NO..... You are in a state of half alive half dead. I don't think you should be able to use this to a tactical advantage to give tactical information. Being able to see it exactly the same way as you did in chromosome would be nice. (this way people can actually also do the famous power slide again )
To round it up. I would really like a way to call for help at the "killcam" screen, ability to hide the killcam, ability to bleed out at the "killcam screen / bleeding screen" (pressing this sends you directly to spawn screen) and an option to go to the spawn screen but still be in bleeding mode. (aka still being able to be revived) Revive icon should always be showing but when called for help, icon colour should change or this person should stand out in some way. Keep the pressing circle to revive option, but also keep the old way of reviving by pulling out injector and using shoot button to revive.
|
Malkai Inos
Seituoda Taskforce Command Caldari State
19
|
Posted - 2013.05.08 12:56:00 -
[62] - Quote
WyrmHero1945 wrote:Garrett Blacknova wrote:CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think? I vote option 3. 3. Add a "call for help" button and a "hide kill data" button so we can regain our ability to see while waiting, and can call for help without being FORCED onto the map screen to do so. Garret please see my post. This is exactly what I proposed, great minds think alike.
Yes #3 please to avoid clutter |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
4
|
Posted - 2013.05.08 14:40:00 -
[63] - Quote
Den-tredje Baron wrote:Getting to choose between a revive or notI don't think this is a good idea. You would have numerous of people running to a downed person stabbing him and wondering why nothing is happening. If people don't want a revive give them back the "bleed out" button so they can kill themselves. Being downed but still able to look aroundNO..... You are in a state of half alive half dead. I don't think you should be able to use this to a tactical advantage to give tactical information. Being able to see it exactly the same way as you did in chromosome would be nice. (this way people can actually also do the famous power slide again )
Getting to choose between a revive or not YES This allows you to decline a stupid pro-rez revive where you have not had the chance to hit the bleed out button say when a logi is hiding round a corner insta-rezzing... Annoying and the system works in BF3 also choosing whether or not you want to bleed out would be a hell of a lot easier if you could see the danger around you (see below) as it stands unless you are fairly sure all the red dots have gone elsewhere (hard to be sure) you might as well just bleed out every time. It would make people have to think before rezzing somebody if it was safe for both parties rather than rezzing you into a firefight and you get put down again and the Medic goes with you. Just to be clear I am a Logi and I pick my revives rather than trying to point *****, if its not safe then either try and clear the area or wait for backup first.
Being downed but still able to look around HELL YES!!!! Yes you are in a state of HALF DEAD as in NOT ACTUALLY DEAD - REVIVABLE so being able to look around is not a big ask. And why not use a dying clone to provide a tactical advantage. If you can save the clone then great, if not then why not squeeze as much value as you can from your ISK investment. I would go for a compromise being able to look from your clones point of view in a limted FoV. These are battles with immortal mercs why not make the most of a death to provide a "slight" advantage for your fellow mercs. And yes the same sort of system works in MAG, this is (supposed to be) a tactical team based game and providing intel at the expense of a clone\suit is viable tactic. |
Kevales
Tronhadar Free Guard Minmatar Republic
4
|
Posted - 2013.05.08 16:09:00 -
[64] - Quote
There's a clear and obvious answer to this:
Always show the bleedout icon for players who can revive. Add a timer to the icon showing time-till-bleedout OR time-till-respawn, whichever is sooner.
Then Logis have all the info they need to revive or ignore. If the player is just about to respawn or just about to bleed out, they can ignore it, or run faster towards them.
I assume in the new system, the players can be revived until they spawn in? |
SHANN da MAN
D3LTA FORC3 Orion Empire
9
|
Posted - 2013.05.08 16:35:00 -
[65] - Quote
Show a blue revive icon for downed team players.
Show a green revive icon for downed squadmates.
Show an alternating blue/red , green/red flashing revive icon for someone who requests revive. |
Thor Odinson42
Planetary Response Organization
181
|
Posted - 2013.05.08 16:38:00 -
[66] - Quote
Stinker Butt wrote:CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think? Show the bleed out, and let us get injected like before. Then let us choose whether or not we want to accept the revive. This is the only one that makes sense.
Send this man some free isk. |
F54423
Hand of Azrael
12
|
Posted - 2013.05.08 16:48:00 -
[67] - Quote
Reviving teammates has never been this painful. Please fix this. |
F54423
Hand of Azrael
12
|
Posted - 2013.05.08 16:53:00 -
[68] - Quote
shade emry3 wrote:Taarec wrote:Fellow logibrosbananas,
It would appear to me that Uprising changed the way how revival requesting dusties appear to anyone who's equipped with nanite injectors. Sometimes fallen revivable mercs have the revival icon on/around/somewhere near their soon-to-be-corpse, other times not.
I do recall someone complaining that even tho there are plenty of logibananas around, they're not getting revived. I do believe this to be the cause of that.
I find the current state of the revival mechanics to be inadequate due to this aforementioned blurb.
tl;Dr - CCP, FIX REVIVAL INDICATORS
Edit:
ShwerShwerShwer: "The downed player has to call for help to be seen"
I suspected that, dunno why I didn't write it into the OP.
I'd suggest having 2 different revivable icons, one for people who are revivable and one for people who are calling for revives and the option to decline/request revives on the death report. try this and tell me if you get the same results: Your petition: "I did some research into your needle problem with the logis, (as in the nanite injector). there is a bug that can be reproduced as followed: 1. Merc dies. 2. Merc is viewing kill stats. 3. (if a Logi stabs the nanite injector into a player still on that screen, it will not allow the player to receive an injection until they have re spawned.) The player MUST exit to the call for help screen to circumvent this bug. 4. Person bleeds out or is Injected (usually bleeds out) ::Nanite injector not stabbing at 0 meters:: Their is also a proximity bug with the nanite injector involving terrain, whatever is going on with the hit detection cones/boxes, it seems to be closely related. nanite injectors work 8/10 times on flat surfaces whereas on hills slopes or where the logi or naninte injector person is on on a different x axis, causes a 2/10 to 0/10 successful nanite injection actions
This x1000
Sucks to revive anyone right now...
|
Moonracer2000
Subdreddit Test Alliance Please Ignore
472
|
Posted - 2013.05.08 16:55:00 -
[69] - Quote
This definitely needs to be improved quickly as it has a big impact on the game.
As far as an option to automatically call for help I am very much for this.
Is it possible to make "call for help" automatic for PC battles at least?
Or corp/squad only, automated "call for help"?
I think this would eliminate the majority of player concerns with bad revives, since the majority are from random players with poor judgement or WP focused play. |
CaoticFox
Axis of Chaos
3
|
Posted - 2013.05.08 16:59:00 -
[70] - Quote
CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think?
i like the idea for configure toggle auto option... SOME ppl care about kdr, cant begin to tel u how many of my Chromosome deaths were from Blueberry point hoarders... most of us DONT KNOW (i JUST read) its up to US to be revivable... needs to be on a load screen, intructing those NOT reading forums |
|
CaoticFox
Axis of Chaos
3
|
Posted - 2013.05.08 17:03:00 -
[71] - Quote
Thor Odinson42 wrote:Stinker Butt wrote:CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think? Show the bleed out, and let us get injected like before. Then let us choose whether or not we want to accept the revive. This is the only one that makes sense. Send this man some free isk.
NO. meanwhile the poor logi running him bum to u get shot for nothing... leave it as is, just modify the "dude killed meh" screen, and add the configurational option.. |
Thor Odinson42
Planetary Response Organization
182
|
Posted - 2013.05.08 17:51:00 -
[72] - Quote
CaoticFox wrote:Thor Odinson42 wrote:Stinker Butt wrote:CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think? Show the bleed out, and let us get injected like before. Then let us choose whether or not we want to accept the revive. This is the only one that makes sense. Send this man some free isk. NO. meanwhile the poor logi running him bum to u get shot for nothing... leave it as is, just modify the "dude killed meh" screen, and add the configurational option.. Then give him the WPs for it.
It's a stupid mechanism to begin with. This game is not about KDR. It shouldn't cater to people who are striving to be number one on the KDR. If they choose to cater to them it needs to be in a way that doesn't spoil the role I've chosen for the game.
There was already a huge problem with blueberries just bleeding out. While I'm not that worried about the overall mechanics of public matches it is still a problem in important battles. I played my first 30 games trying to figure out how to find people to revive.
I ended up taking the nanite injector off of my suit. It's back on now, but I don't hardly ever use it because I still don't fully understand it. I am trainable, I'm no dummy. It shouldn't be rocket science. |
WyrmHero1945
SyNergy Gaming EoN.
235
|
Posted - 2013.05.08 20:50:00 -
[73] - Quote
Garrett Blacknova wrote:WyrmHero1945 wrote:Garrett Blacknova wrote:I vote option 3.
3. Add a "call for help" button and a "hide kill data" button so we can regain our ability to see while waiting, and can call for help without being FORCED onto the map screen to do so. Garret please see my post. This is exactly what I proposed, great minds think alike. This one? WyrmHero1945 wrote:First of all: remove the "kill cam". Waste of time feature really.
-Make it exactly like in Chromosome, bleedout screen.
-Call for help/go to map option
-When selecting "go to map", can still "call for help" or deploy to another location.
Easy. I disagree with the first part. The kill screen is good, but we should have an OPTION to hide it. It should still be there when you die, but you can press a button to make it go away. We need the following options: -Hide kill Screen -Go to map -Call for help Call for help should be "X" to tie in with current mep screen "call for help" button.
Ok I agree to everything you say. |
Justin Tymes
Condotta Rouvenor Gallente Federation
90
|
Posted - 2013.05.08 20:59:00 -
[74] - Quote
Thor Odinson42 wrote:CaoticFox wrote:Thor Odinson42 wrote:Stinker Butt wrote:CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think? Show the bleed out, and let us get injected like before. Then let us choose whether or not we want to accept the revive. This is the only one that makes sense. Send this man some free isk. NO. meanwhile the poor logi running him bum to u get shot for nothing... leave it as is, just modify the "dude killed meh" screen, and add the configurational option.. Then give him the WPs for it. It's a stupid mechanism to begin with. This game is not about KDR. It shouldn't cater to people who are striving to be number one on the KDR. If they choose to cater to them it needs to be in a way that doesn't spoil the role I've chosen for the game. There was already a huge problem with blueberries just bleeding out. While I'm not that worried about the overall mechanics of public matches it is still a problem in important battles. I played my first 30 games trying to figure out how to find people to revive. I ended up taking the nanite injector off of my suit. It's back on now, but I don't hardly ever use it because I still don't fully understand it. I am trainable, I'm no dummy. It shouldn't be rocket science.
This. It was extremely frustrating trying to revive someone, to the point where I took the Injectors off of my suit completely. My standard is using either Drop Links or REs in it's place. I still have it on the Heal Support suit, but I haven't touched that since the beginning of Uprising. |
Darken-Sol
BIG BAD W0LVES
3
|
Posted - 2013.05.08 21:11:00 -
[75] - Quote
for sure squad members shud show up on the radar. lose the screens tho its not COD.or wait til after ive bled out then u can display useless info |
Frontline Medic
On-Sight-Response
5
|
Posted - 2013.05.08 21:54:00 -
[76] - Quote
injection control needs a big hotfix its up to the dead to call for help now and most the time I cant rez when someone is calling for help. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
174
|
Posted - 2013.05.08 23:51:00 -
[77] - Quote
The Chromosone call for help or bleed screen was better than what we have now. Even though I appreciate the constant loading and the quick respawn the revives need alot of work.
Kill screen is too large way to much info for what i need at the time. I need a name and a weapon, that's it. Perhaps an option to reduce the info given on the kill screen?
MY Vote: Add call button to kill screen and let them wait staring into space. like the last build.
And please fix the icon/body interaction - it is still way off.
And, (last one), I thought i read in the patch notes that we didn't need to equip the nanite injector to rez a compatriot? Yet I still must equip it or I do not have the option... am I just bonkers? |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
22
|
Posted - 2013.05.09 00:59:00 -
[78] - Quote
CCP Draco wrote:Allowing you to call for help from the "kill screen" is a great idea. We should be able to add that easily.
We will also take a look at how we can improve the kill screen and overview map to let you understand if you're in bleedout or dead.
not to sound snotty, how about letting us lay there like before and give intel to our team as to whether or not it's safe to revive us, or whether the enemy is making a push or not while we bleed out?
and get rid of the stats screen (or make it optional) and make the ability to choose the new deploy or old deploy screen.
o/ Bill |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
22
|
Posted - 2013.05.09 01:01:00 -
[79] - Quote
RedBleach LeSanglant wrote:I thought i read in the patch notes that we didn't need to equip the nanite injector to rez a compatriot? Yet I still must equip it or I do not have the option... am I just bonkers?
You still have to equip it, you just don't have to select it beforehand.
o/ Bill |
Badwolf Jones
The Southern Legion RISE of LEGION
20
|
Posted - 2013.05.09 01:17:00 -
[80] - Quote
Den-tredje Baron wrote:CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think? Option number 1 is far the best here. Being able to distinguish between a player who wants a revive and is waiting for it, to a player who doesn't want it and is donno talking on the phone or distracted in some case therefore not wanting revived. Also the player bleeding out gets a timer on how much time he ha left, why can this not be shown to the medic as well ?? Maybe this could be another special thing only the logi suits will be able to see. Getting to choose between a revive or notI don't think this is a good idea. You would have numerous of people running to a downed person stabbing him and wondering why nothing is happening. If people don't want a revive give them back the "bleed out" button so they can kill themselves. Being downed but still able to look aroundNO..... You are in a state of half alive half dead. I don't think you should be able to use this to a tactical advantage to give tactical information. Being able to see it exactly the same way as you did in chromosome would be nice. (this way people can actually also do the famous power slide again ) To round it up. I would really like a way to call for help at the "killcam" screen, ability to hide the killcam, ability to bleed out at the "killcam screen / bleeding screen" (pressing this sends you directly to spawn screen) and an option to go to the spawn screen but still be in bleeding mode. (aka still being able to be revived) Revive icon should always be showing but when called for help, icon colour should change or this person should stand out in some way. Keep the pressing circle to revive option, but also keep the old way of reviving by pulling out injector and using shoot button to revive.
|
|
Garrett Blacknova
Codex Troopers
2832
|
Posted - 2013.05.09 05:47:00 -
[81] - Quote
Badwolf Jones wrote:CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think? Option 3 Upon death, have the kill box and a separate bleed out timer. Your vision is fixed. Three button options: square - remove kill info x - return to map screen circle - request help If you choose to remove the kill info your vision is still fixed. Pressing 'return to map' can still give you the option to call for help as per this build. Pressing 'call for help' changes the colour of your bleed out timer and makes it flash in game. Exactly. And while worded differently, exactly what I was saying. +1 |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
6
|
Posted - 2013.05.09 06:18:00 -
[82] - Quote
bcs1a wrote:CCP Draco wrote:Allowing you to call for help from the "kill screen" is a great idea. We should be able to add that easily.
We will also take a look at how we can improve the kill screen and overview map to let you understand if you're in bleedout or dead. not to sound snotty, how about letting us lay there like before and give intel to our team as to whether or not it's safe to revive us, or whether the enemy is making a push or not while we bleed out? and get rid of the stats screen (or make it optional) and make the ability to choose the new deploy or old deploy screen. o/ Bill That's what I want too. Being able to use your dying clone for tactical purposes if they can't be revived safely is a valid tactic. I would prefer if you could look around (maybe just a little from fps view) to make it useful. This would need a "do not revive" option to prevent suicide medics. Ever played MAG? It's a very useful feature to call out red dots laying claymore mines, campers and immediate danger for revive purposes. To allow balance red dots should have to bleed out your corpse with a couple of bullets |
Cross Atu
Conspiratus Immortalis League of Infamy
929
|
Posted - 2013.05.09 18:23:00 -
[83] - Quote
CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think? For my 0.02 ISK I would say "yes" and "yes" to these ideas. Knowing if a player seeks revival makes my job as a Logi easier because I can focus on those who seek aid. Further allowing players to pre-set an automatic call for help takes the burden off of the other classes if the player in question generally wants assistance (such as runs high ISK first frequently). Even with the automatic call they'd still be able to manually bleed out if the situation calls for it.
It's also worth noting here that the only "drawback" to having people revived even in dangerous situations is KDR, which is frankly a bad stat when it comes to team play or proper tactical training. When PC rolls around even a 10% chance of saving the clone and the fittings on him/her is better than the 0% chance of preserving those assets which occurs with bleed out. KDR in non-persistent games is one thing, but in a persistent universe where economics and team play are both real factors protecting your KDR at the cost of your Corps clone assets is just putting e-peen over ISK.
I'm not saying manual bleed out should be removed or even that KDR should be gone, but clones lost should most certainly be a clearly labeled stat because the player with 5-7 "deaths" but 0-2 clone losses is more of an asset to a competitive team than the player with only 3-4 "deaths" but a 100% bleed out rate.
0.02 ISK Cross
|
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
181
|
Posted - 2013.05.09 18:37:00 -
[84] - Quote
I agree with your point Cross, but don't have a solution other than re-examining the KDR stat. Creating two instead possibly? A true KDR - Kills/Bleed out clone death and a KKR - Kills/Knocked out or semi conscious, or unconcious, KUR or KSR?
In this way the major stats would show more aspects of a player. It could be that he always barely wins his 1v1 fights only to be gunned down in the back and wait for a pickup or truly bleeds out every time. Or just has a bad fit but doesn't really die that often because he sticks with the team, etc.
I would offer a greater insight to recruiting for corporations and for corporation qualifications and regulations when it comes to running as a team. I like this idea. I think I'll make a thread on it. |
The dark cloud
Seraphim Initiative. CRONOS.
1364
|
Posted - 2013.05.09 18:38:00 -
[85] - Quote
Main issue at the moment is that you cant see the icon most of the time regardless if you call for help or not. But that doesnt mean that you cant revive that person. When you go over the downed guy just keep spamming R1 with the injector in your hand. So you can revive him if he wants it or not. The revive box os most of the time at their feets. Basically you can still revive like in the previous build but you need alot of situational awareness. |
Buzzwords
Deadly Blue Dots RISE of LEGION
465
|
Posted - 2013.05.09 20:58:00 -
[86] - Quote
definitely feels like the hitbox or the sweet spot or whatever you wanna call it to actually needle somebody is much much smaller again.
this was an early issue that was hammered out for a long time. sucks to see it rear it's ugly head again. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
342
|
Posted - 2013.05.10 17:22:00 -
[87] - Quote
CCP Draco wrote:On the "automatically call for help" feature, there are many voices both for and against. Allowing you to go to the overview map directly gives you the opportunity to make a tactical decision if it's better to respawn in a new location or run from where you are.
I can think of two possible changes of the top of my head that might improve the system (apart from fixing actual bugs of missing icons, etc): 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. 2. We allow you to configure automatic "call for help" when in bleedout.
What do you think?
Ackie wrote:No need for a colour change.
ANSWER TO CCP DRACO'S QUESTION: 1) Always show a 'Bleeder Icon', but DO give it a different color when the bleeder calls for help!
This way logi has a way to know that the person is more likely not to suicide just before reaching him. It's the way to know that the person is interested in revive. Color change for 'ask for revive' is good - the person is actually signaling his friends. So why hide it?
IDEA: Somewhere up was good idea about accepting/not accepting revive. I further improve it: - When you receive a revive, give some three( as suggested?) seconds to choose whether to instantly (o) Suicide (x) Get Up Suicide because we are clone troops with suicide minibombs in our brain, so that's an option. - After 3s time, if no selection, Get Up. - if you get up, your reviver gets +60WP. - If you decide to suicide after all, your 'reviver' gets +30WP for Revive attempt
FEEDBACK: After being gunned down, we should be in first person view with some graphical effects of pulsing blurry red vision etc. We should NOT be able to rotate (much) on the ground so bleeders won't become intel feeding temporary scouts. We should not go to killcam (whatever) following our killer because of said intel giving things and immersion breaking. while in 1st person bleedout view, we should have options: (o) Suicide (x) Call for medic (square) View death info ("lossmail") (triangle) View overview map (not sure if that's a good idea. Issuing SQ orders while bleeding was kinda stupid. Maybe we don't need that) |
Furrow33
Edimmu Warfighters Gallente Federation
6
|
Posted - 2013.05.11 01:24:00 -
[88] - Quote
These issues are why I carry nano, uplink and repair tool. I like being revived but reviving people irritates me. I focus on trying to help teammates stay alive and let other fellow logibro's do the reviving. |
CLONE117
Planetary Response Organisation
2
|
Posted - 2013.05.11 01:41:00 -
[89] - Quote
i still have yet to be revived in to be revived in this new build....
the revive system needs a better rework as i cant tell whos bleeding out and whos a dead body have the time...
although by greatest concern on the battle field is AMMO!!!!
nanohives dont give enough ammo now.
i go to get ammo from a nano that was just placed down only to get a few rounds out of it before it disapears.
the nanohives in the last build were more usefull i saw no reason to nerf them... |
|
CCP Draco
C C P C C P Alliance
67
|
Posted - 2013.05.13 05:45:00 -
[90] - Quote
Thanks for your feedback on this issue and the suggested improvements.
The simplest change we can do right now is to make the call-for-help automatic, meaning the icon will be displayed immediately. This can be done with a simple server change and is already scheduled to go out very soon. The call-for-help button would still be around, but essentially do nothing.
The icon color, better help buttons and the ability to call for help from the kill screen requires a client update and I'm currently looking at when we can get this in, and what other changes related to this we would want to do at the same time.
Thanks, CCP Draco
|
|
|
|
|
|
Pages: 1 2 [3] 4 :: one page |
First page | Previous page | Next page | Last page |