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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Taarec
Phoenix Reavers
2
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Posted - 2013.05.07 21:15:00 -
[1] - Quote
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. |
ShwerShwerShwer
The Marching Mercs General Tso's Alliance
111
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Posted - 2013.05.07 21:16:00 -
[2] - Quote
The downed player has to call for help to be seen |
Logi Bro
Greatness Achieved Through Training EoN.
1419
|
Posted - 2013.05.07 21:17:00 -
[3] - Quote
The downed mercs need only to press the "call for help' button and you will see their marker. If you don't see a marker, they don't want you to pick them up. |
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GM Hercules
Game Masters C C P Alliance
440
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Posted - 2013.05.07 21:18:00 -
[4] - Quote
Moved from general discussion.
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xAckie
Ahrendee Mercenaries
135
|
Posted - 2013.05.07 21:18:00 -
[5] - Quote
ShwerShwerShwer wrote:The downed player has to call for help to be seen
this is true. It was better before. |
Knarf Black
Subdreddit Test Alliance Please Ignore
673
|
Posted - 2013.05.07 21:20:00 -
[6] - Quote
What they really need is a "call for help" button on the "dude who killed you" screen. |
Chunky Munkey
Amarr Templars Amarr Empire
420
|
Posted - 2013.05.07 21:39:00 -
[7] - Quote
Knarf Black wrote:What they really need is a "call for help" button on the "dude who killed you" screen.
This. Once we're at the map, we're already prepared to deploy again. Not only that, but at least when we bled out before, we had a limited idea of what dangers we were being revived into.
I like only having those who ask for help, show up. Running across the road to a downed ally, only to have them hit O after you've exposed yourself, was my No.2 cause of death (No.1 being charging forward thinking I was assault).
I give the new revive system 7/10. |
Garrett Blacknova
Codex Troopers
2756
|
Posted - 2013.05.07 21:43:00 -
[8] - Quote
Knarf Black wrote:What they really need is a "call for help" button on the "dude who killed you" screen. +1 to this.
At the moment, you can only call for help from the map. When you're dead, and you're on the map screen, you're still bleeding out. You have the option to highlight your corpse (can't move from it unless there's a valid fixed spawn location on the map), and press X to call for help.
If you don't do so, you won't light up as a revive target for the Triage guy (who may or may not be a banana).
Making it more clear that this is how the new system works would have helped a LOT, and also giving us the option to call for help on the "killed by" screen. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
324
|
Posted - 2013.05.07 22:16:00 -
[9] - Quote
New system terrible.
Why? For a moment you might see your point of view going down. You can't request help there. Then you have option to stare at (totally unnecessary) kill info screen, which blocks view on map. You can't request help there. Then screen goes totally black for a moment, very disorienting. Feels like respawn. You can't request help there. FINALLY you enter map mode where you'd expect to choose a fit and respawn, HERE you can at last ask for help.
The system is unintuitive, illogical and not promoting teamwork. |
Medic 1879
The Tritan Industries RISE of LEGION
225
|
Posted - 2013.05.07 22:58:00 -
[10] - Quote
Also before people assume people are just not hitting call for help I have confirmed and reported a glitch where even if you click call for help your revive icon is still no where to be seen. |
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CCP Draco
C C P C C P Alliance
2
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Posted - 2013.05.08 05:57:00 -
[11] - Quote
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. |
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shade emry3
Conspiratus Immortalis League of Infamy
20
|
Posted - 2013.05.08 05:59:00 -
[12] - Quote
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 |
shade emry3
Conspiratus Immortalis League of Infamy
20
|
Posted - 2013.05.08 06:00:00 -
[13] - 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.
its also bugged, look one post above
|
shade emry3
Conspiratus Immortalis League of Infamy
20
|
Posted - 2013.05.08 06:01:00 -
[14] - Quote
Medic 1879 wrote:Also before people assume people are just not hitting call for help I have confirmed and reported a glitch where even if you click call for help your revive icon is still no where to be seen.
send a a bug report to [email protected] best way to get it resolved. |
ISuperstar
Tal-Romon Legion Amarr Empire
42
|
Posted - 2013.05.08 06:02:00 -
[15] - 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.
This is what I like to see from our Devs! Thanks for the info!
|
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
224
|
Posted - 2013.05.08 06:02:00 -
[16] - 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. We really shouldn't go to the map if we can still be revived, and we should be able to turn the kill screen on/off with triangle or something...
How am I supposed to power-slide now?
Edit: thanks for popping in though |
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CCP Draco
C C P C C P Alliance
8
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Posted - 2013.05.08 06:03:00 -
[17] - Quote
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? |
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NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
224
|
Posted - 2013.05.08 06:07:00 -
[18] - Quote
CCP Draco wrote: 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. What do you think?
This please, but getting sent to the mini-map makes it harder to actually see the dangers around us. |
shade emry3
Conspiratus Immortalis League of Infamy
20
|
Posted - 2013.05.08 06:07:00 -
[19] - 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?
PUT AN OFFICIAL VOTE THREAD UP! DO IT NOW! *arnold voice* |
Citpaan Hacos
BetaMax. CRONOS.
40
|
Posted - 2013.05.08 06:09:00 -
[20] - Quote
Either sounds good to me. If you can add an option for automatic CFH, could you also consider adding an option/setting to toggle between the old dropsuit selection method (spawn location -> suit menu -> go)? |
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SatBee
BetaMax Beta CRONOS.
1
|
Posted - 2013.05.08 06:10:00 -
[21] - Quote
If some one stabs you with injector the second you are loading from kill report screen to respawn map overview (the moment you press X first time after u died) it will force your clone to suicide. |
Stinker Butt
Not Guilty EoN.
126
|
Posted - 2013.05.08 06:11:00 -
[22] - 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?
Show the bleed out, and let us get injected like before. Then let us choose whether or not we want to accept the revive. |
shade emry3
Conspiratus Immortalis League of Infamy
20
|
Posted - 2013.05.08 06:11:00 -
[23] - 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 vote both, when theirs multi nanohives and drop uplinks, the blue icon bleeds over everything,spo make say, a bright neon red or green death skull? having the auto feature built in allows those who dont wish for it to not have it (so a logi doesn't revive a guy, and let them die, rinse re-preat.pisses alot of people off.) this satisfy's both players in my opinion. |
crazy space 1
Krullefor Organization Minmatar Republic
1100
|
Posted - 2013.05.08 06:12:00 -
[24] - 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 think you could go tell the higher ups at CCP that polls are useful, and you could post a real one :/
I like choice one |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
226
|
Posted - 2013.05.08 06:13:00 -
[25] - Quote
NeoWraith Acedia wrote:CCP Draco wrote: 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. What do you think?
This please, but getting sent to the mini-map makes it harder to actually see the dangers around us. Sure, it tells you if there's a red, but before you could at actually asses the situation and now you just pop in blind. Is he aiming at me or the logi? Can I power slide out of this situation? IDK, all I see is a map. And can we make the kill screen optional? I hate that thing. |
shade emry3
Conspiratus Immortalis League of Infamy
20
|
Posted - 2013.05.08 06:14:00 -
[26] - Quote
crazy space 1 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 think you could go tell the higher ups at CCP that polls are useful, and you could post a real one :/ I like choice one
+1 POST A POOL!!! WITH BACON AS WELL |
Orin the Freak
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
547
|
Posted - 2013.05.08 06:15:00 -
[27] - Quote
Honestly, the single biggest issue I have with reviving people is THEY AREN'T WHERE THEIR INDICATORS ARE! this has always been an issue, but it seems far more prominent this build. You go to revive someone, but you can't find where the server thinks their corpse is.
Possible solutions: Increase bleed out timer, or increase revival range.
this, alongside the better indication that someone is down and revivable would be awesome :)
Edit, also, the bleed out timer should be longer anyway. it always seems just one or two seconds too fast for my friends to get there. I'd say increase it by about 5 or 10 seconds, or maybe before someone dies, have a "rapid tap" minigame where you have to tap x faster and faster to keep your heart going, just to extend the bleedout timer by a few precious seconds. Alternately, you could just bleed out. I've often though this would be a great addition, as many, MANY times I've wished I could just hold on a few more seconds so my squad mate could reach me. this along with the increased revival range would make for very few missed opportunities to get picked up (when I actually need it :P) |
RydogV
Shadow Company HQ
114
|
Posted - 2013.05.08 06:15:00 -
[28] - Quote
As a logistics player I would prefer a dual indicator. Sometimes players go down but do not want to be revived. It would be nice to distinguish between them in order to organize triage priority. Possibly a yellow icon for players who do not active the help button and a green icon for players who want to be picked up.
As far as the help button itself, it should be available from the "kill-cam" screen. I agree...moving into the map overhead is not intuitive and a bit distracting. When revived I want to have some idea of the activity around me. I think an actual visual beats a map in most situations. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
226
|
Posted - 2013.05.08 06:16:00 -
[29] - Quote
Stinker Butt wrote:let us choose whether or not we want to accept the revive. Show blue icons for everyone dead, and glowing blue for the ones that want to get revived. Only the ones that want it should actually be relivable, none of that farming my corpse for SP junk. |
WyrmHero1945
SyNergy Gaming EoN.
224
|
Posted - 2013.05.08 06:16:00 -
[30] - Quote
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. |
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shade emry3
Conspiratus Immortalis League of Infamy
20
|
Posted - 2013.05.08 06:16:00 -
[31] - Quote
Orin the Freak wrote:Honestly, the single biggest issue I have with reviving people is THEY AREN'T WHERE THEIR INDICATORS ARE! this has always been an issue, but it seems far more prominent this build. You go to revive someone, but you can't find where the server thinks their corpse is.
Possible solutions: Increase bleed out timer, or increase revival range.
this, alongside the better indication that someone is down and revivable would be awesome :)
send a bug report to [email protected] The'll listen, it goes directly to their ticketing programs and yells, you got mail! |
shade emry3
Conspiratus Immortalis League of Infamy
20
|
Posted - 2013.05.08 06:18:00 -
[32] - Quote
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 think that was their intent, and it failed miserably.. |
WyrmHero1945
SyNergy Gaming EoN.
225
|
Posted - 2013.05.08 06:23:00 -
[33] - 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.
I think this one is nice. But also I like that I don't have to go to a downed player to waste my time trying to revive him and at the end he decides no to. So call for help is just better for us logis because we go to people that want to get revived, not take a lucky guess.
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Zero Harpuia
WarRavens Orion Empire
442
|
Posted - 2013.05.08 06:26:00 -
[34] - Quote
I would prefer 1, but how about you let the Logi's choose, as outlined here.
https://forums.dust514.com/default.aspx?g=posts&t=74250&find=unread |
shade emry3
Conspiratus Immortalis League of Infamy
20
|
Posted - 2013.05.08 06:30:00 -
[35] - Quote
you could post it here where the dev might actually read it..copy, paste..?? ctrl+c and the on the blank space, ctrl+v |
shade emry3
Conspiratus Immortalis League of Infamy
20
|
Posted - 2013.05.08 06:36:00 -
[36] - Quote
bump |
Zero Harpuia
WarRavens Orion Empire
442
|
Posted - 2013.05.08 06:40:00 -
[37] - Quote
As have I, back when Logi was a 12x skill that did nothing for ya. But that's a bit off topic don't ya think? |
Garrett Blacknova
Codex Troopers
2788
|
Posted - 2013.05.08 06:43:00 -
[38] - 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 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. |
RINON114
B.S.A.A.
129
|
Posted - 2013.05.08 06:45:00 -
[39] - 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 would prefer option 2 but I'm fine with either. Option 2 however is less obvious but option 1 isn't colour blind friendly.
How about option 2 and it's ON by default? |
Zarr Du'Kar
Pro Hic Immortalis RISE of LEGION
28
|
Posted - 2013.05.08 06:54:00 -
[40] - 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?
1. Have a mini icon above the dead clone's body indicating injectors WITH the timer so that the one reviving knows how much time they've got or whether it is prudent to run across an open battlefield to revive someone.
2. Once injected, give the recently injected clone a timer to accept or reject revive. A timer of 3 seconds would be short enough to not abuse the revive but long enough to assess the situation if he/she would want to be revived amidst a gun fight. Having the option gives more tactical options for the reviver and the revivee.
|
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WyrmHero1945
SyNergy Gaming EoN.
227
|
Posted - 2013.05.08 06:54:00 -
[41] - Quote
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.
|
Fiddlestaxp
TeamPlayers EoN.
48
|
Posted - 2013.05.08 08:02:00 -
[42] - 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 #1.
I have a proto nanite injector... Odds are that if I am rezzing you, you are probably going to live. If I really like you I will rez you from the side that the fire is coming from so that my shields take the bullets. If I really REALLY like you, I will triage you while I do this. If I rez you, you are probably going to live... or we are both going to die. I think that the minimap should assist me in this quest.
Option #2 allows new players that don't know any better to avoid the superior option. If you don't want to be rezzed then you should respawn. If anything there should be a bleed out option INSTEAD of call for help. It was always the more useful of the two options at the death screen.
While we are at it... Make the injection instant again... It wasn't broken before... It is annoying now. |
Gilbatron
Free-Space-Ranger Nulli Secunda
86
|
Posted - 2013.05.08 08:06:00 -
[43] - Quote
how about always showing every dead man with range and change the color or something if someone asks for help ? |
Fiddlestaxp
TeamPlayers EoN.
48
|
Posted - 2013.05.08 08:08:00 -
[44] - Quote
Orin the Freak wrote:Honestly, the single biggest issue I have with reviving people is THEY AREN'T WHERE THEIR INDICATORS ARE! this has always been an issue, but it seems far more prominent this build. You go to revive someone, but you can't find where the server thinks their corpse is.
This is a slight problem. You can usually make a pretty good guess where their corpse actually is (5M away where the jeep hit them) or do a bit of hunting to find it, but it would make much more sense if the spot was actually on the corpse. It makes it look awfully similar to a bug when it is not. It doesnt make any sense for a person to be teleporting from a corpse on a ground to a player 5 meters away... To the untrained eye it looks an awful lot like a bug. I'm not a dev or I would have a dev tag so..... |
General Tiberius1
ZionTCD Unclaimed.
592
|
Posted - 2013.05.08 08:10:00 -
[45] - Quote
NeoWraith Acedia wrote:CCP Draco wrote: 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. What do you think?
This please, but getting sent to the mini-map makes it harder to actually see the dangers around us. Sure, it tells you if there's a red, but before you could at actually asses the situation and now you just pop in blind. Is he aiming at me or the logi? Can I power slide out of this situation? IDK, all I see is a map.
this, need to see my immediate surroundings before i feel comfortable asking for a revive |
Fiddlestaxp
TeamPlayers EoN.
48
|
Posted - 2013.05.08 08:22:00 -
[46] - Quote
General Tiberius1 wrote:NeoWraith Acedia wrote:CCP Draco wrote: 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. What do you think?
This please, but getting sent to the mini-map makes it harder to actually see the dangers around us. Sure, it tells you if there's a red, but before you could at actually asses the situation and now you just pop in blind. Is he aiming at me or the logi? Can I power slide out of this situation? IDK, all I see is a map. this, need to see my immediate surroundings before i feel comfortable asking for a revive Trust your logi, win the game.
Or just worry about your K:D. That works too. |
Garrett Blacknova
Codex Troopers
2796
|
Posted - 2013.05.08 08:22:00 -
[47] - Quote
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. |
xAckie
Ahrendee Mercenaries
139
|
Posted - 2013.05.08 08:41:00 -
[48] - Quote
General Tiberius1 wrote:NeoWraith Acedia wrote:CCP Draco wrote: 1. We always show the bleed out icon, but with some ammendment or color change if the player actually calls for help. What do you think?
This please, but getting sent to the mini-map makes it harder to actually see the dangers around us. Sure, it tells you if there's a red, but before you could at actually asses the situation and now you just pop in blind. Is he aiming at me or the logi? Can I power slide out of this situation? IDK, all I see is a map. this, need to see my immediate surroundings before i feel comfortable asking for a revive
No need for a colour change.
Always show the downed clone icon. But allow the player to press a button which decides whether they want to bleed out or not - like before.
Your over complicating the matter by adding a further step with the ask for a Rez etc.
Keep it simple and straightforward.
Also, add distance to where the downed clone is.
|
Phoenix Arakyd
Internal Error. Negative-Feedback
36
|
Posted - 2013.05.08 08:42:00 -
[49] - Quote
Move the kill info to the map spawn screen, make it not show up until then. When i am downed I want to be able to tell I am downed like before with the screen greying out and the option to call for help. Currently Its a pain in the ass to figure out if I am down or fatal'd wasting precious seconds. |
KatanaPT
Tech Guard General Tso's Alliance
100
|
Posted - 2013.05.08 09:10:00 -
[50] - Quote
Knarf Black wrote:What they really need is a "call for help" button on the "dude who killed you" screen.
THIS. EXACTLY THIS |
|
KatanaPT
Tech Guard General Tso's Alliance
100
|
Posted - 2013.05.08 09:17:00 -
[51] - Quote
All this only makes me think that no one died while beta testing this... :/ |
Natu Nobilis
Tronhadar Free Guard Minmatar Republic
220
|
Posted - 2013.05.08 09:36:00 -
[52] - Quote
Interface - The more choices i have, the better - Auto ON/Auto OFF Kill screen - Auto/Manual Revive request - Differente colors for dead and soontobe dead people
The UI is great at the moment, it gives a lot of relevant info, but it doesn-¦t mean that i want all that info all the time.
In the future as a commander playing DUST 514 RTS, i would like to have information on what everyone is doing with better and specific visual indications. For example, if a person from a squad repetedly ignores the revive call and wastes my clones from the battle, i want to know he-¦s doing this and kick the bastard / not invite anymore for future battles.
Clones are one of the most important battle resources and i will need clear info and the hability to turn on/ff menus that don-¦t interest me.
(Look foward t the day when i-¦ll be able to play it from the MCC just looking at the map and doing RTS) |
Flo Ymor
Osmon Surveillance Caldari State
0
|
Posted - 2013.05.08 09:43:00 -
[53] - 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?
1. It would be nice to see the icons all the time, especially if it shows who wants a revice and who doesn't. The distinction should be clearly visible, as it is sometimes hard to distinguish the symbols. 2. Automatic call for help could be a wrong decision in certain spots or times (e.g. being killed in a spot where a revive would just result in another dead), but the option to select it in the kill info screen would at least be a step into the right direction. A selection of respawn - revive in kill screen and then show the revive symbol according to that decision could do the trick maybe?
What others said before, the revive symbol sometimes really is bugged, since uprising I have a really hard time to find corpses i can ram my needle into. Also the bleedout timer could be a few seconds longer, I have been waiting for a revive just to come back at the map screen the moment the logi reaches me, and ran to corpses to have them vanish right before i was able to revive. Don't know if it was just coincidence or the short respawn timer. |
Mr Gloo Gloo
What The French CRONOS.
69
|
Posted - 2013.05.08 09:45:00 -
[54] - Quote
Let's resume :
Heavy are useless, so logi are useless --> remote armor repairer DOWN Medic works when it want to, you're new system is useless.
Isn't a game based on clones ? As in PC ?
Make it work please !!! |
Cybus Trama'dol
EYE Security Task Force and Resources Acquisition
4
|
Posted - 2013.05.08 09:53:00 -
[55] - 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. +1 to this
My ideal would be
Logi\Medic View: 1) Indicators (primary colour- yellow perhaps to match logi colour) for all downed teammates that are reviveable with a bleedout timer and distance indicator. 2) This should change colour (red maybe) for anyone calling out for help 3) Maybe a 3rd DO NOT REVIVE indicator (black?) if the downed team mate is using the bleedout tactically to relay information on their surroundings 3) Keep the new circle to revive function (this is much better than fiddling with the equipment wheel.
Bleedout view: 1) Allow free camera roam to assess whether or not its a good idea to bleedout or ask for revive or to relay tactical info to teammates (The map is not a viable option to asses surrounding danger as was the locked camera in the previous build). 2) Better indication of medics in the area (something like the current needle icon - maybe a cross?) with a range indicator 3) A prominant bleedout timer as this also plays a vital part in the decision to bleedout or call out. 4) Instant bleedout option 5) DO NOT REVIVE option (reliant on point 1) 6) Call for help option 7) If a kill screen is required then a "live view" picture in picture (points 1 & 3) 8) Ability to decline a revive to cut down on pro-rezzing 9) Instakills to display kill screen and then go to map to redeploy |
Acturus Galaxy
Horizons' Edge
11
|
Posted - 2013.05.08 10:06:00 -
[56] - Quote
Mr Gloo Gloo wrote:Let's resume :
Heavy are useless, so logi are useless --> remote armor repairer DOWN Medic works when it want to, you're new system is useless.
Isn't a game based on clones ? As in PC ?
Make it work please !!!
Whoa, do not make it any worse than it has to. I have been playing logi in Uprising and have had no problems finding a heavy to follow around. Just wait until I have my 100 hp/sec armor repair tool to keep the heavy in action.
Do not forgot Gallente assaults and logis can have up to 600-700 armor at max, there is much need for our remote repair tool. But I agree, following around a Caldari with 500 shields and 90 armor is pointless. I am Gallente and would never help the Caldari anyways and a Caldari logi with remote armor repair is just odd |
|
CCP Eterne
C C P C C P Alliance
1554
|
Posted - 2013.05.08 10:17:00 -
[57] - Quote
Not sure why this is still in General Discussion and not Feedback and Requests, but I am moving it there now. |
|
DrunkardBastards
Inebriated Liberation Front
23
|
Posted - 2013.05.08 10:19:00 -
[58] - 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.
i agree, i guess my only thought, not even issue, is what happens when i jump out there revive you, get shot to **** using a turd as a paddle, and you decline? should i still get points for that? My other thought, who in there right mind wouldn't want to get revived, even if you die again, its not like it cost you any more isk/sp.. And by the likes... it SHOULDN'T cost you another death on your KDR (don't know if it does or not,but if you got revived then you never really died soooo.......) so you have nothing to lose from a revive in any situation. more WP for everyone.. Call for help, don't be a.. whatever it would be what it is that i'm calling you.
cheers **** and beers, to drukkn to care. |
Rivethead 13
DUST University Ivy League
1
|
Posted - 2013.05.08 10:38:00 -
[59] - Quote
Yeah it is really hard to tell if I am bleeding out or dead right now and I don't seem to be the only one. I think what would help would be buttons for respawn and call for help on the stats page as they said earlier. A notice saying you at bleeding out/ dead would also be good. Ideally an auto call for help would be nice. I know there are those that dont want that so there needs to be a way to turn auto call out off. A toggle like the one for push to talk would be perfect and could sit at the top of the neocom when in battle for easy access ( default to on for the newberries) |
Whizawk
Omega Risk Control Services
9
|
Posted - 2013.05.08 11:27:00 -
[60] - 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?
Number 1 is a really good idea. I don't quite like number 2 because as you said it may have been better just to respawn somewhere else for a more tactical approach.
But it is essential to always show the revive icon because this negates the possibility of people actually using injectors in the first place. In my opinion at the moment, any other type of equipment would probably benefit you more with the injector bug still here. |
|
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
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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.
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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
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RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
181
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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
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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... |
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CCP Draco
C C P C C P Alliance
67
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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
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Luis rules 1st
Valor Coalition RISE of LEGION
0
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Posted - 2013.05.13 06:07:00 -
[91] - Quote
Well, first of all the system has to be fixed, cuz right now is a pain in the ass trying to get someone up. you end loosing more time trying to rez people than it should. Second, I don't want to see the freaking map if I'm waiting for a rez. I wanna see whats going on around me so I know if I have to run or anything has to be done as soon as I'm up.
It's better if you can give us the option to see the map or the surround. Dependind on what suits us best. Not waiting for a pick up watching the map to end dying again. |
crazy space 1
Krullefor Organization Minmatar Republic
1111
|
Posted - 2013.05.13 06:10:00 -
[92] - Quote
please let us wait on the kill screen to get revived. Also please offset the kill screen to the left or rht so we can kinda see? Or add a close kill feed/open kill feed button please. |
crazy space 1
Krullefor Organization Minmatar Republic
1111
|
Posted - 2013.05.13 06:11:00 -
[93] - Quote
Also make a call for help player flash. Since it's super obvious, oh he wants to be revived. |
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CCP Draco
C C P C C P Alliance
68
|
Posted - 2013.05.13 06:30:00 -
[94] - Quote
The quick fix will let you wait on the kill screen, the icon will show right away.
We will also look into what we can do with these other suggestions:
- Offsetting the kill screen, and/or allowing it to be toggled on/off.
- Adding a remaining bleedout timer/indicator to the bleedout icon so they know if it's worth running over.
- Some kind of indication, color, flashing, or other, to indicate that you really want to be revivied.
- Allow "call for help" from the kill screen.
- KEROSIINI-TERO's list of other suggestions.
- Improve the location of the icon vs. the corpse.
Cheers, CCP Draco |
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Lowkiie
KILL-EM-QUICK RISE of LEGION
0
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Posted - 2013.05.13 06:45:00 -
[95] - Quote
I'm sorry, did I read right? Someone gave the revival system a 7/10? I don't mean to sound like a jerk but the new revival system is at most a 1/10. You know what my number 1 cause of death is? spending 20 seconds trying to find the downed guy to stab him. Being right over his body and not have the icon show up to revive him pressing the button a hundred times moving around to no avail. |
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