[QUOTE=Exedore;250149]Curious as to why you’d want this as optional? You’d rather keep the info from your teammates sometimes?
There is of course a spam check on it, earlier in production we did hear it a tad too much. [/QUOTE]
Shattered horizon has a special voice sound for the first time you encounter an enemy in the mission. Such an alarming exclamation like ‘here they are’ or ‘they’re coming!’ really adds to the immersion.
You see it in movies (the Hurt Locker really does this right) as well. The first few phrases are yells and as the combat continues they become more controlled and calm.
I love how brink uses all the good ideas in the multiplayer games out there, with this in mind, it would be cool to have a sound when your firing at a enemy and you hit him a bit like black ops, and a bip sound when you frag a player like in fortressforever, and to finish it i would love to see some prestige thing like they have in mw2 bo etc, because level 20 feels really low to me
If you are going to have it, it should be automated. It’s stupid to have to press a button (or make a “spot on fire” script. The sequence is Aim then Shoot; Not Aim, then Spot for team mates, then shoot.
I see some interesting tactics. Instead of deploying radar, you get a light guy up in a high place in position to see the oncoming enemy and he stays “covert” and acts as his teams radar.
In BC2 you got XP for spotting, and an “assist” if someone killed a guy you spotted. Is there an XP reward in Brink for spotting to encourage radar?
thats why[among other reasons]BF games sucks.
focusing[!!!]on obj, rather than on WoW-styled xp/gold-whoring is primary target.
but if TESV was based on iDTech5 as many expected[or Oblivion Online MMO], you can see such stuff “in action”.
[QUOTE=Cankor;250217]If you are going to have it, it should be automated. It’s stupid to have to press a button (or make a “spot on fire” script. The sequence is Aim then Shoot; Not Aim, then Spot for team mates, then shoot.
I see some interesting tactics. Instead of deploying radar, you get a light guy up in a high place in position to see the oncoming enemy and he stays “covert” and acts as his teams radar.
In BC2 you got XP for spotting, and an “assist” if someone killed a guy you spotted. Is there an XP reward in Brink for spotting to encourage radar?
[/QUOTE]
Even though BC2 is one of my most hated games, their spotting system requires the players intent for it to work and for that reason only, its superior. There may not be voice communication within a team on a public server, but at least the act of manually spotting a player within its system is communicating.
An automatic system, on the other hand not only completely dismisses intent, but it encourages players to be kill stealers, instead of kill instigators. To be more precise, all spotting systems encourage kill stealing, but at least when its manually activated - you actually ask for it.
Prestige thing is exactly the stuff I try to distance from, as well as colored guns(who said “gay”?). It all leads to xp farming in the end, we`ll have plenty of this anyway, why elaborate it further?
Besides, whole clothing thing is aimed at this exhibionist player demographic in the first place.
An automatic system, on the other hand not only completely dismisses intent, but it encourages players to be kill stealers, instead of kill instigators. To be more precise, all spotting systems encourage kill stealing, but at least when its manually activated - you actually ask for it.
lol, who cares if someone “stole” your kill? A dead enemy, is a dead enemy…This isn’t FFA deathmatch.
I know I don’t let it bother me a great deal if kill stealing happens now and then. However if it happens too often it could make you appear to be a weak link on the team and then you’re having to deal with the negatives coming your way from other team members.
[QUOTE=Slade05;250380]Prestige thing is exactly the stuff I try to distance from, as well as colored guns(who said “gay”?). It all leads to xp farming in the end, we`ll have plenty of this anyway, why elaborate it further?
Besides, whole clothing thing is aimed at this exhibionist player demographic in the first place.[/QUOTE]Although I agree, about prestige… I never do it. And find it kind of pointless.
They are going to have colored guns though… I think they made that obvious with some of the pre-order bonuses being gun skins.
I feel like SD’s clothes and gun skins will be less of a d*ck measuring contest than the skins in CoD.
Evidently, I’m not.
In a system that requires interaction from the player, you are asking players to assist you in killing someone. Thats all well and good if you ask for it. In a system that makes it automatic, it ignores that and assumes every interaction you have you need assistance in.
lol, who cares if someone “stole” your kill? A dead enemy, is a dead enemy
A dead enemy is a dead enemy when someone respawns as well.
Are you suggesting those who bitch about respawns should have a cup of stfu, because the end result is a dead enemy?
[QUOTE=Humate;250444]A dead enemy is a dead enemy when someone respawns as well.
Are you suggesting those who bitch about respawns should have a cup of stfu, because the end result is a dead enemy?[/QUOTE]
Yes they should. However I would like to see changing gear/classes near a capture point being preferable or even the only option.
Yeh I was taking the piss.
I dont have a preference regarding slashing out - either way is fine by me.
Your suggestion sounds pretty cool, anyway.
As far as autospotting is concerned (and will be the last thing i’ll say about it), I think if a player is playing on a pub and they want to win - they want to ensure that the teams resources are divided properly. When a player knows they can beat 2 or 3 guys on their own - a system that prompts players to help them automatically, when it isnt needed, wastes time and effort.
[QUOTE=Humate;250444] Evidently, I’m not.
In a system that requires interaction from the player, you are asking players to assist you in killing someone. Thats all well and good if you ask for it. In a system that makes it automatic, it ignores that and assumes every interaction you have you need assistance in.
A dead enemy is a dead enemy when someone respawns as well.
Are you suggesting those who bitch about respawns should have a cup of stfu, because the end result is a dead enemy?
Rhetorical question. ;)[/QUOTE]
OK, well, I won’t begrudge you your opinion, but it is a team based game and not a death match game after all and too me you are stuck in a death match frame of mind. This kind of thinking is actually detrimental to team play because when you elect not to spot someone (because they may “steal” your kill), and you die, you have cost your team mates valuable info on that guy who may subsequently go on to sneak-up on someone and kill them as well. In addition, assuming you win the gunfight you are potentially left weaker for having gone one on one and therefore more susceptible to the follow on guy, and you dying in pursuit of your kill death ratio serves no usefull purpose other than to stroke your ego.
I’d prefer to have two or more guys always shooting at the enemy whenever possible, taking them down as fast as possible in order to limit the amount of damage they are able to do in return, so we can do the same to the guy behind him. I don’t really care who actually kills him.
So that’s where I’m coming from, and since the spotting mechanism appears to be there, I’m glad it’s automated because I’d prefer not to have to press a button (or write a script) to spot. Now, all that being said, I’m an old fart with poor aim so maybe I just need the extra help in order to survive
[QUOTE=Humate;250444]
A dead enemy is a dead enemy when someone respawns as well.
Are you suggesting those who bitch about respawns should have a cup of stfu, because the end result is a dead enemy?
Rhetorical question. ;)[/QUOTE]
Don’t know why it’s rhetorical. In games where self killing to respawn is included it’s part of the game and strategy and yes everyone should have a cup of stfu. If you are low on health/ammo and your spawn timer is coming up it may just be time to slash kill, even if you are in a firefight (and maybe especially then). Why should I sit out for 30 seconds when I can repawn right now and immediatly start helping my team again? In addition, maybe I need to be inside and I’m outside too far away from the action (oobjective just changed), I can respawn and instantly be near the new objective, or I can spend a minute running to get there.
I agree if you’re just doing it to deny the guy a kill it’s kind of douchy, but I still don’t care if someone does it to me since they are dead and I have that much more health and ammo because they died earlier than they might have. But yeah, I get how that bugs some people.
You’re most likely a far better shot than I am, but that doesn’t change the fact that you may still die and your team mates will be left without valuable info in that event. It seems to me your situation is covered: just play on servers with VOIP enabled and then you can just say: “I have these guys” so your team mates can go on guarding their own sectors or whatever else it is they need to be doing. In this case if you die, they will know who did it to you and where they are and they can more easily direct their attention towards the threat.
So really I don’t see any good reason ever to not spot someone.
I have heard there is no slash kill in Brink. If this is excluded and there’s no way to change class easily (running to a command post is not what i would consider easy), I predict guys self killing with nades or teamkilling in order to respawn when it’s importnat. It will be a kludgy solution but people will do it.
Evidently, I’m not.
In a system that requires interaction from the player, you are asking players to assist you in killing someone. Thats all well and good if you ask for it. In a system that makes it automatic, it ignores that and assumes every interaction you have you need assistance in.
Assisting in kills is evidently built into the weapon mechanic of “sniper rifles,” (and perhaps others as well) as Rahdo explained awhile back:
[QUOTE=Rahdo;217726]…the important thing is that this is NOT a game where guys can hide in the bushes and spend a whole match doing one hit kills against everyone they see. Our ‘sniper rifles’ are much less powerful than what you’d expect to see in other shooters. Plus, our levels are much tighter with very few huge wide open spaces. So we’re not really the game for players who like to snipe and nothing else.
That said, the guns are great, and work really well in a team capacity, because one defender with those rifles can do a great job of ‘softening up’ the opposition so they can be polished off by their comrades SMARTING all over the place with their sub machine guns :)[/QUOTE]
So even something as simple as killing has been redesigned (to a degree) to be a team effort. Your fears or concerns of “kill stealing” just doesn’t apply in this game, not saying that it won’t happen, but simply stating that it is more of a personal preference of yours, rather than a genuine gameplay concern - even the devs have incorporated the mechanic somewhat into some of the gunplay.
Based on the quoted text text above, Rahdo/the devs seem to follow the philosophy I stated earlier - a dead enemy is a dead enemy.