getting pulled when you don't want to


(Cankor) #1

One of the reviews mentioned how annoying it was when you are tossing a guy some ammo or health and he is moving away from you, you get pulled along with him. We’ve known about this, but now we are hearing the first potential bad parts, which is it could be pulling you places you don’t want to go, like into a stream off bullets of off a ledge.

Also, the guy runs around the corner while you are tossing ammo and it goes through a wall like magic.

I understand the desire here is to fix the issue of the stupid guys running away from you when you are trying to give them ammo. But this is just too much hand holding, now you have made their problem (too stupid to wait for the buff) into your problem (getting dragged where you don’t want to). If the guys to stupid/noobish/whatever to wait for his buff just let him run off without it. It’s not that important to make sure the guy who’s trying to help is actually able to.

This is just way too much “hand holding”.

If this stays in please please make it a client side option you can turn off.


(Mad Hatter) #2

Or rather, maybe just make it so that if the person you were throwing it to was in range when you tossed it (whatever it is), it will magically follow him until he gets it, rather than you yourself being pulled forwards. Would it look weird? Probably maybe. But it should be better than getting dragged places you might not want to go.


(LyndonL) #3

Seconded. Your character should do what you are commanding it to do in terms of movement, and if the other guy runs out of a preset range the action should cancel. Moving your character or the other character is immersion breaking and would end up very frustrating I imagine.


(trigg3r) #4

i hope SD will look into it, and yeah i agree that if the other teammate is out of range the action should just cancel, not push you toward him.


(Ajax's Spear) #5

x2

That makes much more sense, and I don’t really care how it looks in comparison to the alternative/way it is now.


(Cankor) #6

…or magically fly around the corner he just ran around.


(trigg3r) #7

i’m not a big fan of magic :wink:


(Bullveyr) #8

I totally agree on that.


(CVIChEK) #9

Maybe you could cancel the action with, IDK, jumping, shooting or any other. So if you think your buddy is draggin you somewhere unsafe, just cancel it.
Also, when your buffing, your char should say something like Don’t move, it will be over soon or something like that.


(Smooth) #10

The distances involved aren’t that great, also you can always let go of the button to stop yourself being dragged. If you get within range before you hold the button then you’ll throw the ammo (or whatever it is) instantly.


(BrigandSk(A)) #11

Players do not have eyes on their back! if you swing around the corner to give ammo, coming from behind me, while I’m going forward to assault the enemy and you get pulled into gun fire… who’s fault is it?

My 2 cents:

Ammo and health packs should function as projectiles and if they don’t reach the target player they should collide with the environment and fall on the ground like the way it happens in wolfenstein and quake wars.

The issue might be constant failing to deliver ammo and health packs, on the other hand the enemy would have access to our ammo and health packs if laying around in the open (just like wolfenstein and quake wars)

This is something that they had it right all along since wolfenstein ET, don’t know why they changing something that could even help the enemy team if not careful. I hope they are not changing due to grieffers because that would sound pretty lame

:stroggtapir:


(LyndonL) #12

Or if you throw it and it misses and lands on the ground it disappears after 5 seconds or something like in many games. Could work.


(DoHo) #13

If the person is in range when you throw ammo/syringe, whatever, then they should automatically recieve it; physically (visually) seeing someone toss a magazine should only be there for cool points not immersion or realism.


(Humate) #14

If the guys to stupid/noobish/whatever to wait for his buff just let him run off without it. It’s not that important to make sure the guy who’s trying to help is actually able to.

Conversely, the other guy might not want the player’s help - there are plenty of scenarios where chasing a player and drawing attention to yourself and your teammate isnt the smartest thing to do. We already know that running nearby the enemy shows up on radar. So sometimes helping isnt exactly helping.

As for this pulling mechanic, i really hope this is just a console thing like autoaim.


(BrigandSk(A)) #15

Yes, and If the ammo or health pack misses the target player (body + arms length radius) it would collide to whatever environment ahead and fall on the ground, after awhile it would disappear (just like in previous splash damage tittles)

Why SD decided to change this???

is a mystery for me


(Apples) #16

cough cough

Werent some of us saying that autonade / autopull and all the auto stuffs were bad things, like what, 6 monthes ago? I still have hope that it’ll be well implemented, but yeah this permanent hand holding is rather disapointing.

Peace


(DoHo) #17

[QUOTE=BrigandSk(A);265528]Yes, and If the ammo or health pack misses the target player (body + arms length radius) it would collide to whatever environment ahead and fall on the ground, after awhile it would disappear (just like in previous splash damage tittles)

Why SD decided to change this???

is a mystery for me[/QUOTE]
If it misses the hit box of the player then the model for it should just disappear as if the player was standing right there. If you’re moving around in the heat of a fire fight you probbaly wouldn’t notice it, and as far as the first person animation goes your hand will probably be covering it anyway when it disappears… in any case being dragged along sounds horrible. No other player, let alone a team mate, should be able to take control away from me unless of course they’ve killed me.

(My thoughts turn to Pyro’s airblasting in TF2)


(Singh400) #18

What? I missed this - you get pulled along? Has the world gone mad…?!


(badman) #19

What Smooth said up top. Letting go of the button instantly interrupts things (much like SMART, actually). I’d also add that you quickly get a feel for the “right” distance when it comes to throwing health/ammo/buffs etc, so hardcore players like yourselves will just sidestep this altogether.


(Humate) #20

In the pax video, when the cursor hovered over a team mate, it visually indicated to the player interaction was possible. Is this still in the game, and if it is - does this occur no matter the distance b/w players?

Second question is - I was under the impression class actions were a tap not a hold. Since Rahdo explained that the removal of weapon banks meant the system was faster, “allowing players to concentrate on the shooting”. So is it a tap or a hold?

Thanks :slight_smile:

ps :magicpony: