[QUOTE=tokamak;458146]Please, you keep misapprehending me. Read the text you’re quoting carefully, not mocking you but it will help the discussion better. The suicide option should be there, if only to prevent people from resorting to cooking nades or rushing into enemy fire (with or without helpful team-mates unknowingly following them or being given away by them).
Self kill should stay.
It’s ugly, I rather wish it was never necessary to do so but there can always be extreme cases where opting out is the best option. And if that arises, people should be able to do it through a command rather than going knoxville on themselves.
Respawn timers need to stay out
IF players should go for the killswitch, and that’s entirely on them, Then they should not have the luxury, the convenience of knowing when the right it is to press it. The risk of sitting out for the FULL respawn time should be entirely on them.
This means that the reason to self-kill should weigh more heavily than the risk of a maximum spawn time. Now what you’re actually paying is the average spawn time, probably 5-6 seconds (that’s the average right?) so even that isn’t that bad. However, what should not ever be the case is a free 0 seconds reset just because that’s the easiest way to replenish yourself.
I already supplied why this is important from a gameplay perspective: life and death needs to weigh heavily in the completion of the objective.
I can also give a reason why this is important from the F2P point of view:
People spend either time, money or both on this game. Each kill is converted to currency which they spend on the development of their personal account. Self-killing is frequently used to keep the honour to yourself and cheat people out of a well-deserved kill. Cornered people gladly tap out because of that. This is not only frustrating, you’re actively stealing online currency from the person.
Now what message does this send from SD to their audiences?
That the player’s time and effort isn’t worth a damn to them. People get to tap out before you get you due share of the results.
This is a side-argument however. It’s the gameplay one that I’m most concerned about.[/QUOTE]
But if the person is frequently tagged he won’t be stealing ‘currency’ as you like to mention it from the person as the selfkill would still give the kill to the person that tagged him the most. That’s how it worked in ET and should still work.
And in my opinion spawntimers do belong in the game, as it was in ET and should be in here aswel. It was one of the biggest competative games and selfkill included with the spawntimers were in there and it worked! Why change a lot to a game that was so big in the esports scene? It appearantly worked really well then, why shouldn’t it work now? There’s no good reason to leave the spawntimers out, it wasn’t bugging anyone back then and shouldn’t even be remotely close to bugging someone now.