Word is no /kill in pubs. They said something about making it work in custom/comp modes. Will see in a few days.
I still have my fingers crossed there is a spawn timer on the HUD. Its gonna be annoying toggling the scoreboard on and off the entire map just to know when my team spawns!
[QUOTE=r3fleX;288118]@trollface heh, no although the spawn timers in ETQW were very dodgy i remember they often displaying 30secs when i hit selfkill but then respawning instantly
[/QUOTE]
My undertsanding is there’s an intentional one sec buffer, maybe to make up for guys who died close and would have missed it due to a bad ping?
It makes perfect sense on pub servers suicide is not a main game mechanic - it’s a meta-mechanic, and it belongs in games containing only (or mostly) comp. players. Playing with such a tactic against pub players - and potentially NEW players - is just wrong. You don’t need that level of efficiency in a good pub game, and bringing it often kills the game entirely for casual players.
I love this “have to suicide manually” perspective - seriously, I have nothing against comp. players, but you’ve really lost your perspective on gaming by choosing that route Most of us are still quite happy to play at lower levels, and have loads of fun - it’s a game, not a job It doesn’t have to be boiled down until it won’t separate any more - it’s fat better to keep this separation between pub and comp. to maintain a healthy overall player-base. People can easily choose which level they want to play at, without spoiling other people’s enjoyment.
I don’t have a problem that standard servers from SD won’t have /kill enabled, but what you are trying to say with many words, dazman76, is just: Newbs don’t understand what /kill is, it feels strange for them and thus it shouldn’t be in there cause it would confuse them.
And why is /kill necessary something you would only use in comp. I used it all the time in ET:QW pubs, first of all to prevent medics from risking their life when I didn’t want/need to be revived and saw that they could be in danger reviving me.
And second when a main objective was done, to quickly go to my new spawn and not be completely out of place and possibly instantly dead since enemies could spawn all around me (for example MCP taking the spawn on Valley, I’m there to defend - lol I’m suddenly totally out of place, GDF respawns all around me and they have vehicles ^^).
And of course sometimes simply so I die before the spawn timer hits 0.
You end up with full ammo, full health, full energy, a class change and a weapon load out. I’m sure people will gladly give up a buff or two for that whenever it suits them.
My point is that it cuts corners, apparently it’s a competitive mentality that whenever the game doesn’t go your way you bend it so it does. It trivialises aspects of the game that offer tremendous depth to the gameplay.
Indeed it does, which make it much harder to tap out whenever convenient. Are you telling me that’s something the comp player can’t do?
It’s simple really, if /kill is enabled and worth doing, then some people definately will.
If it bothers you very much, make sure you play on servers that have admins that disallow such things.
In competitive matches theres really no argument here, whatever gives the slightest advantage will be used, unless forbidden by the competition rules.
Close, but not quite - there is more to it than just that Your second paragraph provides the perfect setup for the argument really - if there is such a need for this kind of thing in pub play, it should be provided by a game mechanic, not a meta-mechanic. If you’re down, you should potentially have a 3rd option in the UI aside from wait and tap-out. It should present itself as a valid and suggested game mechanic, not a bindable console command that you only know about through deep investigation. Contrary to popular belief, it IS possible to be good at a game without spending hours reading wikis, blogs and watching 3rd-party tutorials. Sure, not “pro” - but then how many of us actually want to be?
I’m also not just talking about basic lack of knowledge or confusion here - although they are obviously part of the problem It simply doesn’t feel right to me, to be using /kill during a game. I absolutely see what it can achieve, and what a lack of it’s use causes - but I don’t really want those things in the game, nor do I see their benefit in what is essentially the “quick game” world of pub servers. The majority of players that are playing on those servers, will not be using what are actually “advanced” tactics. I’m sure someone is s******ing at that description, but it’s an apt one I feel
I guess this comes down to the spread of skills and awareness seen on pub servers, and the fact that mixing any kind of non-standard tactics in with inexperienced or casual players, carries a risk of ruining the fun for the majority. And let’s face it, you’re unlikely to be passing on these nuggets of useful information to opponents who evidently aren’t utilising them - right? That basically means you’re knowingly un-levelling the playing field to your advantage even when your opposition are just random players looking for fun - which is why I keep describing this kind of tactic as “comp”.
Absolutely agreed - since comp games are based on set rules and regulations, the decision on which (meta) mechanics are legal is made by the relevant people Pub matches should present as level a playing field as possible, with all applicable mechanics visible and easily accessible by all players. There shouldn’t be any need to bind extra commands or execute console commands directly - that isn’t at all in the spirit of pub play, since there’s a good chance your opponents will not be aware of the mechanics you’re using.
Maybe the answer is a multi-tiered approach to grouping or match-making, although I don’t see how SD would manage that. As stated elsewhere, levels/ranks etc. just don’t cut it - but also, sub-dividing the player base causes other problems too. Meh, that approach leads to more problems than benefits I think.
Can you explain to me what a meta mechanic even is? I mean, it was intentionally put in ET:QW; there was a big fat button in the limbo menu saying “respawn”.
Now SD intentionally makes /kill possible in BRINK as well, just not for noobs cause it’s not intuitive for them.
But why is it not a game mechanic if SD intentionally puts it in there? Would you be more pleased with /kill if there was a logical explanation for what it does?
It’s one of these catch 22’s
SD want to have it in as they understand it, see the point of it, and dig it’s merits
However they also realise that many people (casuals?) won’t get it, see the need or ever really figure out how to use it effectively
So as Exedore said they’ve taken it out of the Campaign only
Which is what the second group I mentioned would most likely be playing most of the time
It is a compromise, but a very fair one, it keeps everyone happy, keeps the balance in different modes and at least wasn’t removed completely (which was the other alternative)
You could say the third alternative would be to not remove it at all
However it had already been identified as prohibitive to the game’s chi
So something had to be addresses
Very good point Ragoo, and one I hadn’t considered. However, Mustang kind of gave the reply I was considering - because it’s on the class selection screen, it is essentially presented as a tool for changing class. While I admit that’s somewhat tenuous - and in no way does it show this as the only time it can be used - it certainly doesn’t present itself intuitively as something to use when you aren’t changing classes
I know, this argument is somewhat thin - but I feel that I’m looking at this from the inexperienced players point of view. I’m often on the side of “the noob”, because I think the act of describing someone as a noob because they don’t yet understand the game, is a bad thing to do It’s almost a paradox, in fact - since doing so can often put new players off completely, therefore ensuring they’re never anything but a noob. What is obvious to long-time players, is not always obvious to the newer players.
Maybe the only way to provide this level playing field IS to try separate experience levels, but god knows how you’d do that reliably - and if you’d even want to, given the potential negatives involved.
FF doens’t really come under the same discussion - it’s fairly obvious I think to all players, that shooting your own side is both possible, and bad In fact, I don’t think FF off should ever have been considered as an option in any game!
Yeah, wish there would be some way to spawn in the front lines. Be it a spawn host, respawning on a player (new BF games), some item throwed down (KZ) or whatever. But we will always have CP’s.