/Selfkill


(Seiniyta) #1

I tried to search for it, but hadn’t found a past thread about the matter. In a earlier stage apparently /Selfkill was possible but later removed. I think I know some reasons why they did that, but I could be dead wrong as well.

If they got in a fight and know they can’t win he just could push the custom assigned selfkill button and the opponent not getting the xp of killing him. Which kind of sucks. Other then that, I’m not sure.


(Cep) #2

I imagine that if the self kill option was there, that is exactly the reason it was removed. Its quite an annoyance on pub servers ET:QW when some gay on self caps themselves to avoid a fair kill.


(zenstar) #3

Selfkill should just give away a kill’s worth of xp to everyone on the opposing team.


(AnthonyDa) #4

It has been removed to let the operative interrogate people before they respawn.
/thread.

(or you can continue the thread about idiot pub perk vs comp. )


(Stormchild) #5

Exactly, I despised people self-killing in duel or so, but usually it was also because they wanted to catch the next respawn “wave”. Or if you get lost in a map, easy way to go back to spawn. But it was abused in duel, so I don’t know. I’m fine without it tbo. I wouldn’t mind having it back but then it needs to be locked in combat or like 20 secs after taking damage, I don’t know…

Edit : ok I didn’t think about the operative, good point.


(Kendle) #6

AnthonyDa has it :wink:

tbh I don’t mind either way. ET (comp) players will tell you it’s a key mechanic for a wave respawn game (which is true) but in Urban Terror, which also uses wave respawn in CTF (in Europe anyway, they don’t in the US) everyone just TK’s each other at spawn time. Of course one person is left who can’t TK himself, but it rarely comes to that in practise.


(wolfnemesis75) #7

Self-kill would make some of the classes a wash and lower their value. Like the Medic. Or Operative. Plus, Cortex Bomb is a Self-kill and an ability. Lastly, you shouldn’t be able to self-kill, but fight to your last breath and wait for the respawn timer. :wink:


(FireWorks) #8

“Oh great you didnt die in time and now we have to attack again with one man down!”

“Ok hold back, we just spawned. Oh they found you…”

In competition games it sucks hard.

For pubbing it just dumbs down the game another bit. QW was about being as effective as you could, meaning to spawn in different locations as different classes. Aborting a firefight and respawning instead of lying 19secs on the ground and being worthless is a sign of brain to me.
Fraggst0rs and XPwhores sure feel tricked about their goals, but in the end SD games were about winning with the team and not getting most kills or XP. And I say that while I usually end up with most kills and XP, and on the winning team.

Playing efficient and effective is a gameplay goal and it leads to victory. Not crying that someone just didnt get a frag and his precious XP for it.


(Exedore) #9

I found the post for your enjoyment/enragement:
http://www.splashdamage.com/forums/showthread.php?p=231223&highlight=kill#post231223

It was indeed something that we wanted to keep for competitive play, but apparently got lost in the sea of comp casualties. It might be relatively simple to get it back as a server config option, so I’ll look into that.

It was never really a case of XP… On a higher level, I’m not a believer in gaming menus to gain tactical advantage, which this is in some parts a case of. Whereas /kill in the console is certainly effective, proper methodology is to reflect the option in the UI, which again leads to even more complexity in things to communicate. Yet another double-edged sword.


#10

Look at number of comp games vs. pub. games. So /selfkill is not needed, is it? I had so many self kill to deny me the Kill/xp/thrill in Quake Wars it was not funny. It breaks in game mechanics (Operative abilities, Scavenge from Soldier). Does not really fit in as spawn times are so short. 15 seconds or so if you die just after the spawn wave is the small penalty for dying and the “rush” mentality does not work anywhere near as well, as there are no Forward Spawns like Quake Wars.

Edit: I played with you many times FireWorks and you are a very good player, both in skill and teamwork and I respected you very much, but you were not always first I defeated you on pretty even peggings and 9/10 you were in the Air, then… whichever of us was in the anansi seemed to be the Victor! (Faster missile and smaller profile) :slight_smile:


(FireWorks) #11

Now whats the matter with separating disguise and comms hack?

OH I FORGOT!! CONSOLES ARE LIMITED IN THEIR CONTROLS… Sorry I really forgot why it… No… wait maybe it was that QW was so hard for new players that were overwhelmed by the hard to master controls. Oh wait, fireworks, wasnt QW your first online FPS ever? Oh yes! And I loved the whole package of opportunities and clocked over 3000hours before i quit 2years ago.

It was sad to see the fall of QW and we blamed activision at the time for the bad marketing. People like Greased tried their best to help newbies like me to get in the game and after I was decent enough I got some padawans too. It was just so rewarding to play this game because of the many things to explore, after getting all the achivements with all the knifing streak fun and team dominating flying, it was still great to play because of the variety this game offered. And thats all about pubbing, I dont even talk about my short comp time which was also great fun.

Brink seems to be a great masterpiece for consoles as far as I can tell as PC player. But with every choice towards a simplified game, you killed the PC roots of it and made it more boring… and harder to love for the passionate SD fan base.


(FireWorks) #12

[QUOTE=NIDCLXVI;357913]
Edit: I played with you many times FireWorks and you are a very good player, both in skill and teamwork and I respected you very much, but you were not always first I defeated you on pretty even peggings and 9/10 you were in the Air, then… whichever of us was in the anansi seemed to be the Victor! (Faster missile and smaller profile) :)[/QUOTE]

I was refering to Brink awards, sorry to confuse this.

There were people out there raping the **** out of me definitly:) And then I got a rocket launcher and tried to adapt… Which often worked. Another thing were brink falls short with its abilities system.

I wished I would play more rounds with better people. In my over 300h brink most of it was just against mostly bad players. Servers and times with a decent playerbase are a rarity and then you only hear “OMG whole team cheating!!”(will check if i got screenshot there).
Seems the good ones left already and now we play with whats left behind skillwise.
And now that I found a couple guys for a proper comp team, they think about leaving to another game because there are so few teams left to play against anymore.

NID thanks for taking me back to the good memories, games with you were fun:)
PS: **** I forgot my QWdisk again!?!?!?!AAAAAAAAAAAAAAA


(Verticae) #13

I chuckled.

Selfkilling doesn’t deny you anything, your supposed victim may very well have fragged you in that last second, but wanted to rush in with a full wave. I do this all the time in ETQW: Watch the spawntimer, count along in my head and storm a room. No matter whether I win or not, I know I’ll be respawning when that timer hits zero. It promotes teamwork when you can actually fight alongside your teammates.

Also, kills in ETQW don’t give XP. You get XP per damage done; if you get in 90dmg, the difference is nonexistent.

If this is such a huge problem for ego-boosting pub players, though, I’d simply suggest using ETpub’s approach: Have selfkill count as a frag for the person who damaged them in the last 3 seconds leading up to it. I believe the obituary was along the lines of ‘yyyy was scared to death by xxxx’? Plenty of tactical options, and it won’t shrink anyone’s e-peen!


(sereNADE) #14

for all the benefits it brings to comp play it was a nightmare for pubs as it was open to abuse or people would whine about it when used in earnest. server side setting seems like a no-brainer and shuts up the issue but i absolutely see no reason for it in pub play as i would argue it defies the spirit of pub fps.


(FireWorks) #15

For brink pub there are only a few good (but very potent) situations to use it tactical, so I dont care much.

But a server variable would really change a lot for comp teams.
(Im not sure if it would even favour the defenders again without spawntime adjustments. But thats another thing the community can decide given the right tools)

Just make a Server Variable, add the “x scared y” and many will be pleased.

EDIT: If youre working on the obituary, you could also add a msg for being crushed (crane) or runover(yes it happens!) by the defuse robot.


(.Chris.) #16

Wasn’t one suggestion that it doesn’t actually tap you out but just incapped you so if you miss-time it you would be open for interrogation and salvaging till you can join the respawn wave, to avoid abuse these self incappers woudn’t be able to be revived.


(Stormchild) #17

One may call it ego or e-weener, but for example when you spot a strong player who kills you several times in a row, sometimes you want a fair revenge. When you finally find him, duel him and (possibly) get the edge, seeing selfkill and respawning just before you kill him feels like he steals your revenge whereas he destroyed you multiple times before, or that he dosen’t even care about dueling or mesuring skill one against the other.

It’s not a comp thinking but pub thinking, indeed, but it’s nothing to look down to eitherway. The solution to give xp/whatever reward or kill icon in favor of the attacker is a good compromise I suppose.


(Jess Alon) #18

What’s to keep a group of 8 playing against 1 friend in a private match from doing this to quickly give his friends points? or 8 versus 8 just self killing over and over. You should lose xp if you selfkill.


(AnthonyDa) #19

IIRC, at a time there used to be cyanate pills perk for selfkill.


(zenstar) #20

Team announcements will counteract this. You selfkill often enough and you’ll be kicked.
But as stated: it’s not really about the XP (at max level who cares about XP?).

It was a throwaway comment really. Griefers will always grief.