So what are you thinking about this ?
I want some TK enable by default !!! like ET or ETQW !
So what are you thinking about this ?
I want some TK enable by default !!! like ET or ETQW !
I would want TK as default.
I don’t think it will be though, lets face it, you want a popular game you have to appeal to casuals no matter how much to the core of their style SD sticks to whilst they make the game. Then again, maybe there isn’t a default and hopefully tk on or off can soley rely on server owners choice (which I think I would prefer over any default).
I’d say that depends on wether the damage model and RoF are similar to ETQW or not. If it is, sure!
On by default, half damage if necessary. Airstrikes, artillery, rocket launchers, etc… are really frustrating when they can be used without awareness.
I don’t care as long as we can choose between them. For fun I like to play without TK (Because who doesn’t want to spray once in a while.) Otherwise, TK on, requiring you to pay more attention to your surroundings etc.
Most server admins don’t choose, so the default value is very important.
I want friendly fire on by default. Turning it off is a very lazy way to handle griefing. The solution to griefing is not removing all knives from the kitchen. If someone wants to annoy other players, he will find a way: block narrow passageways, defuse your landmines, plant enough landmines, turrets or other objects to fill the team quota. If there’s per-player limit of landmines, then griefers have already won: design has been dumbed down, one player can’t make up for the lack of engineers on team even if he makes it his full-time job. Knives have been dulled.
The right solution:
Now the last one worked poorly in W:ET, but it could be implemented better. For example TK complaints could carry over from match to match (persistent stat) and servers could have an option to reject players with more than X teamkills per match. A separate issue that needs to be handled is distrusting players who are teamkilled very often, especially by different players.
Whatever the specific solution, make community active and empowered. Modern features like matchmaking tend to do the opposite: they handle players around and take the power from them.
[QUOTE=jazevec;418115]The right solution:
Now the last one worked poorly in W:ET, but it could be implemented better. For example TK complaints could carry over from match to match (persistent stat) and servers could have an option to reject players with more than X teamkills per match. A separate issue that needs to be handled is distrusting players who are teamkilled very often, especially by different players.[/QUOTE]
That’s a hard standard to achieve in games with a standard purchase model.
That all becomes very problematic with a free-to-play system. Malicious sockpuppet accounts are free and readily replaceable. People could leave and return for vote-kicks in the past. Now, the same will most likely be true for bans which will obviously also be a stumbling block for anticheat mechanisms. Persistent stat mechanisms only become meaningful if accounts are meaningful.
A couple possible solutions to make accounts and account statistics or penalties meaningful:
[ul]
[li]server defined minimum stats such as playtime (Segments the playerbase based on stats. Side effect could be a positive. Poor newbies
)[/li][li]persistent xp / rewards (Lots of us don’t like rpg progression. Adds value to accounts but doesn’t stop malicious sock accounts)[/li][li]mandatory tutorial before going online or otherwise annoying account creation process (Obviously annoying.)[/li][li]pay-to-win / pay-to-play (
)[/li][/ul]
I voted for yes, of course. But teamkills should be punished this time, for example losing 1 kill, or an amount of xp.
Or there could be an honor system such as in LoL, to reward sportsmanship, though as for now, it only gives you a small badge that shows on the loading screen to tell other people that you’re a cool guy. I think this could be good if there were appropriate rewards.
Punishments are by far better. Who cares about the “I don’t teamkill award”? Aside from the fact that everyone would get this award or where is the limit where you don’t get it? Difficult to implement. Most public players play for xp or kills. So it hurts them most if you take away what they earned.
Sorry, i just went a little off topic about that. I just wanted to say that there can be benefits for good players and, of course, punishment for those who ruin games deliberately.
This would interfere with TK-reviving. Scratch loosing kills, and use the xp deduction only after reaching a amount of friendly damage (or better, not at all). The stuff you suggest could be used as greifing, something I DON’T want!
Vote-kicks (“Do you want to file a complaint?”) are cool, as are the user option of turning them off.
Although not related to griefing, there is a huge difference between having a penalty administred automatically, based on rules, and to have the user judge on a case by case basis. When the user judges, behavior will not be regulated by predefined computational rules, but instead what makes sense to the human mind (which depends on the situation and the personalities involved.)