No kill messages
#41
Posted 28 December 2011 - 10:48 PM
#42
Posted 28 December 2011 - 10:50 PM
Petroff Northrup, on 28 December 2011 - 10:44 PM, said:
Indeed. I would love to have to identify mechs by their colors, banners, and various other aspects. It really creates a game environment where skill and power are feared and respected. You get into a game and see the Kell Hounds are your opponents and just consider ejecting right there and running for the next drop ship off this rock.
#43
Posted 28 December 2011 - 10:59 PM
Petroff Northrup, on 28 December 2011 - 10:44 PM, said:
Though in some cases you would already know ahead of time what opposition you were dealing with atleast in terms of faction units, Mercs would be a bit different but I think if they had earned a big reputation their contractor wouldn't be exactly quiet about having badasses on their border. I see the color recognition being a big element for lone wolves, or high ranking members of factions.
#44
Posted 28 December 2011 - 11:03 PM
Edited by Petroff Northrup, 28 December 2011 - 11:18 PM.
#45
Posted 28 December 2011 - 11:30 PM
#46
Posted 29 December 2011 - 12:15 AM
Orzorn, on 28 December 2011 - 10:34 PM, said:
wonderful, that is the exact frame of mind that i would like to see in MWO unless some one dosnt see it and report it, it may as well not have happened in your mind. the Fog o' War!
regarding preop intel, we really wont know who we will be fighting. from what the devs have described, we will basically be playing random deathmatch, and capture and hold games with random people (at least initially). unless some freinds join up for form a lance, we are going to get stuck in with random faction players, lone wolves and if i understand correctly, house loyal mecrs. a random assortment of people in a random game.
in a game sense i think this is awesome. you dont know if you are going up against some rag tag PUG or some hard core highly organized house unit. it makes good pre mission planning essential (for the mission based game, when the arrive anyway)
#47
Posted 29 December 2011 - 08:40 AM
Duke Pitt, on 28 December 2011 - 09:07 PM, said:
Taking your quote for an example here.
The problem with it being an "option" is that it's not actually optional in a competitive setting.
At the level of competitive play where people are playing to win any "option" that provides an advantage is no longer an option but mandatory. Advantage is anything that effects the gameplay in your favor. Knowing for a fact someone is dead or not most certainly is an advantage.
#48
Posted 29 December 2011 - 09:04 AM
Gorith, on 29 December 2011 - 08:40 AM, said:
Taking your quote for an example here.
The problem with it being an "option" is that it's not actually optional in a competitive setting.
At the level of competitive play where people are playing to win any "option" that provides an advantage is no longer an option but mandatory. Advantage is anything that effects the gameplay in your favor. Knowing for a fact someone is dead or not most certainly is an advantage.
I'm having an issue when people are using this as an argument to combat competitive advantages.
Personal choice (i..e turning off an option) does not make it a competitive advantage to another player, you chose to turn it off, arguing you don't like the advantage it gives to someone at that point is a bit moot. Better to just argue to not have it at all.
FTR - Against in game scoreboards
Reasons
- Diminishes team play
- Encourages glory hunting/individual play at the cost of the team
- Diminishes tactical value of scouting
- Diminishes immersion
Edited by Kaemon, 29 December 2011 - 09:05 AM.
#49
Posted 29 December 2011 - 10:41 AM
#50
Posted 29 December 2011 - 10:48 AM
#51
Posted 29 December 2011 - 12:11 PM
Kaemon, on 29 December 2011 - 09:04 AM, said:
Personal choice (i..e turning off an option) does not make it a competitive advantage to another player, you chose to turn it off, arguing you don't like the advantage it gives to someone at that point is a bit moot. Better to just argue to not have it at all.
It makes it a disadvantage to you which is the same as an advantage to them. That's why it's not really an option if it's included only a fool would purposely give himself a disadvantage against an opponent in a competitive environment. It's a valid point whether you like or dislike it.
Also I am arguing for it to not be included. I have already given an example of why it's a bad thing
#52
Posted 29 December 2011 - 01:11 PM
verybad, on 27 December 2011 - 09:51 PM, said:
If a score board is going to ruin your tactical plan...
You're proceding under the assumption that it's single life it seems. I think it will be multiple life games similiar to most other FTS games. While I'll be the first to agree that single life games can be a LOT of fun as there is more tension, they unfortunately don't seem to build up large playing groups either.
While I see your agreement, and agree with a lot of it, I just don't agree with this basis, that seeing the scoreboard is displaying the current strength of the enemy, which would rely on a single life type of game.
12v12 @ 10-20 minutes a drop? Doesn't sound like a respawn setup to me. Factor in instanced servers, instead of persistent servers...1 game = 1 life.
#53
Posted 29 December 2011 - 02:01 PM
- Killcam
- Kill messages
- Scoreboard
- Unlimited ammo/invincibility/perma-respawn/LOLmode/whatever
Yep, exactly, it's that bad, bad word tied to Godwin's law...
Edited by Dlardrageth, 29 December 2011 - 02:02 PM.
#54
Posted 29 December 2011 - 02:07 PM
Raeven, on 29 December 2011 - 01:11 PM, said:
12v12 @ 10-20 minutes a drop? Doesn't sound like a respawn setup to me. Factor in instanced servers, instead of persistent servers...1 game = 1 life.
Not really.
8v8
25 kills
30 minutes
Was not an uncommon, and doable bid for MechWarrior4 league play. Those maps were often very tight though.
#55
Posted 29 December 2011 - 04:03 PM
A typical game in MPBT:Solaris was 4v4 and games would last about 4-7 minutes. 2 minutes of approach and 2-5 minutes of contact. with 12v12 I figure a 3-5 minute approach and 5-15 minutes of contact.
#56
Posted 29 December 2011 - 05:25 PM
But on the other hand at least the information that someone was lost should be given, when you try to contact this person or after a few minutes. Depends on an interrupted communication because of ECM or if there is open communication. After some time could also be a message lke XY didn't communicate since 3 minutes (open communication) or this could be setted.
Remember radiocommunication can be a disadvantage when you want to hide yourself ;-) So everyone could decide, if they want to have a regular contact.
#57
Posted 29 December 2011 - 08:18 PM
Phalanx, on 28 December 2011 - 08:57 PM, said:
CHEERS!
None of that FPS "FRAKURMOM killed ILUVPOPCORN" crap.
Thats what After Action reports are for!
LOL yep used to see messages like that all the time. Funniest one (And actually fairly politically astute) was in the fantasy MMORPG Everquest.
ElianGonzales has defeated JanetReno in a Duel to the Death!!!
If you followed the News at all at the time that was pretty funny.
#58
Posted 30 December 2011 - 06:32 AM
That would be a bit hilarious in battle...
*heavy fog*
New Pilot 1 -"Mech spotted, friend of foe?"
New Pilot 2 - "can't see...holy s*** he's turning this way...light him up!"
Commander - "*** are you shooting me?"
Good times.
#59
Posted 30 December 2011 - 06:37 AM
Kaemon, on 30 December 2011 - 06:32 AM, said:
That would be a bit hilarious in battle...
*heavy fog*
New Pilot 1 -"Mech spotted, friend of foe?"
New Pilot 2 - "can't see...holy s*** he's turning this way...light him up!"
Commander - "*** are you shooting me?"
Good times.
I would almost endorse the requirement for visual recognition of allies (if it made sense) just to see situations like this for the lols. However there is no sound reason mechs shouldn't have close range IFF transmitters
#60
Posted 30 December 2011 - 07:54 AM
Gorith, on 30 December 2011 - 06:37 AM, said:
I would almost endorse the requirement for visual recognition of allies (if it made sense) just to see situations like this for the lols. However there is no sound reason mechs shouldn't have close range IFF transmitters
describe 'close' range? especially in a mech with zoom capabilities?
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