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Don't punish Teamkill, punish Team Attack


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#21 ltwally

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Posted 03 November 2012 - 09:23 AM

View PostRaidho, on 03 November 2012 - 02:48 AM, said:

maybe a voting system could help?

after a tk or if someone took a % amount of friendly fire a vote for penalty pops up (yes / no). ff happens and i think its wrong to lower the dmg or anything else because it would take out the advantage to keep 2 enemys in a line to you, so only one can shoot at you.

please excuse my excellent english, but i think you know what i mean :P


A votekick system might work.

It'd be all the better if, upon a successful vote, it automatically forwarded a server-side recording of the battle to the admins for their review.

(Of course, the only way that would really work is if the server were automatically recording matches right from the start. I'm not sure if that infrastructure is in place, or if PGI would want to pay the price to implement it.)

#22 Raidho

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Posted 03 November 2012 - 09:31 AM

ff off will end in massiv spam, if thats what you like, spam then ff off will be your friend, true :P

if people abuse this (ff) for teamkilling just give them a penalty big enough to stop, or don´t play pug games.

#23 SonOfAgony

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Posted 03 November 2012 - 09:34 AM

View Postltwally, on 02 November 2012 - 07:47 PM, said:

I mostly pilot the Jenner. (I love the small size, high speed and high manoeuvrability).

For those who haven't spent much time in a light mech, you might be surprised just how much damage comes from accidental friendly fire. I'm constantly weaving through a battlefield, taking damage intended for others. Mostly it's minor splash damage or laser shots...

...Still, I would not want to see the situation where someone else was penalised because I was getting into the heat of things.

More-over, I would not want to see teammates pulling their punches because they were worried about being penalised for every little piece of damage that hits a teammate.


I agree that there is a definite problem with intentional team-attacking. However, there is likely no way to automate an in-game system to handle this. Better to instead stay with emailing support@mwomercs.com and letting them handle it.



I would like to give you one golden:

COMMON SENSE AWARD

#24 RedDragon5

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Posted 03 November 2012 - 09:36 AM

I haven't played the game,but I have some ideas if attack on ally=lose c-bills does not work

The game should track the player's cross hairs.If they are being intentionally put on ally mechs,tracking the ally mechs,and firing at the point they are locked on(ex:cross hair on ally mech for 5 to 10 seconds and they are shooting at them)then a actual cut scene will pop up with a guy talking to the and reprimanding them for the behavior.The player will be kicked from the game and an NPC will control the mech for them
If the behavior continues,they will lose the mech they use most often,or it will be randomly decided.They will not gain any c-bills,but,in fact,lose 50% of their c-bills.They also will not gain any c-bills for 1 week.

Edited by RedDragon5, 03 November 2012 - 09:38 AM.


#25 Khell3770

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Posted 03 November 2012 - 01:00 PM

I think the system is pretty good the way it is. If they put in a fix I would like them to set it so that, say for the first 30 seconds, if a teammate shoots another teammate then they have the right to "self defense" and can retaliate without penalty. This will allow those attacked to take out the TKer without a penalty, but later, in combat, not have issues with friendly fire, which should be included as it's just a matter of realism. if you walk between a friendly firing away, and the enemy he is raining down hell on, then you will come out smoking and glowing hot. I find it funny when ppl complain about friendly fire. Not having friendly fire is pure fantasy, and I like a challenge, part of combat is picking your firing line as well as watching your own butt.

To avoid issues with friendly fire, time your shots, if your farther back, see a friendly mech moving towards your line of fire, only fire if your weapons finish cycle b4 the firendly gets in line, or hold your fire till they have passed. Often what I do is quickly switch targets and fire off a volley/burst at another enemy that I have a clear line at until the line to my primary target clears. Some of the friendly fire issue is the person getting hit, but allot of it is the person firing. if you are farther back then you can see the friendly mech coming. if they are in close and brawling with a target then they likely don't see you, as of yet I have not found the "eye's in the back of the head" button in MWO. When in combat don't focus so much on your individual hits/kills as much as on team work and putting as much DPS as possible into an enemy, while minimizing the damage you do to friendlies.

Back to the Team Kill ppl and griefers, I stand by my earlier statement of a self defense mechanic at the start. if that can't be made to work then leave the system alone. I haven't got allot of issues with TK or those types of griefers.

#26 Telthalion

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Posted 03 November 2012 - 01:12 PM

I would also like to suggest that death by team kill shouldn't incur a repair bill for the death itself or any damage taken in the previous 10 seconds or so.

#27 Dukarriope

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Posted 03 November 2012 - 06:09 PM

I don't agree with insta-death at the start of a round. This can be extremely off-putting to newbies who are trying to understand the mechanic of weapon grouping or haven't even figured out how to shoot.

#28 Kalidar

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Posted 04 November 2012 - 02:44 AM

What about disabling friendly fire in the first 10-20 seconds? There's no enemy targets so early in a round, right? Or are there maps where you can fire a long shot immediately upon launch?


Separate idea: disabling friendly fire to/from trial mechs?


Vigilante action is welcome against the griefers, but rarely rewards the vigilante; such is life.
Perhaps just make reporting as easy as possible so we can all focus on the fun parts of MWO. :)

Edited by Kalidar, 04 November 2012 - 02:45 AM.


#29 Gaan Cathal

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Posted 04 November 2012 - 02:58 AM

View PostKalidar, on 04 November 2012 - 02:44 AM, said:

Separate idea: disabling friendly fire to/from trial mechs?


This just brings visions of newbies in trial mechs getting pounded by griefers in purchased mechs and being unable to even retaliate. Maybe Eve has jaded me though.

I'd also like to second the general light mech sentiment on friendly fire, I get clipped often enough when the furball starts, and it seems unfair to punish the poor sod.

#30 skotsche

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Posted 04 November 2012 - 09:05 AM

I think it would make sense to really penalize FF in the first minute in the starting area. Later in game it is impossible to distinguish intended FF from accidental FF.

#31 dafuqishappening

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Posted 04 November 2012 - 09:09 AM

yeah. got some ***** shooting my mates back since the game began, already warned him to stop but still continued. I responded by limping his mech. now he wants to ban me. These people.. so sad.

#32 ltwally

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Posted 04 November 2012 - 09:14 AM

View PostKalidar, on 04 November 2012 - 02:44 AM, said:

What about disabling friendly fire in the first 10-20 seconds? There's no enemy targets so early in a round, right? Or are there maps where you can fire a long shot immediately upon launch?


And then you run into the problem of people having fun shooting each other, and all of a sudden that time frame expires and they're doing real damage.

This kind of solution can easily cause more problems than it solves.

#33 xQuietx

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Posted 04 November 2012 - 10:18 AM

A simple answer is to eliminate friendly fire damage. Problem then goes away.
(Collisions with friendlies could be disabled, while allowing it for enemy in the same way.)

Would people complain? Yes - but as mentioned earlier, there are times when it is "nearly" unavoidable. (Of course, if you thought there was a serious penalty for shooting someone in the back, you might actually treat your weapons as something that could kill and be VERy careful on field of fire etc... but I doubt most of the player base is likely to be serious enough to get good at that.)

#34 Minos Murdoc

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Posted 04 November 2012 - 10:36 AM

Yes its annoying when you start a match and get shot in the back/leg/arm at the start, but really turning round and killing the person who did it is a bit much. 80% of the time i've had it done its by a new player that doesn't know what they are doing, the other 20% its my team mates ******* about or setting up new weapon groups.

As to when the battles start, i've lost count of the times i have shot someone or they shot me while circling and attacking the same target. Ok i always try to stop firing or move crosshair away but cant always do that. Or how about the ***** that walking in your line of fire so "they" can get the kill shot on the target you've been attacking.

If they keep doing it and on purpose then report them for briefing (or once player blocking is added block them so would wont play with or against them), but really punishing them for shooting you by accident is a bit much. As for team kills i think it should be more than 15k C-bill and 150xp. they should increase this and maybe you have to pay for the repairs too.

#35 ltwally

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Posted 05 November 2012 - 12:04 PM

Many games have a console method to make recordings. Does anyone know if MW:O has such a means? Then you could set MW:O to record, and when you have a problem, just email the recording to PGI.

#36 Siden Pryde

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Posted 05 November 2012 - 12:13 PM

Having just been intentionally TKed and trolled (again), I find my self agreeing strongly with the need for the option to disable friendly-fire and for greater penalties to TKers when it is active. Accidentally clipping a friendly during a furball is one thing, things are hectic and shots don't always got where we intend then to, so there should be no penalty for that. But when several team members start shooting you and hunting you down when you try to get away, and then trolling you when you ask "WTF!", something needs to be done about it. I'm going to fire off a e-mail to support@mwomercs.com with a screenshot of the match summary, and hopefully something can be done about them.

#37 DeathWalker305

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Posted 05 November 2012 - 12:21 PM

View PostHighTest, on 02 November 2012 - 09:20 PM, said:

Umm... I disagree 100%.

When you're standing there with a mech in your sights and some noob runs in front of you while you are letting your lasers rip, how is that your fault? If I have position and someone crosses the firing line, why should I get punished?

The idea might work, but only for the first 15-30 seconds of a match. Otherwise how do you determine whether it was intentional or not?

Don't get me wrong, this drives me as nuts as it does you. Heck, people firing off ammo at nothing at the start of a match clearly tells me they don't care if they win or lose, which doesn't make me happy even without damage. But consider how you'd feel is you got penalized for someone else's stupidity...



i agree with the first paragraph

the best it seems is the have penelty (have to pay the c-bill cost-to the damaged party-keep it directly fair and proportionate) for damage to friendly mech ...unless you are locked on to a target...then the penalty , or damage with no relief goes to "crossed line of fire" person who ran in front of you when you are firing..

the concept of anti sweeping- like in a real fire team fall on death ears to couchers--before anti sweep training, they get shot in the back of the head in real life when they stand up in front of thier fellow team in a fire fight

#38 Vectoron

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Posted 22 December 2012 - 12:52 PM

Today I was also back cored by a griefer in a Stalker, while piloting my atlas. This happened at the start of the game and he did it twice. Lethal intent was obvious, he was tracking me and firing. I put him down in self defense when he began firing lasers a third time.

What needs to happen is a system or a redflag thing for when you take 70% or more damage for the team mates shot, or something like that so its gaged as the team mate purposefully hitting a friendly. However like someone already said this could end up punishing people who have idiots move infront of their firing lane.

Also the begining of games are definitely something that could be looked out for as well. Thats when most of this crap happens.

Another option all together is to just take away the QQ system of reporting for team killing. Yeah team killing will happen in PUG drops, but that helps people to defend themselves against asshats.

#39 Raeven

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Posted 22 December 2012 - 01:01 PM

View PostJohn Shirley, on 01 November 2012 - 01:53 PM, said:

Today i had to deal again with one of the idiots who like to shoot their teammates in the back just after the start of the match.
Needless to say we had to kill him and i got punished for the killshot.
Why do you allow griefers to damage all teammates without any consequence and if they have to defend themselves they get punished?
I suggest that any team attack deals at least 40 percent of damage to the team attackers mech, 100 percent and insta-death during the first 1 or 2 minutes of the match.
If that's not possible at least don't give any punishments for shooting at people who previously attacked one of their team members so people can deal with them.


Quit TK'ing and you won't get penalised. Teamkilling in retaliation for a little damage is idiotic.

Let me rephrase that. Team Killing for ANY reason, is idiotic.


Just say no.

#40 So who took Pilot Name as a name

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Posted 22 December 2012 - 01:14 PM

View PostRaeven, on 22 December 2012 - 01:01 PM, said:


Quit TK'ing and you won't get penalised. Teamkilling in retaliation for a little damage is idiotic.

Let me rephrase that. Team Killing for ANY reason, is idiotic.


Just say no.


Approved 100%. Don't go for the kill...


... explode one of his legs off instead ;p





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