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Showing results for tags 'points'.
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In order to keep the game in line with the realistic philosophy and protect the fair play of the game, I request that the scoreboard does NOT update cap points for players until the end of match or some other suitable time frame sufficient to protect fair play of the game and prevent another instance of metagaming. The metagaming exploit is easily used at the start of the match to determine how many people are on a capture point - and it is still able to be used in the later phases of the match too. The scoreboard updates immediately and you can see all the players on a point get their 100 points each time a capture point is taken. In late game, you may be on the point and you can see the enemy is taking the point, and you can tell when the point is going to fall - so all one has to do is open the scoreboard and watch the score update come through and count the number of people who get a hundred points and then report that to your team by saying there are x number of guys on this point that was just caped and nobody is the wiser.
Had a battle today on Fools Road and secured the west side of fortress and we did an awesome defense on 2 BTR's and the troops that tried to drive up the road on the western side. Even though we received little score for it. The devastation was massive.( spectacular ). Ok here's the point the Russian Players lost 60+ tickets in one attack shouldn't the players losing major assets lose massive score. something like -300 to -600 per BTR lost or something like that. There needs a massive reason beyond just the flag loss to make players/squad think, we need to keep these assets alive or we will feel it. For I think at the minute people are very blase http://images.akamai.steamusercontent.com/ugc/446240455622605672/ADA213A667DCD7FD7DAB279154E9B4CE3C193095/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:857&composite-to=*,*|2048:857&background-color=black
No tire walls, forced gaps between building sandbags and hescas/walls, and barbed wire that is virtually useless.... FoB's were not over powered. Especially playing as insurgency, isn't that the point to use rag tag items (tire walls, trash, barbed wires) to defend against the enemy forces? There is now no point in putting up a FoB other than a spawn point (Edit: Except for an ammo crate, maybe a 50. The rest is pointless) There might as well be nothing else in the building system. I enjoyed making FoB's and defending them against rockets and grenades. I also loved attacking dug in positions and that satisfying feeling after you've finally taken one out. Build points have been nerfed to a factor of -5x. A large portion of the game has been destroyed with V6 update.... =7Cav=SPC.Storm.C
Who is best player ? There are few still open and repeating discusion. 1) About "point" system. Who is best player? How to count it, what to display, record K/D,... 2) Medical system. How to motivate people not "give up" and motivate them to wait for medic. There are players who focus on realism and trying fight hard in team. And others who are focus on shooting and stuff like that. some people think about ticket count, loosing or wining like a team. But most of players i guess just ignore that and just enjoy battlefield atmosphere. So we can see how people just without fear run against wall of bullets and luckily clear position without injury. No fear and in 10-20% of situation they will have success and broke enemy line. There are ideas like "respawn" penalty. But this will have effect "rage quit" because people want play, not wait. We can experiment with dynamic ticket counting (for example each double twice ticket reducing) but many people dont care if they win or lost a game as a team so this can very fast bleed out team. So i got idea. Its simple organize of end of game overview table. I think almost everybody watch their K/D at the end of game. And points. And this is where people win or loss a game. If they found their nickname in Top of 10 they are happy they win. What will happen if we remove -100 point for each death ?They could be great shooters but if they give up easily they will be at the end of table. And what will be in their head next game ? I am great player. I want to be at the top 10. I have to survive this fight. People dont care about tickets. They care about points. I saw many times at the end of game [sL]xxxyyyy 1500 points 0 kills 4 deaths. What does it mean ? He is not squad leader he is pointman. First come, first death. Fast respawn. End of game. Title "your team lost a game" but this guy see he is first with point in squad he win. He is happy and next game he is again terrible leader who is first under fire and make some crazy decision like suicide run against wall of bullets. So sort list by death and equal by points and we will have reality about players. This bring frustration about "self" and skills. And slowly change thinking to "survive" battle.And people will start care about better "death" score.
omoplata posted a topic in Feedback & SuggestionsHi, So, even though PR is very realistic, people would still take in game risks that they probably wouldn't take in real life. To make them behave more like real people, I suggest giving players more to lose if they sacrifice their lives. Such as experience points. The more you play (or win), the more points you get, and you become a more effective soldier. For example, your firing may becomes more accurate, you have more sprint, etc. Maybe certain kits and positions are available only to people who have a certain number of experience points. If two players want the same kit, or a certain position, the player with the most experience points gets it. If you die, your experience points go down, or go to zero and you have to start all over again. I understand that this is a big step, since this might affect gameplay significantly. So the devs can give servers the option to implement the experince point system or not. What do you guys think?
IMHO: I'd like to say that having experienced a game where kills don't come with announcements and instant feedback, not even for teamkills, is epic. It will take some getting used to. Sometimes I don't know if I just killed a friendly or if the enemy is dead, and I don't care. It's weird after all the arcade-y games out there, but it's how it should be. Admins will have to be on the ball for TKs, as players won't be able to give them accurate information unless they actually see the player's tags.
So, I came up with an idea thats sure to ruffle some feathers, but give me your thoughts. What if scores were side-dependent. e.g. if I score 800 points on Blufor, those are 800 blufor-points. If I switch team when shit goes downhill for blufor and start winning redfor some 200 points, my over-all score will be (800 blufor points) - (200 redfor points) = (600 blufor points) at the end of the game. Reason: one: it would be interesting to see that your points are a reflection of contribution to the team score, not just your own. two: it would likely discourage late team-switching for them fair-weather fellows. This would be best accompanied by: - servers that don't forget your score on Disconnect, in-case you try and flush it that way, - it would also be ideal if disconnecting makes you lose all your points earned in the game, instead of tracking them, in a global individual points score. This will help those who have played want to keep playing till the end to keep what points they have. This obviously depends on whether or not the game maintains any sort of global-total points score. thoughts?