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Old 09-29-2008, 08:13 AM   #211
Katsu

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Default Re: 0.8 and kit availability - Feedback

Quote:
Originally Posted by Solid Knight View Post
It would end up being pretty bad on public servers and I can foresee many, many problems with commanders not giving assets out fast enough, to the right people, or even at all.
Hence the vote kick (which itself would need to be tuned so less percent of successful votes are needed to kick him out). I know what your getting at though, but really, public servers can be pretty bad already, and the problem isn't getting the asset fast enough, it's the complete lack of assets available when and where they are really needed. Presently I'm of the opinion that most specialist kits are wasted in the first five minutes of contact. Recently I've been making a note on who's taken what kit at the beginning of a game, and how long they survive. It's not a pretty picture. Not always of course, but mostly.

It's a rock and a hard place. However there is absolutely no control on the most valuable kits, and until there is, that apc or vodnik is just gonna keep rolling around the block creaming the team again and again because we're all waiting for that certain kit to respawn, and fingers crossed the enemy hasn't nicked the kit and fingers crossed that lonewolf doesn't get it first and fingers crossed the player knows how to use it etc etc. Yes some of these factors are the same with a commander handing out kits than not but at least it has more potential for control and success.

One of the ideas behind the kit limiting system in 0.8 was to increase the fear of death - you don't want to lose that kit or you're boned!- type thing, but it fails hard. Other ways to make players fear death (spawn times being the most potential and yet underused tool) should be implemented. However it still doesn't stop the free-for-all gameplay we see. As players are getting used to the mechanics of 0.8 I'm begininng to see vanilla-ish elements returning to pub play already. Some players really don't give a shit if they die and/or waste a kit.


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Old 09-29-2008, 09:15 AM   #212
Solid Knight
Default Re: 0.8 and kit availability - Feedback

Vote kicks rarely work. It's hard enough to get people to vote kick a guy from consistently team killing or crashing helicopters hence the abundance of scripted kicks based on those two things. Lots of people have the "opt out of voting" option enabled so they don't even see the votes to begin with.

They could revamp the kit system to improve accessibility but also limit the numbers out there. I've gone over it in detail however the consensus seems to be for overly complicated systems doomed to failure because the designers of said systems don't consider worst case scenarios or take the nature of the players into account.
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Old 09-29-2008, 10:21 AM   #213
[R-DEV]Outlawz7
PR:BF2 Developer

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Default Re: 0.8 and kit availability - Feedback

Quote:
Originally Posted by [R-CON]Wolfe View Post
If there are too many vehicles on the map, the answer isn't to give everyone a rocket. How about reducing the number of vehicles?
Yes and pretty soon all the US will have is a mountain bike to assault with and MEC gets a box of nails and spikes to counter it?


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Old 09-29-2008, 11:52 AM   #214
Solid Knight
Default Re: 0.8 and kit availability - Feedback

Quote:
Originally Posted by Outlawz View Post
Yes and pretty soon all the US will have is a mountain bike to assault with and MEC gets a box of nails and spikes to counter it?
But newbies keep wasting the boxes of nails so I say we should get rid of the mountain bike to remedy the situation.
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