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2011-03-07, 11:11 AM | [Ignore Me] #16 | ||
PSU Admin
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I think it's a great system that just needs a few tweaks is all. For example, you have a lazy asshat OS a friendly vehicle pad because the line is to long. That shit should result in insta-lock.
But sadly - it's hard to make such a system "smart" |
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2011-03-07, 12:02 PM | [Ignore Me] #17 | |||
First Sergeant
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2011-03-07, 03:22 PM | [Ignore Me] #19 | ||
Sergeant
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I like the grief system as is, it doesn't penalize you until you get like tons of grief and if you are squadded with someone you don't get any grief for hurting them.
The reason to have one is obvious, and taking friendly fire out of the game is silly. I think they should put in an achievement for "friendlies OSed." Then make them wear that badge of shame on their armband and the empire would always know who to stay away from. Last edited by Timantium; 2011-03-07 at 03:23 PM. |
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2011-03-07, 06:50 PM | [Ignore Me] #20 | ||
Sergeant
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I believe like many already pointed out that Planetside had a very solid anti-grief system and doesn't need much tweaking if any at all.
My view on the whole grief system is that it force players to use there weapons/vehicles more responsibly, to anticipate your surrounding allies there move's and trying to reduce friendly fire miss haps (or road kills) when ever possible. Most friendly fire incidents occur when your under enemy fire and most people there first reaction is "Evade!" Take a back door corridor fight for example. It still amazes me how often people start strafing left and right trying to dodge enemy fire, while there is more than a full squad of allied guns trained at the back door all shooting at the enemy. If the enemy fire doesn't kill the poor fool, the wave of friendly fire send to the enemy surely will. There are countless of situation, where I've seen friendly units dying, because they ran back and forth through friendly fire aimed at the enemy. Those who dealt damage, are penalized with grief points and this isn't always right. And I believe this is the part people like to see changed in the grief system. So instead of tweaking the grief system, what about adding an other system, that tracking friendly fire received, tracking how frequent you take damage from different friendly sources (not the amount of damage) with in a short time period. Instead of grief points call them recklessness points. Not sure if they should be penalized, but it should not be a weapon lock. Limiting access to certain equipment maybe, I don't know. Having those recklessness points actively being tracked like grief point and have an (annoying ) game hint window appear, talking about situational awareness and the friendly fire very likely being caused because of walking through friendly fire and hints a like. Also, for some players stats being tracked in the player profile for everyone to see, some considered this very important. Having an impressive 10 to 1 Kill/Death ratio looks great on your character profile, but if that goes hand in had with a sky high recklessness score giving your the title of friendly fire magnet, the picture of a very skilled player changes some what. Maybe even going as far as changing character armor looks, to name something extreme as having a bullseye painted on you front and back chest armor, screaming I'm reckless be aware or some thing silly. I don't believe the problem lies with the grief system, but more with those who where reckless and responsible for giving you those grief points due to an accidental friendly fire miss hap Last edited by wildcat140679; 2011-03-07 at 06:52 PM. |
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2011-03-07, 07:10 PM | [Ignore Me] #21 | ||
Private
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I can't believe anyone has trouble with the Grief system, to be entirely honest. I've been logged on from morning to night at a stretch and never had any trouble with Grief. As Vanu HA, it can be very difficult to avoid Grief sometimes. Climb into a Magrider and you become a hovering Grief machine (as good as it is at mowing enemies down, it's better at mowing down friendlies). But as long as you're even slightly careful you can avoid punishment. As long as there is no consequence except the little beep every so often, what's the problem?
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2011-03-10, 02:05 PM | [Ignore Me] #22 | ||
Lieutenant Colonel
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tl;dr at the bottom..
the problem the developers struggle with is not 'protecting' people from tking grief play. instead, the balance problem is that a: asshats exist, and b: some people have really shit aim (myself included). the result is that you must continually prove yourself to be worthy of a weapons lock in order to recieve it by continually shooting people and killing them. there are also some other people that take it unto themselves to legitimately dislike people for being 'noobs' or generally crap players. in that they use friendly fire and grief as an excuse to spawncamp members of their own empire. obviously, the easy route would be that damage to your own empire is flat out impossible. that wouldn't really be that interesting, though, and it would force fights to boil down to who has more numbers and better weapons combined into one hallway. it would remove a learning curve of aiming and learning how to use weapons properly. but again, you need something in place to prevent true asshats from showing how much of a dick they can be. it should also be noted that anything that gets put in can be used by said asshats to grief people with reverse mechanics. example: running into the line of fire deliberately to cause others to be weapons locked from grief. thus the system we have is a decent balance but needs a tweak or two with the above points in mind. tl;dr: you can't fix it, it'll never be perfect because people are smarter than machines, you can only make it as close to ideal as possible. even then, it'll be a far cry from perfect. Last edited by p0intman; 2011-03-10 at 02:20 PM. |
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2011-03-10, 05:40 PM | [Ignore Me] #23 | |||
Colonel
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However, the second would be abused, because people could just mindlessly and endlessly spam thumpers with no skill or aim. These are weapons, we have to use them with care. They aren't New Year's Eve party favors by flipping some switch. I'm guessing that framerates will be up and netcode dunceness will be down, enabling more grief-free accurate fire in the next one. |
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2011-11-17, 09:53 AM | [Ignore Me] #24 | |||
Private
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I think the grief system should be in game and should be tweaked so that if you kill a friendly away from the battle you should get lot more grief (like in a tower away from the fight or when you stay behind after the fight is over to lay down CE in the base and no enemies are nearby) it shouldn’t be too hard to make it work. |
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2011-11-17, 09:56 AM | [Ignore Me] #25 | ||
That is FPS gaming for you. Always one dick somewhere to cause trouble. I think the current grief system is fine. I do not see any major need for a system to what you are looking for at all. If someone is being like that towards my group I go right back and TK there ass. I have no issues with getting my hands dirty if it comes to that.
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2011-11-17, 11:38 AM | [Ignore Me] #27 | ||
Colonel
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New grief system:
A) it is impossible to get grief, as any kind of infantry whatsoever, for running into anything, anywhere, at any time. B) It is impossible to damage, and thus get grief, if you are small-class vehicle, like an ATV, ramming into a tank, Sunderer, whatever. C) Running a friendly over or ramming him with a vehicle that is of a class where you can cause damage of any sort to his person or vehicle, your vehicle immediately gets slammed down to 1/5th speed for 30 seconds. D) Rate of Grief parameters: If you kill three (or some appropriate number) or more friendlies in a few seconds, instant weapons/vehicle lock. Not long-lasting, but long enough to make you think about using better aim and/or steering. E) Two same-class vehicles cannot grief or damage each other. We should be able to have smash-up derbies with friendlies with no grief, if we are all running Harassers or whatever. No damage, no grief, no foul. Sometimes we gotta ram someone outta the muck. F) While I'm at it, if you run into a heavier-class infantry, you get shoved back, not the cloaker throwing the MAX flying across the stair landing because he ran into him, or whatever. G) Impending Grief Lock warning tone and screen (not center) message if your Rate of Grief or overall Grief points are approaching lock zone. H) Running over your own CE garners you no grief. I) Blowing up your own vehicle: no grief J) Terraced Rate of Grief locks for worse Rate of Grief offenses. 20 friendly kills in a minute, for example, should get you no-stamina walking pace, no access to vehicles, and no trigger capabilities for five minutes. Higher penalties for higher rates. K) There are many adjustments that can be made. Killing the same soldier twice in a short period of time, grief lock. Don't make it so traitors can damage tons of equipment, CE, other players, terms, before logging off for a week with 999 grief. Make it so their rate of grief is also taken into account, not just overall grief level.
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Bagger 288 Last edited by Traak; 2011-11-17 at 11:40 AM. |
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2011-11-17, 01:59 PM | [Ignore Me] #28 | |||
Captain
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OT, PS's current grief system is fine as is. Not perfect but I don't see the ability to improve much without introducing exploitable issues. Last edited by Wahooo; 2011-11-17 at 02:02 PM. |
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2011-11-17, 06:17 PM | [Ignore Me] #29 | |||
First Sergeant
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2011-11-17, 06:59 PM | [Ignore Me] #30 | ||
Corporal
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They should definitely allow a much faster rate of grief reduction if you have high grief and go play a support role for awhile, forces you to do some good for your empire and are rewarded with much quicker grief reduction so you can get back in the battle to TK more friendlies with your thumper!
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