Originally Posted by Stardouser
It's kind of like the recoil argument, some people say skilled players will be able to control recoil, so what's the point of putting it in, but at least if we have it, they have to utilize their skills.
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While that's borderline slippery slope, I agree. You make a good point.
But, that was not the focus of my last post. In that one I was not focused on the skill portion, but the effect of 3D spotting on game pace. Players, especially campers, will be firing at people at extreme distances that they would normally not see, or ignore if they did see. To be perfectly honest with you, it is this part of it that bothers me more than any skill issues; the effect it has on game pace.
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Ah I see, from what you had said I got a quite different idea of what your were suggesting. I took it to mean you were talking about the effect doritos have on where eye focus moves to. What you're actually saying is that because of doritos people move around the maps far faster than they would do without them, change the pace. I agree, though I feel like it's arguable as to whether that's a good or bad thing, I think it just comes down to what type of pacing people want to play, and whether they enjoy that. Whether or not people enjoy PR style play where you take your sweet ass time before making manoeuvres so as to ascertain you're not going to get blasted by something you might otherwise have missed. Again though, in BF3 we've played competitions with and without the spotting and, at least at that level, it's not affected pacing, but that's perhaps an unfair comparison to make. The question is whether people want to play the faster place arcade style gameplay that is more frantic and more about the speed of a player's mind or whether they want to play the slower pacing that comes with the hesitation at the unknown, at least in the larger environment of mixed skill public play. God knows how they'll address these things to make it work at a competitive level, with Higby adamant they want esports in the game. The types of pacing ultimately comes down to an I like this I don't like that deal I think. Though I don't think BF3's pacing is that different to BF2, except on the smaller maps, and they're really NOT designed for 64 players anyway, they're utterly phenomenal and very well designed for 16-24 though, 24 being about perfect. I think Seine is one of my favourite maps of all time as a result, beautiful sight lines, lots of routes, not cheesy at all, it's a great competitive map. People play it at 64 though and call it crap unfortunately.
As for audio spotting, that has VERY little to do with skill and fairness issues, so in that respect I agree, but it does have everything to do with game pace. If you get the drop on someone inside a building, on the other side of a building, etc, and kill them, people within minimap range, whatever that is, are going to see you pop up, and then come and get you. Interestingly enough, audiospotting I believe has an answer as to why it exists: For whatever reason, in BF3, you cannot tell shot direction by sound. For that matter, it's difficult to even hear shots at all unless they are right in your ear, in which case you're dead anyway. That may be a simple sound design issue, OR it may be that all the things they did for immersion drowned out the ability to hear shots, forcing them to do this. I think it's the sound immersion personally. In BF2 it was relatively quiet if no one was firing, only if you were driving a tank or hitting commo rose was there a lot of sound.
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Agreeable, though I think it just takes a significant amount of time to become fully accustomed to it. There's not a huge amount of ambient sound going on in BF3 that isn't generated by the game, the odd ICBM firing or jet going over head. I think it's possibly just the HUGE amount of sound that occurs in game, of which you can hear all over the battlefield, all at different wave shapes because of the way the sound engine works, the brain probably drowns all sorts out because of the way we focus things out, making it hard to focus on the important information. I wonder if those with low latent inhibition might have an advantage there then where it's usually a pain. Hmm. I agree though, in BF3 perfect acquisition of the location of a sound is a little harder than in some games, it's particularly hard on the vertical plain.
But you know, we've already established that squad-only 3D spotting might help alleviate the matter. See, if it's squad only, then by definition it will be used as teamwork, and it won't increase firefight pacing by allowing every camper for 2 miles to shoot at you.
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Agree, it's funny. All of this all seems to come down to this one issue in the end, spotting. Of which we've at least already had a significant discussion about elsewhere.
Also, what do you think about the idea of 3D spotting being some kind of electronic thing that can be jammed, or would require equipment to be set up in the combat area for it to work, or requires an AWACS type ship to fly in the area, etc?
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3D spotting with an AWACS type ship is a nice idea, issue is radius of effect though really. I presume you're suggesting something passive? I feel like that might work out like BF2's UAVs which were kind of cool but also kind of horrible at the same time, but with 3D spotting as well as 2D.
Just making it squad only would be enough for me, as per above. If you agree with squad only then I think we're on to something!
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I do, though with the added possibility of certain units being capable of faction wide spotting. Or, better still, not faction wide, platoon wide. Or outfit wide. Or certing for all different possibilities. I'm thinking squad leader and infiltrator as good for that kind of thing.