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PSU: DO NOT READ THIS TEXT!!
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[Ignore Me] #1 | ||
Captain
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Sure a kill cam CAN help new players learn a bit. But is it "Desperately Needed"?
There are a lot of things that are needed, like a way to get new players into mentor type outfits/platoons. There is a list of new player helpers already started, something from the game's side to help the new players connect with coaches. Of all of the aspects this game has that are more complex than a "traditional" shooter exactly where you died from is pretty low on the list for what new players need to know. I remember reading a guide for the original Rainbow Six, as I tried the multi-player and got wrecked so bad. They basically said think about real life if you want to survive. If you just saw a teammate (or two) get shot standing at a window are you really going to go over an poke your head out that window to see what killed them? Of course not. See what I see from a lot of new players is, not only do they go marching up to that window to see what is out there, it wasn't after a teammate died but after THEY died. Get shot, then go back to that same spot and stand still and look around. Really? I'm supposed to agree to a kill cam because people like that are quitting from getting killed over and over? Kill cam isn't really going to help them, they are still going to get killed over and over just with more variety. My 7 year old daughter gets it. She may not be that great at doing it, but she saw me die last night and said "Daddy you weren't doing like you told me. You stopped moving and weren't looking all around." MAYBE I could concede to giving it to new players up to BR5 or so, but that sucks too will those players that relied on it rage when it goes away? Those who need a crutch don't walk very well without it. |
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[Ignore Me] #2 | ||
Private
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Suggestion: add a "killcam" located on your corpse that is looking in the direction of the damage that killed you with no zoom. Basically, you see the same view you would have gotten had you been looking directly at whatever killed you. The camera does not move or follow your killer.
At close range, if the guy that killed you hasn't moved, you see who killed you (this shouldn't be a problem -- if the guy is standing in the open after shotgunning you, he isn't trying to be sneaky). You can definitely tell if there is a guy camping a corner or the top of a rock. Against explosives, you see where the explosive was (you don't see the person who planted the explosive or the person who set it off). Against a sniper, you see the general area that the sniper killed you from, but since the view is from the location you died and is at normal zoom, you won't know exactly where the sniper is, and you certainly don't follow the sniper if he relocates. Overall, you get the same information that you would have gotten had you been looking in the right direction and saw the shot's tracer. Presumably, good players are already looking in the right direction, so it doesn't help them at all. However, it gives newer players an idea about where they should be looking. Overall, it penalizes the "find a good hiding spot and get a 20 man killstreak because no one looks up" playstyle and helps newer players figure out where they are being killed from without giving players who are smart enough to look in the right direction any more information. |
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[Ignore Me] #3 | ||
Major
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In preparation for the BF4 beta I just started playing BF3 again and in no way I experienced a single situation where the kill-cam was "giving away position" or "ruining the tactical game play". This whole kill-cam rage is just thin-foiled crap, can't make anything else out of it.
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[Ignore Me] #4 | |||
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[Ignore Me] #6 | |||
Public BF3 doesn't have tactical play, it's a round based clusterfuck. How about picking a comparable game... like PS1. As i've already told you you lack the ability to understand what you are seeing on killcam and take advantage of it, lots of us do not have this failing. You may consider this "elitist" but you are not a good FPS player so your opinion on these sorts of matters has little credit, capable/good fps players have none of the issues you have been trotting out in this thread they put the effort in to learn and self improve this is what a fps game is all about, it is supposed to be challenging. Have fun in BF4. |
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[Ignore Me] #7 | |||
Private
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And thank you for saying it, because this is literally the thought that crosses my mind everytime I read one of Rolfski's post on any subject. |
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[Ignore Me] #8 | |||
First Lieutenant
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This..... I often chuckle at these type of threads since I have been gaming for over 30 years and games were never easier to figure out than they are now. I would like to see some people try and figure out old school games like Maze-A-Tron, DiscWorld, and Contra (Without the Code)...all this without the collective brain of the internet to help either. Grow a sack and get better...that's my advice... |
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[Ignore Me] #9 | ||||
Major
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Sorry to burst your bubble but SOE has a business to run here. For this game to succeed on the long run it needs to be equally fun and rewarding for new-comers and casuals as well. You cannot just place NBA all-stars and amateurs on the same basketball field like this game does and expect that everything will work out just fine. There's nothing wrong with an insane high skill ceiling (it keeps players like you running), but if that means that you literally need to spend hundreds of hours in order to have anywhere near a fun and rewarding time (which is now the case with air), then there's something terribly wrong with game design. Whether you like kill-cam or not, this game needs skill gap-bridging mechanics. Catering it to BR 100 hardcores only is a one-way ticket to commercial failure. Thank you for your kind words and compliments. You are really doing your "respected" outfit a favour. |
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[Ignore Me] #10 | |||
The only thing that should have heavy time investment (dev) is the intro training environment and scenarios. Compliment these with artwork that provides direction in bases that direct people to key features such as jump pads, control points and spawns etc. |
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[Ignore Me] #11 | |||
Private
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Secondly, I speak for myself and myself alone, my outfit has nothing to do with my thoughts on you. And lastly, if you really want to bring outfits into this, I am sure all three of the respected outfits* you belong to are really proud of this 15 page shitshow you have created. Personally though I wouldn't hold it against them, because clearly on this matter you are speaking for yourself, which the last 15 pages have proven ![]() *notice the lack of quotations, as in I am being sincere, those of us with an ounce of sense in us realize that any outfit with staying power in this game is worthy of being respected, and in that regard 666, GOTR and BRTD have certainly earned my respect. |
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[Ignore Me] #12 | |||
First Lieutenant
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BF3 is dumbed down beyond belief and I expect more of the same from BF4 which is why I will pass on it.. |
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[Ignore Me] #13 | ||
Private
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Kill cams kill tactical sniping, and that is it. I often use a silenced longshot bolt action for overwatch/flanking/scouting. I use the longshot because it has a high standard muzzle velocity, so when it is silenced it is still relatively high. Even so, mid-long range silenced sniping is a whole new game. Even a 50m distance between two different targets can mean that you cannot take both instantly, as you must zero in for each one individually due to the large amount of drop compared to the standard amount. Drop is not consistent either, so although you'll eventually work in an eye and be able to go "Two mildots should be enough... *Bang*...... got 'em!" alot of the time you'll need a test shot at something away from but at the same distance as the target to see where you need to aim. So, silenced sniping has not just got a 100 cert cost, but requires you to learn how to snipe all over again, and when you work for so long to be proficient at moving unseen and sniping with a silenced weapon, having a target come up behind you for no other reason than he saw you on the kill cam is real bullsh*t.
Now, I don't normally camp. Sometimes I do so I can recline back and essentially play "duck hunt", because that slow paced gameplay can be fun at times, but on a whole I don't normally do it. My original outfit, Omega Company, focused on small squad work, and now in AG7 we're implementing the same ideals. Normally when we'd attack, say, an amp station we'd go for the targets that were out of the way or unexpected, perhaps a shield generator on the opposite side of the base. So, out of my four man squad three would go in the room and overload whilst I would move between overwatch positions, staying at each for maybe a minute or more, depending on what angles I have and how many targets I can see. ![]() Remembering that I hardly ever get seen and I use a silencer, I generally only die when I run into an enemy whilst on the move who I can't take down with my commisioner or I move into the room because my team got downed. Also remember that I often stick to positions for a minute or so, although I am constantly moving between them. If they were to implement kill cams, someone who would otherwise not have detected me due to my use (and subsequent training) of a silencer and hiding/stealth techniques would be able to get the jump on me because they saw me on the camera. Tell me that's fair. Tell me that although I went to all this effort to stay hidden, not engage targets until I had a clear shot, learn how to snipe all over again and find a nice concealed spot to stay in for about a minute before moving, it's fair that he knows all the ins and outs of my current position. Kill cams killed sniping in BF3. It would happen all the time. you get sniped, you see where he was so you grab a jet or something and go rip his ass up. It nerfed snipers even more than they had been already, and the BF# sniper class was already pretty terrible. You want to balance kill cams? Give the killer the exact position of the kill-ee in relation to him/her for the next 5 minutes after they spawned. Although this would be unbalanced... But the one who has been killed knowing the exact position of the killer is not? EDIT: Also, sneak attacks do not have to be a one use thing. If you snipe someone from 5m away and they don't see you, chances are they'll think it was a distance shot and look elsewhere. A kill cam would show them that no, in fact you were right behind them. Last edited by monkjunk; 2013-09-15 at 02:01 AM. |
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[Ignore Me] #15 | ||
Private
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Perhaps if you were to limit kill cams to non-stealth attacks. For instance, if you've spent the certs to silence your weapon, then you shouldn't have your position given away by a kill cam. But if you kill someone with an assault rifle without a silencer, I think a kill cam is still reasonable. And if you further reduce kill cams to new players, then there's no real disadvantage to the hardcore community. Unless they're afraid of being killed by a br1.
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