Jump to content



BFS Banner


Psychomorph

Member Since 26 Feb 2007
Offline Last Active Private

Posts I've Made

In Topic: Teaching new players a different way of playing

01 February 2016 - 11:42 AM

View Postfatmarrow, on 01 February 2016 - 07:27 AM, said:

This is something which certainly could be gamed, but could you perhaps add a 'give commendation' option (possibly for different defined things - skill / teamwork / good comms, etc) so that you can endorse other players. The endorsement of course has a weight based on the reputation of the person giving it (perhaps a combination of endorsements received [easy to game], length of time using the game/number of rounds played, and some other metrics that reduce the potential for abuse). A player's profile could list, for example, the highest value endorsements so that experienced players will know what's what and can spot a fake endorsement (if coming from unknown people).

Interesting idea, but it sounds like it has too much of a "social network" in it. People could bunch up and vote down a player for other reasons than his performance (haters) and that player sees a discouraging image in his profile. People who don't care about "liking" players might feel forced to deal with it, not to appear ignorant or snobby. I know Zeep will always give me points, even if I don't deserve them. Posted Image

I'm not categorically against such system, but I think an automated system within the game is more reliable than a player controlled one. Although, both can co-exist.


View PostLukasoss, on 01 February 2016 - 10:31 AM, said:

What do you guys think of an obligatory training course before even allowing the player to go online? Like the old America's Armies.

How do you want to control that? Do people will need to create an account where personal progress is tracked? I think generally it would be good to have two type of trainings, an extensive one that is almost the game itself (could also be online ready) and a "quick familiarization" where you learn the most basic features. New players would be advised to run it (takes few minutes) before jumping into the game, but not forced to.

In Topic: Teaching new players a different way of playing

31 January 2016 - 06:20 PM

View Postfatmarrow, on 31 January 2016 - 06:17 PM, said:

I think that was based on whether you were within a certain radius of the person completing an objective / getting a kill, or possibly whether people were within that radius of you when you completed an objective / got a kill.

Yeah, I think you're right and it's about the concentration of players within a radius (a bunch of players in close proximity = team play). The more players around you, the higher the rating I suppose. It's actually a nice feature.

In Topic: Teaching new players a different way of playing

31 January 2016 - 05:54 PM

If someone wants to play in a squad they do, if they don't want, they don't. It's a choice and there is hardly anything you can do about it.

A concept about a team based game that I thought about since playing Infiltration, was to remove the last man standing situation. Means that there is never a last man on the team, but at last two who have to live and fight, and if only one player remains, the game is instantly lost for this team. So there is no point in hiding as an individual, but keeping each other alive is the "secondary" objective.

A situation that can come from this is that a small squad could engage an enemy and draw fire to themselves, so that another small squad can retreat and by that sacrifice themselves, if necessary, to keep the game running and giving your team a chance. So this game mode could make people move away from the mindset "I need to live for myself and earn points for victory (and even more points if it's a last man standing victory).

Obviously not everybody would play by that rule and even use that system to spoil the fun (deliberate suicide to make your team loose), but as always, behaviour is a choice, just as team killers can spoil any fun.

This game mode would probably be too extreme for casual gamers, so the classical game modes could remain, but this one would be like a "hardcore" version of the team game. Need to come up with a name for it.

Regarding points. In Insurgency you get extra points for completing objectives, rather than killing enemies. The problem with this is that people can rush forward and do the objective and get their team mates killed with this while earn a higher ranking and also those who do their job and cover the area around the objective (outside the cap zone) get no reward. This system is flawed.

I'd prefer a game where there's even no points, but another way of reward. Maybe a rating type of thing based on multiple factors, so you can earn medals for heroism and stuff like this.

Infiltration has somehow an individual team work rating in percentage (as well as accuracy rating, etc), but I don't really know how it works.

In Topic: Game Screenshot Thread

30 January 2016 - 04:16 PM

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

In Topic: My shot on the Technical preview

26 January 2016 - 09:54 PM

View PostLogan6, on 26 January 2016 - 08:06 PM, said:

I wonder if Duke is going to show up?  DEMON EGG!

What was the secret password? Mindf#ck was it?