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Old 11-20-2006, 03:52 PM   #16 (permalink)
 
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Re: Kill Messages Options

Tough one for me. If I was playing on a pub server there is no question I would prefer to have no kill messages, but I don't play on a pub server and I really enjoy the community we have developed. I definately feel "different" about getting killed by a TG regular then I do by someone else. Kills and deaths seem to mean more to me because of the community relationship. I could go either way on this issue, but for now I'm still leaning towards the community experience over the realist atmosphere.
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Old 11-20-2006, 07:48 PM   #17 (permalink)



 
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Re: Kill Messages Options

could we use the localization file to make this a client option? (i.e. one person have small font in color that's hard to read... the other have it a normal font in an easy to see color)
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Old 11-21-2006, 06:44 AM   #18 (permalink)
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Re: Kill Messages Options

Nice idea Whiskey, but I think that even a hard-to-read message would still be too much of a violation to hardcore realists, given that it would be visible and as such serve as notification that you got a kill.
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Old 11-24-2006, 12:49 PM   #19 (permalink)
 
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Re: Kill Messages Options

If the kill messages could just be dumped to the console, that would work well. That way you can't really check them in the middle of combat to see if you killed someone, but if you're really addicted to them you can still find out who you shot when you're dead or something.

IMHO they ought to be off completely: my eyes already dart to the corner after every shot I take at very long ranges to see if the guy's dead. Taking that out really makes it more realistic for me.

You could always leave in personal death messages so that you know who killed you, though. That's better than nothing and doesn't give anyone an advantage.
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Old 11-24-2006, 01:46 PM   #20 (permalink)
 
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Re: Kill Messages Options

This is a REALITY mod. If you got a kill message, it wouldn't be realistic. You don't get kill messages in real combat, why put them in the game?
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Old 11-24-2006, 03:47 PM   #21 (permalink)
 
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Re: Kill Messages Options

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This is a REALITY mod. If you got a kill message, it wouldn't be realistic. You don't get kill messages in real combat, why put them in the game?
Thanks for the insight, Flow. I'm discussing other aspects of the mod (and the community of players here) than strict realism at all cost. Last night on the server I saw several troubling behaviors (bunny hopping, neverending HALO assaults, spawn camping) that I couldn't do anything about as an admin because I didn't know who the perpetrators were. It was extremely frustrating, as a player and as an admin.
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Old 11-30-2006, 08:17 AM   #22 (permalink)
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Re: Kill Messages Options

How about this as a compromise:

'You were killed by xxx' is reinstated, whereas:

'You killed xxx' is not.

This way realism is not sacrificed IMO because there is never any indication that you killed someone. Also, we retain (a) the sense of community that comes by knowing who knifed you/ who you are fighting against; and (b) the ability to police the server by knowing which people killed you by immature means eg bunnyhopping.

Any thoughts on this or the feasability of it?
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Old 11-30-2006, 02:30 PM   #23 (permalink)
 
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Re: Kill Messages Options

Quote:
Originally Posted by Ale View Post
How about this as a compromise:

'You were killed by xxx' is reinstated, whereas:

'You killed xxx' is not.

This way realism is not sacrificed IMO because there is never any indication that you killed someone. Also, we retain (a) the sense of community that comes by knowing who knifed you/ who you are fighting against; and (b) the ability to police the server by knowing which people killed you by immature means eg bunnyhopping.

Any thoughts on this or the feasability of it?
I'd agree with that one, if it could be implemented, that would, IMO, be the best way to go about it... Good thinking batman
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Old 11-30-2006, 05:45 PM   #24 (permalink)
 
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Re: Kill Messages Options

Quote:
Originally Posted by TychoCelchuuu View Post
If the kill messages could just be dumped to the console, that would work well. That way you can't really check them in the middle of combat to see if you killed someone, but if you're really addicted to them you can still find out who you shot when you're dead or something.
Quote:
Originally Posted by Ale View Post
How about this as a compromise:

'You were killed by xxx' is reinstated, whereas:

'You killed xxx' is not.

This way realism is not sacrificed IMO because there is never any indication that you killed someone. Also, we retain (a) the sense of community that comes by knowing who knifed you/ who you are fighting against; and (b) the ability to police the server by knowing which people killed you by immature means eg bunnyhopping.
Both suggestions seem good compromises to me, and either of them would make me happy. Both of them do not give you an easy kill confirmation.

bOTH SEEM
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Old 11-30-2006, 07:36 PM   #25 (permalink)
 
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Re: Kill Messages Options

This conversation would probably be more productive in the PR forums (although I'm sure it's been discussed ad infinitum there). We at TG don't have control over that setting, AFAIK.
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Old 12-01-2006, 09:45 AM   #26 (permalink)
 
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Re: Kill Messages Options

Quote:
Originally Posted by Ale View Post
How about this as a compromise:

'You were killed by xxx' is reinstated, whereas:

'You killed xxx' is not.

This way realism is not sacrificed IMO because there is never any indication that you killed someone. Also, we retain (a) the sense of community that comes by knowing who knifed you/ who you are fighting against; and (b) the ability to police the server by knowing which people killed you by immature means eg bunnyhopping.

Any thoughts on this or the feasability of it?
I really like this idea and support it fully. It is annoying to be killed by, lets say super bunny hopper and not even be able to tell him specifically that it is forbidden. Since, like it was mentioned before, many people stop when told to.

The other advantage of having the "you were killed by ..." message is that it gives you something to look at while you are waiting for that timer to get to zero!
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Old 12-03-2006, 12:04 PM   #27 (permalink)
 
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Re: Kill Messages Options

For a mod such as PR, having the kill messages appear would break the immersion and realism in the game. But maybe they could have the kill message appear after you've confirmed the kill. Like for example, you throw a grenade, killing someone. Then you check the area to make sure he's dead, then the "You killed xxx" message appears.
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Old 12-03-2006, 07:33 PM   #28 (permalink)
 
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Re: Kill Messages Options

Quote:
Originally Posted by Beatnik View Post
This conversation would probably be more productive in the PR forums (although I'm sure it's been discussed ad infinitum there). We at TG don't have control over that setting, AFAIK.
My previous experience tells me that the devs do appreciate a link to a good discussion, as this is.
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Old 12-05-2006, 05:32 AM   #29 (permalink)
 
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Re: Kill Messages Options

Personally I hate kill messages, they do nothing for me other than break sense of immersion (as someone else stated).


and Bold, what you SHOULD be doing when you are killed is constantly watch the minimap, this gives you clues as to whats happening on the battlefield. Whenver Im dead I always watch the map, and for that reason my SA('situational awareness' as asch has mentioned in all his posts of tactics) is much better and Im able to respond to threats much more effectively when I spawn in because I know where my team is located and what enemy they are spotting. Also Ill know what kits my squadmates have so Ill know what best to spawn in as. There is never a moment to spare in BF2 I find...
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Old 12-06-2006, 10:22 AM   #30 (permalink)

 
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Re: Kill Messages Options

I don't consider myself an extreme hardcore sim guy, but I do like a certain feel of immersion. PR, POE2, BF2, TacMod are all different flavors of the same game. They all have different levels of realism. The only real argument for the death messages is for admin purposes. After that, what purpose do they really serve? I mean people are playing PR for the realism side. Play POE2 or Bf2 to get 60+ kills and teabag Mantis or Robocop along the way. Checking for a confirmed kill is a great way to increase immersion on the battle field. If you are in a firefight with sights up, do you move just to make sure, what if he is just waiting. That's one of the great moments.

I don't really see a compromise. The "you were killed by xxx" is nice, but it does take away some of the ambiguity of wondering who and where you were killed from and allows you to return with some Meta-knowledge you would not have.
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