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Discussion: Project Reality / PR:BF2 - Kill Messages Options - Tough one for me. If I was playing on a pub server there is no
  1. #16

    Shiner's Avatar

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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.
    |TG-12th| SHINER


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  3. #17

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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)

    |TG-12th|WhiskeySix

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  5. #18
    Ale
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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.
    -nick 'Ale06'

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  7. #19

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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.
    |TG-Irr|TychoCelchuuu

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  9. #20

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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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  11. #21

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    Re: Kill Messages Options

    Quote Originally Posted by Flow-Ctrl View Post
    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.
    Beatnik

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  13. #22
    Ale
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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?
    -nick 'Ale06'

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  15. #23

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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
    Finestyle

    It matters not what letters or numbers come before my name, I'll always be 1stMIP.


    "It is all about being a teamplayer. Give a kitchen sink to a teamplayer and he'll find a way to support his squad with it."
    - John_CANavar (Founder of the 1st Mechanized Infantry Platoon)
    Thanks for the memories

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  17. #24

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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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  19. #25

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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.
    Beatnik

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  21. #26

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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!
    TG-Irr BoldKiller0082

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  23. #27

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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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  25. #28

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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.
    What it's like to play online games as a grown-up:http://s3.amazonaws.com/theoatmeal-i...e_gaming/1.jpg

    "Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!"
    "Nationalism is an infantile disease. It is the measles of mankind."
    (Einstein, both)

    ***I will be in India 14 dec till end of januari***

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  27. #29

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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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  29. #30

    tHa_KhAn's Avatar

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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.
    |TG-12th| tHa_KhAn

    XBL GT: Khan58


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