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03-20-2006, 02:47 PM #16
- Join Date
- Jul 2005
- Location
- Sioux Falls, SD
- Posts
- 650
Re: Death Messages
I think this is an excellent idea, I'm all for removing the kill messages. If this game is supposed to be about realism, then that is where we should go with it. I hardly ever really look at the kill messages myself because that means I'm taking my eyes off the battelfield for 1 second which is enough time to die and I get that enough opening the map for a few seconds.
It should be that you never assume that someone is dead until you can visually confirm that someone is dead.
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03-20-2006, 05:38 PM #17
Re: Death Messages
I like the messages. Is its realistic? Probably not, but neither is each game avatar character looking the same. This would be a constructuve change for the utra-realism server ("1-death") that has been discussed but I think it would detract from the "community" aspect of the game. I don't think kills being shown are that abused anyone. As jaymind pointed out.. if you are looking at the scoreboard your bound to get shot.
As to the comments about bf2 comparisons, I hope the RO community doesn't see all of those as negative. I've made a number of I hope constructive comparisons in regards to teamwork tools lacking in RO and I think most posts have been similarly directed at specific items that are missing, not generalized "this sucks".|TG-12th| SHINER









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03-20-2006, 05:58 PM #18
- Join Date
- May 2003
- Location
- NE Outer London, UK
- Age
- 29
- Posts
- 1,541
Re: Death Messages
the problem with these "ultra realistic" settings like no death messages, or no tags above players heads is pixels.
Originally Posted by Llyranor
in real life, you can tell what something (or someone) looks like from quiet far away, on a computer game, at just a few hundred yards away, they are just a few pixels that you cannot make the difference out on what side they are etc. The same as deaths. You know if there close when they die, however at range those few pixels just disappear.... but he could have gone prone, he could have died who knows, you cant tell because you cant make the pixels out at range.......
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03-21-2006, 06:53 AM #19
- Join Date
- May 2005
- Location
- Guildford, UK
- Age
- 32
- Posts
- 4,257
Re: Death Messages
I think the point here is not that they are upset at you for making comments, but that they do not agree with the comments you are making (ie it's nothing personal). I think the point is that you do not have to have teamwork tools in order to promote this style of play. In fact if anything that lack of tools makes the need for good teamwork all the more important.
Originally Posted by Shiner
These tools can make more sense for a game like BF2 or GR, not because of the style of those games, but because they operate in a modern environment that may have things like nav-sat tracking and other techno-wizardries. In WWII if you wanted to ensure that you did not get isolated from your team you had to make sure that you did not run ahead. These skills are just as important as a good aim or a fast reaction.
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03-23-2006, 11:24 PM #20
Re: Death Messages
I think this would change play tactics ALOT, in a good way.
It would make the game much more intense, for example in a firefight, you fire off a burst, and you might hit someone, you might not. In the stock game, you would know if you hit them, in that sense you would be some god who can "feel" deaths. Maybe just have the kills appear in the command console, so if someone REALLY wanted to see if they got that guy, they could tell. Just dont have the kills pop up right infront of him where someone could look up and check.
Thats my two cents, I'd LOVE to see this on our server #1.
-Kaine
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03-28-2006, 08:11 AM #21
- Join Date
- Mar 2006
- Posts
- 10
Re: Death Messages
This is my personal view on this issue:
Maybe make a mutator that allows you to change the deathmessage mode from webadmin instead of tweaking the ini. + in thesame mutator adding the possibility to delay deathmessages+ the scoreboard.
Although there is a delay in the server settings it doesnt work, most people want to remove deathmessages for not knowing for sure if you hit someone. If you delay the messages for say 5 seconds, you won't have that confirmation either.
But people would still be able to see the social factor of seeing someone making alot of kills.
With the server settings of the deathmessages you can change enough already, the main problem with that atm is. You can just remember your score before and after a shot press f1 to check if you killed someone. With delayed score+deathmessages that problem would be gone.
Just my 2 cents on this issue.
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03-29-2006, 03:55 PM #22
Re: Death Messages
just adding a couple of pesos to the discussion:
I play(ed) on that 7DR server alot, as well as another, 1RD, that both have the death messages (hereinafter 'obits') turned off. at first it's a PITA and makes a hard game even more difficult. no question.
but, after you are used to it, turning off the obits really increases the immersion and realistic feel of the combat. quick example:
>>>infantry fight, only other friendly is to your right, and now he's just out of sight behind whatever. then you hear shooting. if the obits are on, you know who won the round, your teamie of the enemy, and you then know how to react accordingly. with obits off, you take significant risk in ignoring the possiblity that your teamie went down in the shoots and not the enemy. because, with obits off, you just don't know!!
<<<<<<<<
pretty cool, eh? I did not like it at first, trust me! but now I do. go figure.
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