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| View Poll Results: Leave the "leaving combat area warning" or not? | |||
| Leave the "leaving combat area warning" |
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45 | 31.25% |
| Remover or make alterations to the "leaving combat area warning" |
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99 | 68.75% |
| Voters: 144. You may not vote on this poll | |||
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#21
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I strongly advise against user bashing, especially when connected with spamming posts that are no way related to the thread itself. Don't pursue that course of action or there will be consequences.
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#22
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I think it just needs some alterations. Its also a bit complicated. I agree with spawn protection but I also think If there is one guy behind enemy lines picking them off or a small team with a MG set up already then I think the enemy should be responsible for clearing them[the stragglers] out.
Perhaps it could be set up so the spawn protection/restricted area volume could check whether the target was already in it(Leave them alive) or if they are new(Entered after volume activated, act as it currently does and kill them).
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#23
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Is it part of the maps or the game itself? If its just a mapping thing we can leave it out.
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NEMO ME IMPVNE LACESSIT |
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#24
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Honestly, it should be up to the mapper to choose what he wants to add into the map...
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#25
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The RED SCREENS of DEATH are ruining the game.
Happening on Stock and Custom maps. It either has to be totally overhauled or dumped in favor of either another system or nothing. Right now, its a disaster. |
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#26
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The cap zones and their setup is. |
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#27
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Like if the vanilla maps weren't small enough.. |
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#28
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I think there is a simple solution:
Spawn protection only affects people who enter the protected zone. Those who were already present in a protection zone prior to its activation would not be given any time limit at all to leave that zone. This gives the advancing team an incentive to clear out the objective, rewards those who stay alive, and prevents spawn killing. |
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#29
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Regardless how it is now or whether its bugged or not, it should be up to the mapper to decide what and where any spawn protectionis if he wants any at all. How could you not understand that? Lol
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#30
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How?? I understand completely - The RED SCREENS of DEATH are a nightmare. They do not work as designed. As it stands now those "spawn protections" usher us along through a map. Might as well play on a rail. <sigh> |
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#31
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So then a solution is to not add spawn protection. Problem solved.
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NEMO ME IMPVNE LACESSIT |
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#32
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Meh, you can still get behind enemy lines, you just have to stay out of cap zones. This happens all the time on Pavlov's when some Russians get to the top of the Voyentorg Corner Ruins or vice-versa with the attic of Pavlov's house.
The only change that should be made is that soldiers caught in a capzone when it becomes off-limits should be immune to the spawn protection gibbing. Or better yet give them a 1-minute extended time limit. It's so annoying to have a smg camping out in your spawn building that I gladly surrender the ability to do it myself. |
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#33
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Sometimes, I think it's a neccessary evil. It could be worked better in some ways I guess (a few of the sugestions in here), but at which point does "behind enemy lines" turn into spawn-raping?
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#34
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I really disliked the decision on tripwires part to implement this into RO2, it takes away from the realism hugely by restricting players into specific areas.
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#35
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"Play on a rail" |
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#36
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I think we don't need to get rid of warnings for leaving the combat area, but try to redefine the system as a whole - project better protected spawnzones (protected by map construction from both men and artillery, not by spawn protection) on the map level, better system responsible for capturing/defending territory and better maps. |
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#37
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Let me ADD to that....
Its BOTH the UGLY RED SCREEN that Destroys gameplay... and you don't get killed. You must play on looking through PINK Glass. It doesn't go away until you are killed.... Its also the RED SCREEN of DEATH - so in reality, its two bugaboos.. that need to get gone. All the talking around it and weird justification makes for nothing but further confusion. The bottom line is simple.... using those "things" creates a game on a rail so to speak.. if you don't follow the prescribed cap paths... you're dead. The RED screens have to go and the PZ4 restored to its former self..... the T34 can stay as it is.And they wonder why FF is becoming so popular. TRY Coldsteel on FF - Nice big map... no RED SCREEN BS NONE! - NO Play it "their" way - No follow the "dotted" line - plenty of free roam and fight - no spawn trubs to speak of. Just a buncha combat fun! Yeah man, RO the right way. Last edited by Mike_Nomad; 07-08-2012 at 07:41 AM. |
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#38
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Even though I would love it have it gone, if the devs wont do that, they at least might consider making the time limit so long that we have even a SLIGHT chance of making it back to the combat area with stealth so that we don't die.
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#39
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I have an idea. Let's make it a Server Option
''You are leaving the combat area!'' ON ''You are leaving the combat area!'' OFF |
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#40
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Quote:
![]() I had thought we got away from that garbage in a game years ago.... I guess not.
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