Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > Red Orchestra 2 / Rising Storm Forums > RO2/RS General > Ideas and Suggestions

View Poll Results: Leave the "leaving combat area warning" or not?
Leave the "leaving combat area warning" 45 31.25%
Remover or make alterations to the "leaving combat area warning" 99 68.75%
Voters: 144. You may not vote on this poll

Reply
 
Thread Tools Display Modes
  #21  
Old 07-07-2012, 04:25 PM
Holy.Death's Avatar
Holy.Death Holy.Death is offline
Senior Member
 
Join Date: Sep 2011
Posts: 1,399
Default

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.
Reply With Quote
  #22  
Old 07-07-2012, 04:41 PM
slavek's Avatar
slavek slavek is offline
_〆(・∀・)_旦~ The Late Night Moderator
 
Join Date: May 2006
Location: UnrealEd: Viewport #1
Posts: 2,998
Default

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).
__________________

Greater Good Games
KillingFloorServer: 204.145.81.18:7707
Reply With Quote
  #23  
Old 07-07-2012, 05:28 PM
Six_Ten's Avatar
Six_Ten Six_Ten is offline
Senior Member
 
Join Date: Mar 2006
Posts: 1,382
Default

Is it part of the maps or the game itself? If its just a mapping thing we can leave it out.
__________________
NEMO ME IMPVNE LACESSIT
Reply With Quote
  #24  
Old 07-07-2012, 05:30 PM
=GG= Mr Moe =GG= Mr Moe is online now
Senior Member
 
Join Date: Mar 2006
Location: Newton, NJ
Posts: 7,739
Default

Honestly, it should be up to the mapper to choose what he wants to add into the map...
__________________
Reply With Quote
  #25  
Old 07-07-2012, 05:41 PM
Mike_Nomad's Avatar
Mike_Nomad Mike_Nomad is offline
Senior Member
 
Join Date: Feb 2006
Location: Florida, USA
Posts: 4,672
Default

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.
__________________
Regards,

Reply With Quote
  #26  
Old 07-07-2012, 05:44 PM
Mike_Nomad's Avatar
Mike_Nomad Mike_Nomad is offline
Senior Member
 
Join Date: Feb 2006
Location: Florida, USA
Posts: 4,672
Default

Quote:
Originally Posted by =GG= Mr Moe View Post
Honestly, it should be up to the mapper to choose what he wants to add into the map...
And your point is?? The Red Screens of Death are not mapper inserted.

The cap zones and their setup is.
__________________
Regards,

Reply With Quote
  #27  
Old 07-07-2012, 06:01 PM
Cyper Cyper is offline
On Vacation
 
Join Date: Sep 2011
Location: Sweden
Posts: 1,267
Default

Quote:
Originally Posted by Mike_Nomad View Post
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.
Yeah.

Like if the vanilla maps weren't small enough..
Reply With Quote
  #28  
Old 07-07-2012, 06:13 PM
Nightingale's Avatar
Nightingale Nightingale is offline
Senior Member
 
Join Date: Sep 2010
Location: Vancouver, Canada
Posts: 684
Default

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.
Reply With Quote
  #29  
Old 07-07-2012, 06:32 PM
=GG= Mr Moe =GG= Mr Moe is online now
Senior Member
 
Join Date: Mar 2006
Location: Newton, NJ
Posts: 7,739
Default

Quote:
Originally Posted by Mike_Nomad View Post
And your point is?? The Red Screens of Death are not mapper inserted.

The cap zones and their setup is.
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
__________________
Reply With Quote
  #30  
Old 07-07-2012, 06:48 PM
Mike_Nomad's Avatar
Mike_Nomad Mike_Nomad is offline
Senior Member
 
Join Date: Feb 2006
Location: Florida, USA
Posts: 4,672
Default

Quote:
Originally Posted by =GG= Mr Moe View Post
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

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>
__________________
Regards,

Reply With Quote
  #31  
Old 07-07-2012, 06:50 PM
Six_Ten's Avatar
Six_Ten Six_Ten is offline
Senior Member
 
Join Date: Mar 2006
Posts: 1,382
Default

So then a solution is to not add spawn protection. Problem solved.
__________________
NEMO ME IMPVNE LACESSIT
Reply With Quote
  #32  
Old 07-07-2012, 08:31 PM
Coopsta Coopsta is offline
Senior Member
 
Join Date: Dec 2011
Posts: 162
Default

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.
Reply With Quote
  #33  
Old 07-07-2012, 08:37 PM
Cwivey's Avatar
Cwivey Cwivey is offline
Senior Member
 
Join Date: Sep 2011
Location: In the hills! (of England)
Posts: 1,746
Default

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?
Reply With Quote
  #34  
Old 07-08-2012, 12:57 AM
Peepintom234 Peepintom234 is offline
Member
 
Join Date: Mar 2009
Location: Chicago
Posts: 67
Default

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.
Reply With Quote
  #35  
Old 07-08-2012, 05:35 AM
Mike_Nomad's Avatar
Mike_Nomad Mike_Nomad is offline
Senior Member
 
Join Date: Feb 2006
Location: Florida, USA
Posts: 4,672
Default

Quote:
Originally Posted by Peepintom234 View Post
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.

"Play on a rail"
__________________
Regards,

Reply With Quote
  #36  
Old 07-08-2012, 06:06 AM
Holy.Death's Avatar
Holy.Death Holy.Death is offline
Senior Member
 
Join Date: Sep 2011
Posts: 1,399
Default

Quote:
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.
To think about it - having to get certain number of players in the cap zone (to either take it or defend) also forces people to get into specific areas. It also creates several other problems that are already discussed on forums. "Leaving combat area warning" is only a marginal one although annoying one.

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.


Reply With Quote
  #37  
Old 07-08-2012, 07:20 AM
Mike_Nomad's Avatar
Mike_Nomad Mike_Nomad is offline
Senior Member
 
Join Date: Feb 2006
Location: Florida, USA
Posts: 4,672
Default

Quote:
Originally Posted by Mike_Nomad View Post
"Play on a rail"
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.
__________________
Regards,


Last edited by Mike_Nomad; 07-08-2012 at 07:41 AM.
Reply With Quote
  #38  
Old 07-09-2012, 10:02 PM
Jerren Jerren is offline
Senior Member
 
Join Date: Jul 2011
Posts: 104
Default

Quote:
Originally Posted by Mike_Nomad View Post
It just needs to be gone.
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.
Reply With Quote
  #39  
Old 07-10-2012, 05:36 AM
Sarkis.'s Avatar
Sarkis. Sarkis. is offline
Senior Member
 
Join Date: Jun 2012
Posts: 1,467
Default

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
Reply With Quote
  #40  
Old 07-10-2012, 05:38 AM
Mike_Nomad's Avatar
Mike_Nomad Mike_Nomad is offline
Senior Member
 
Join Date: Feb 2006
Location: Florida, USA
Posts: 4,672
Default

Quote:
Originally Posted by Jerren View Post
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.
Agreed. That's the least that can happen. Unfortunately, this system fosters a "push you along" pattern through the map and to the end of the round. Just like you are on a rail.

I had thought we got away from that garbage in a game years ago.... I guess not.
__________________
Regards,

Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:44 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2013, Tripwire Interactive, LLC