But you can already tell by the sound, knowing the exact number wont tell you anything new as you don't have a ruler that measures the map in real time.
This game is gonna be about epic battles, with cover system and intense firefights... if this was a 1 on 1 duel when both players take positions I could understand your concerns but this is not the case, and as I say knowing the distance in meters wont really help unless you play with the game without sounds... which would be already a handicap for you.
If you are so concerned about hypothetical "what ifs" situations in a serious competitive match, just take the hardcore option without the death messages and problem solved (well, I'm assuming that the option disables DMs here, but I'm quite faithful about it)
You can tell where someone is by the sound but you must hear it to do, you can tell by the flash to see where someone is but you must see it to do.
If you know that a friendly of yours got killed within 10 meters of his location you might know his attacker is close to where your friend was. Or if you killed someone at 150 meters you know exactly how to set the range on your gun to kill the guys next to him. However it increases the fun level of killing and gives something to brag about and I don't mind that.
You can hear people their footsteps when they are in a room next to you. But that doesn't mean that the game should give you an indicator or wall hack because you could hear the guy anyway.
A lot of the times you know the enemy is capturing the cap zone, a lot of times you know the enemy is in the cap zone. But if you have a system telling that info to you, you wont have to pay attention any more to it. Plenty of times someone is entering the cap zone without being seen should everybody then automatically know where he is?
When I'm defending a capzone I often don't focus myself on the doorway the enemy might possibly come through i focus myself on the enemy presence meter, and will only start focussing on the door once an enemy has entered the cap.
The same with having death messages, most of the times you know when you killed someone by seeing the blood splatter on the wall behind him. Or because you saw him drop down on the ground yourself. But still there are plenty of occasions where without a system telling you info that you wouldn't know whether you killed someone. And that's where it gets annoying that a system tells you that info.
Perhaps these cases are what if scenarios, but they all happen multiple times per game. I want people to have to find out things themselves in realistic realism even if noticing something would have been easier in real life.
Personally I hope that the game in realistic realism will primarily be pretty much without team notifying and helping indicators. As it takes the tension and excitement away from trying to get something done. I'd prefer death messages to be removed in realistic realism (as long as the scoreboard won't update immediately when you kill). But this might not happen and I think that a good compromise would be to delay the messages.
I don't want a meter to show that someone is entering the capzone, purely because that takes the edge of in trying to find out for yourself if the enemies are there.
I don't want a meter to show that a cap zone is being capped by the enemy, unless there is a friendly in the cap zone that could hypothetically tell that the enemy is capping it.
I don't want an indicator showing me in what direction I got shot. Or in what direction enemies are in my peripheral vision. Because I might have missed them if it was me.
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All those systems make up for the lack of feedback you would have in real life, and are in that sense realistic features. I understand that and respect the justification for their inclusion. But I find that systems like that take away my immersion with the game. Personally the only helpers I would love is being able to see a friendly his name when you press the hud on demand button (up to say 30 meters) so you can call out to someone directly. And a suppression system to make up for the unbridgeable lack of fear in video games (so tactics utilizing suppression can be used effectively). This however is my opinion and I know there are loads of different tastes around.
And those different tastes of people are exactly what made me like the idea of 2 realism settings. 1 realism setting for people that prefer functional realism with systems making up for the lack of feedback you would normally have in real life. And a system for people that want realism without a lot of helpers telling you what is happening around you, so you need to use the actual senses you get as a player to determine what the enemy is doing.
Having a system tell me a lot of information of the battlefield for me takes the the excitement, the tension of not knowing what is happening away. Having to always be on the edge and lookout and relaying information about what is happening. That is what got me interested and made me love RO back in 2.0 when I joined. Not having to worry about checking out a lot of different systems, but plainly looking at my surroundings and communicating with my team mates.