Poll: Warning! Restricted Area!

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Poll: Warning! Restricted Area!

  • Leave Restricted Area as is.

    Votes: 10 4.5%
  • Leave as is but tweak visual queue and timer for player.

    Votes: 137 62.0%
  • Only kill players who enter enemy territory (Spare players already inside).

    Votes: 70 31.7%
  • Completely Remove Restricted Area.

    Votes: 39 17.6%
  • I don't care.

    Votes: 7 3.2%

  • Total voters
    221

TOPMO3

FNG / Fresh Meat
Aug 29, 2011
79
21
0
The Poll is multiple-choice. You have the ability to select more than one answer if you feel they apply together. Please don't contradict your post however. No "I don't care" and "Completely Remove" submits please :)

For me, as of last night, this is the biggest of the few issues I have left with this release. I don't mind the stats, the buggy spawns, or the user interface issues, I can wait for those fixes; but this is becoming more of an annoyance. I am creating a poll with some suggestions on how to improve, or at least allow the server admins to tweak this function.

Please share your thoughts.
 
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FullMetalMonkey

FNG / Fresh Meat
Aug 31, 2011
165
14
0
33
London, England
I think they should leave it as it is but give server admins the ability to turn it off, if they wish, i have no doubt this is in the pipeline but Tripwire have more pressing concerns at the moment.

I personally would rather see a Battlefield 2 style system where on the map is a red outlined area on the map but also a better warning system, although to be honest i think the warning system is fine it's just abit buggy on some maps.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
I'm going to suggest something else. If we could see the Restricted Area on our minimap and on the full-size map, people wouldn't be walking into it blind and could plan how they're going to approach the map accordingly.

Half of people's first experiences with the RA is taking what seems like a perfectly reasonable flanking path and BOOM! Dead.

It shouldn't be an invisible mystery line. Just show it to us. Problem solved. Anyone playing near it knows they're playing with fire then.

They aren't going to turn it off though. The RAs are necessary to keep people from spawn camping with impunity, and it guides how people move through the map. Grain Elevator needs some protected areas just so the Germans don't go straight to the top of the elevator at the start of the match and spend the next 15 minutes fighting down through it. It just makes no sense, and completely screws up the scenarios TWI worked so hard to set up.
 
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TOPMO3

FNG / Fresh Meat
Aug 29, 2011
79
21
0
I'm going to suggest something else. If we could see the Restricted Area on our minimap and on the full-size map, people wouldn't be walking into it blind and could plan how they're going to approach the map accordingly.

Half of people's first experiences with the RA is taking what seems like a perfectly reasonable flanking path and BOOM! Dead.

It shouldn't be an invisible mystery line. Just show it to us. Problem solved. Anyone playing near it knows they're playing with fire then.

I agree, I think this could fall under "Visual queue". Either make my screen shake, or go bright red, or blur it to hell if I'm entering. But the worst is in Spartanovka, when you are defending C, trying to take it back, and axis suddenly take D, and you get popped for no reason, with no chance to get back, it doesn't even give you 5 seconds to stand up and spring back into a safe-zone. This is a big gripe.
 

pii_smith

FNG / Fresh Meat
Mar 25, 2011
118
28
0
The strangest thing is when the restricted area moves (only in Territory matches?). First you are in a legal spot, 1 second later some point has been captured and you explode because it's now restricted.
 

Mangley

FNG / Fresh Meat
Aug 7, 2011
244
105
0
If it's a capture area that was previously active then it shouldn't kill you at all imo. Because it's pretty unfair if you're trying to capture/defend a point and then another territory changes hands locking off the one you're in. It should just give you a notification.

Unless it's a spawn area then you should have 20 seconds to get out if you were already in the zone, 10 seconds if you have only just walked into the zone. Also protected areas MUST be on the map.

Tanks need at least 25 seconds to get out of a protected area... If you drive into an area it's very slow to turn around or back out of one. Particularly if you were going full speed when you entered it.
 

MadTommy

FNG / Fresh Meat
Oct 13, 2008
301
143
0
You just need a chance to be able to get out before you spontaneously exploded. Voted for a clearer message and timer..
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
If it's a capture area that was previously active then it shouldn't kill you at all imo. Because it's pretty unfair if you're trying to capture/defend a point and then another territory changes hands locking off the one you're in. It should just give you a notification.

They've already patched this issue once to give players more time when the RA changes on them...I expect they'll do some more work on it. I don't think players are going to get an indefinite free-pass for that life inside the RA if it changes on them though...that seems like it would be highly exploitable.
 

MajorMelchett

FNG / Fresh Meat
Sep 2, 2011
148
24
0
I know people don't like it when you mention these games BUT it should be like Battlefields system, when you go out of bounds/into a protected area, the screen dims/changes colour and you get 10 seconds to get back out or BOOM!.
 

Stellar73

Member
Aug 30, 2011
68
4
8
Tampere, Finland
Just put it first spawn area, not other captured areas. Then you have choice to spawn "safety" or take a risk when spawning other areas, just like spawning to squad leader. It sure is annoying to blow up in pieces when enemy caps target and you are inside area you didn't even know you are. I'm not sure minimap suggestion is solution as most players do not look minimap, ever, me included, they should remove whole minimap if asked me, or at least give option to remove it.
 

Sheps

FNG / Fresh Meat
Aug 5, 2011
274
255
0
It's a necessary feature. Collateral damage is players that are caught off guard get blown up.
 

fallenphoenix

FNG / Fresh Meat
Sep 22, 2011
8
0
0
Restricted areas are necessary, but outlines on the mini-map or some other visual cue (can't believe this is the first one this thread) would be greatly appreciated.
 

TOPMO3

FNG / Fresh Meat
Aug 29, 2011
79
21
0
I really hope the Devs are implementing the desired fixes represented in this poll.
 

mowskwoz

FNG / Fresh Meat
Feb 7, 2011
305
75
0
Phoenix, Arizona
When out of bounds, countdown until dead timer ala BC2.

When a zone gets taken and the protected area moves. For me this is a tricky subject. On one hand, if you get counterattacked, that means your team did not defend the objective. To the victor go the spoils. On the other hand, sometimes I didn't even know I was in a spot that was about to be turned protected and I'm left scratching my exploded head.

How about, when a protected area changes to an area occupied by opposing forces, those players are moved back to spawn, similar to how it's done in the SP campaign. You don't die, so the tix remain, but you lose ground.