I think that's a reason some people might leave .. But the mini map death cam isn't going to help that .. The game is such a large scale that everyone suffers from " random " deaths whether that's from hidden or distant enemies or whatever , the only thing that will change that is spotting the enemy before you die .. After doesn't help .. What they should be doing is looking at the causes of those random deaths .. Such as the bug that sometimes makes Lib shells silent , or Max stealth removing vehicles from the mini map etc etc .. Add more visual and audio cues for example .. So the new player can be proactive and avoid the death in the first place .. Examples are just well examples It makes me smile when I see it in the same patch as the Lib update .. " Players don't like random deaths but we are adding more ways for them to die randomly "
Same n here for the first time something makes me think to quit. This killcam stuff is just a bunch of crap.
i REALLY like this. as i have said before. the kill line really does little to help new players learn from their mistakes. showing friendlies who are alive is good, though i'm not sure it would help people who were picked off by a sniper. and even the reworked kill line would work well with this system. i would have ZERO problems with this over the other proposed solutions... which means it has a snowballs chance in north indar of happening.
A silencer's primary function is to avoid alerting the ADDITIONAL troops in the area when you successfully kill someone Regarding the actual topic: This is happening either way. There's no stopping awkward patches when they make it to a public test server. The only weird part is it makes little sense coming from Higby as he's a LightAssault diehard and we all know LA's don't kill the same guy twice if that guy either instinctively looks UP all the time (Seriously, nerds don't LOOK UP, watch them walk around anywhere in real life, they always stare at the floor) -- or if there was an arrow telling them which direction to look at which point the process of elimination will kick in and they'll be forced to look up the next time.
I bet it has something to do with the ratio of 'current community' tp 'churned players'. Because you want it to be? So killing experienced players gets you killed in return, because they understand how the game works. Doesn't that mean that when the people in this thread complain about how they won't be able to kill a bunch of people because they hid in a bush, then they must be killing noobs? So their complaint is pretty much exactly "Waaah, I want to farm noobs more"? Ok, I have to ask. Who has to hunt down a noob? Look into an open field for an Infiltrator blinking in and out. Congrats - noob found. I think you misunderstand. I'm not saying they're dumbing it down; just that the timing indicates it's probably related to the PS4 launch. There's probably a pretty big checklist of 'New Player Retention Strategies' that SOE has to check off before the launch happens. That's just it. Players do want this. It's just that they're ex-players. As I've said before, if you want to stop this then you need to prove that the lost revenue from sub-cancelling Infiltrators is worth more than the PS4 launch (or whatever measure they're using for lost revenue from players leaving) And what about all those players who left, and told their 7 friends not to play PS2 because you die for 'no reason'?
I checked out the new death screen and like the extra info. weapon attachments and such and I like the way you have to hit a key to move on from it. As far as the "kill cam" my dislike of it is that even with a 15 degree arc it betrays the location of some one that may have spent some time getting into a good hiding spot. I know many times I like to skirt the fight and attack from the side or rear and this gives people the chance to tell their teammates where you are once they see it on "kill cam". even if its not an exact location I think its gives away information that should be earned.
I'm totally against the adding of killcams, and that's speaking as someone who NEVER plays infiltrator (not because I think it's underpowered, it's just not my style). However, following a very good idea posted above, I'd be ok with it for player deaths between BR1-10 or 1-15. Help the newbies out, sure. Smurf characters don't stay in that range very long anyway, so that's a minor ramification. There are some very skilled, patient snipers out there, and they deserve to not be auto-spotted the second they kill someone after minutes of positioning. Regarding the..10?... simultaneous Liberator buffs/enhancements, I'm farking terrified of a Libgate II: Flying Bugaloo. Libgate I was the reason I stopped playing PS2 for six months. I'm back, I'm enjoying it, and now you want to make them the obvious most powerful asset in the game, again? Le sigh. They're doing fine now, many of the top scorers on Connery use them regularly if not exclusively, and it doesn't seem like they need the help. If you want to buff a vehicle, buff the Flash.
Yup I agree on the frustration. But you have to keep in mind that PS2 does not have the exclusivity of shotguns and most players don't hit FPS games for the first when coming to PS2: CoD & BF4, from which most players come from, have them too ! Plus current shotguns were nerfed to the ground as compared to shotguns last year (instagib in a 20m range). They're fine IMO, especially since rookies have access to them too since 2 weeks.
Nobody wants this death screen, except for new players. If it is a feature only really intended for new players then have it enabled for BR 1-20 only and disabled for BR20 and above. Problem solved. Don't inflict this on the entire playerbase, most of which don't want it and is telling you that!!...very clearly.
There has to be some responsibilty of awareness to the new player, a simple instructional voice when the player selects a class should suffice. Also I want to mention that client lag may have something to do with random deaths. You think you have cover when you dont. I dont want any hints of where im getting hit from, it takes the hunt out of the game which is part of my fun. Suggestion: Give the sniper bullet a unique hit sound. This would still allow the sniper to stealth but let the player know they were hit with a sniper rifle.
personally, I don't think that's that big a deal. Most current FPS games already have something similar. Good players should not have an issue adjusting with a kill cam/location mechanic since we already reveal our location when we kill anybody... regardless of stealth. I always can figure the direction of my killer with the last damage marker i see when I die. If it helps out the new players then sure why not. One suggestion I would make is that we need more medal levels since gold to auraxium is huge. If we actually are going to make medals more of a big deal, would be nice to have more of them before the final medal...platinum, diamond?
You're looking at the wrong situation. This really isn't going to affect sniping at all, which is what I've said from the start; that's not where the problem resides. It's the close range stealth oriented positions that this cripples the most, and not just for the Infiltrator. If you believe that the majority of your player base has superior situational awareness...I'm truly blown away and I mean absolutely no disrespect when I say that. The fact that the majority lack superior situational awareness is blatantly demonstrated each and every time someone actually plays the game...and there are an endless supply of videos that demonstrate this rather well. So, this isn't just about new players...this is about 90% of the entire Planetside community. Take someone with Stalker Cloaking and the Crossbow, delving behind enemy lines to establish a stealth oriented position that overlooks the enemy in a situation where they pile up to assault your faction. We all know this type of situation, it happens all the time...and it's where the Stalker Cloaking device and Crossbow truly shine because flanking these positions rewards you due to the fact that the majority of players within this game lack adequate situational awareness and focus entirely upon what's ahead of them rather than take notice that they're getting nailed from behind. These aren't new players...these are the majority of players in general. Now, you're providing these players with a generalized location after the chaos dies down...once they're dead and can better assess the situation. They look at that map and notice that they are taking it from behind, get right back into the game, and hunt down the individual doing the killing no matter who it is...Infiltrator, Light Assault, even a Heavy Assault. Without this mechanic, they have to learn to look out for this while they are distracted, in the heat of battle and chaos of war...which is what rewards proper flanking in these situations. The majority of the community is oblivious to flanking and often never learns to turn around nor realizes they are dying to forces behind them when it's only one or two sources and the majority of their adversaries are directly ahead. This isn't just new players, this is the majority of your player base who are downright oblivious in these situations. Learning to aim your weapon is a skill developed through experience. Learning proper situational awareness is a skill developed through experience. There is no way that you guys would ever consider giving a crutch to players who lack proper skill in aiming their weapon through some sort of auto aiming mechanic, so why are we providing a crutch for players who lack situational awareness...which isn't just new players but nearly everyone who plays Planetside 2.......................myself included! This implementation downplays strategy and provides a crutch for a skill that we are supposed to develop through experience in the game, and that's a huge problem in general. What the death screen should have provided is information that would help players learn to develop these skills...not give them a crutch so that they can completely cast them aside and be rewarded through death with the location, even general, of their murderer. For example, if they died to a Light Assault...a bit of text could have explained the common tactics used by the Light Assaults of Auraxis, informed the player to keep an eye out for individuals peeking over the ledges of buildings. Essentially, give them detailed information in textual and optional audio format about what these classes normally do to eradicate their enemies. This would have been useful and provided new players with information that they could have used to learn and develop those skills required to lengthen their lifespan. If the optional audio file was done within an entertaining and immersive manner, think along the lines of that elusive lore you guys shy away from , then this would entertain as well as educate. This artificial situational awareness though...this is terrible. There is a lot you guys can do in order to help new players get a better sense of what's going on around them without providing them a crutch for inadequate skill that they are supposed to develop naturally throughout the course of the game...that AI companion concept still has a TON of likes and could be adapted to provide a little in game intelligence regarding the flow of battle through audio information without actually giving them anything that essentially negates skill progression. I really wish you guys would consider: Customizable Resident Artificial Intelligence Read through that thread, all the possibilities that could be applied to making the game less chaotic through in game information about what's going on around you without applying any crutch to inadequate skill. Then, you add in the detailed information about class tactics described above and players start learning and developing these skills on their own...rather than having their hand held. Not all of us are straight forward run and gun oriented players...some of us like to be crafty, sneaky, downright sinister and prey upon our enemies lack of skill in areas OTHER than their inadequate aiming capabilities. This isn't done to new players alone...most everyone lacks situational awareness which is half of the reason the cloaking effect works despite the fact that it's blatantly visible on medium to ultra settings and why people who develop adequate situational awareness completely wreck cloaked Infiltrators without a moment's hesitation, they easily see that cheesy effect and just open fire. I truly hope that you guys consider going a different way with this and something akin to what's described above. You can make the game less chaotic and help new players out without this crutch that downplays anything other than the straight forward warrior tactics of barreling towards your enemy guns blazing.
If it ain't broke, don't fix it. The previous death screen was perfectly fine, don't recall anyone having a problem with it. The new one is just plain annoying.
Don't get me wrong, the revamp of the Death Screen was a great idea...but providing a crutch for inadequate skill wasn't. I'm just taking a shot in the dark here, but I bet that the majority of the feedback they received from players who quit consisted of very short responses that generalized the problem. The game is extremely chaotic, and when you start out your experience...it can be downright overwhelming and extremely confusing. What they should have done was provided information on the class of your murderer that details the common tactics used by these individuals and what to look out for...like, for example, the Light Assault peeking over the edge of buildings. This lets players realize what they should look out for when they die to a Light Assault...they learn from their mistake and progress in a proper way. Another example would be death by a sniper informing the player that they should always keep on the move and take cover instead of pausing in open terrain...to dodge and weave whenever entering an area that may be within a sniper kill zone. Again, this provides excellent information that players can use to learn from their mistakes and improve... What they have done is provide a crutch for inadequate situational awareness, lowering the skill bar and ultimately watering down flanking tactics as I've described in a multitude of threads. This is a major problem because it dumbs down the stratagy aspect of the game and is another nail in the coffin to stealth tactics in general, not just for the Infiltrator...but everyone. They still, however, need to make the game less stressful for new players...so what do they do? Combined with what I stated above, they need to give players a method of understanding the situation around them...not water down tactics, but provide a functional system that lets them know what's going on. This thread gives an example of something that could be made into just that...providing an audio system to explain the situation around us and make the battle feel a LOT less chaotic. Imagine an AI cautioning you that you're not around allies and should seek them out when your low level...tells you where your forces are engaging the enemy and lets you know that your assistance is needed in these hotspots. Basically, takes the UI and turns it into something more interactive and enjoyable...something that guides you into the flow of battle and turns the chaos into something a bit more understandable WITHOUT providing a crutch. This is what's needed, not this crutch mechanic. I know you're not saying otherwise, but I'm reiterating just because I get passionate and rant. A new Death Screen is a great start...but this crutch mechanic should be removed and they should work towards fixing the problem rather than compensating for it by providing a crutch that essentially takes a skill and cancels out the importance of developing it.
Things I like about the new death screen -The sounds are cool -The XP visualization is cool -Seeing progress towards medals is cool -Seeing the gun+attachments the enemy used is cool Things I'd hope to change - I'd like to be able to use my VOIP keys in the death screen - I'd like to see more detailed stats on my last life rather than on the session as a whole - Some of the medals it shows I'm progressing for I don't really care about ps. I think the titles are showing up bugged. for example, last night I saw a lot of [x]Commander] Playername
By the way, it is a bit annoying, that I can't see if a medic is heading my way when I am dead. It would be nice to be able to see this while I am studying the death screen.
Then give it to low BRs only. And no. Advanced players don't already already have this. Getting that information while being shot and and getting it when you are dead are two completely different things. But it is pointless to argue this. The mind of the dev team is made up. So can I at least have all the certs for stalker cloak and crossbow back. (wasn't just farming noobs in it btw)