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Leeu

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Everything posted by Leeu

  1. Leeu

    Combat Quitting Bandits?

    Some thoughts on how the new disconnect penalty might affect the 3 main player types and their style of play: From the perspective of CAREBEARS: - I'm inclined to interact with other players up-close and personal. - I'm inclined to help other players. - I will protect my gear and equipment - I won't let my fate be decided by some fkng 5 second disconnect penalty. - So: If another player shows aggression towards my party by shooting OR does not reply to our attempts at establishing communication we will probably try and avoid them - whether at a distance or up close. Previously if we wanted to avoid such a player we could have just gone to a safe area and disconnected and moved to another server in order to avoid them. Now... the 5 second disconnect penalty greatly increases the risk unknown players pose to me and my party. At distance this risk is obviously lower (unless of course if they already have us in their sights - see "BANDITS" below) compared to up-close, where it's much much higher now. So with this new change am I still going to be as willing to come close to unknown/unverified players? Am I still going to be as willing to help unknown/unverified players? Am I still going to be willing to team up with random people? What about the possible future change of not spawning with a weapon at start: will I team up with someone if I fear they might shoot me when they find a weapon and I still don’t have one? - "Safest" style of gameplay: I might want to think about being more inclined to avoid contact or at least minimise it rather than help or team up, conduct a more lengthy verification routine (what weapon is he carrying? does he have company? etc) i.e. become more paranoid, as well as being more inclined to shoot first i.e. become more trigger happy for safety's sake (careful with raising your weapons now boys, and god help you if you accidentally discharge your weapon or just in general surprise someone by coming around a corner suddenly) From the perspective of LONERS/CLAN GAMERS: - I'm not inclined to interact with other players up close and personal. - I'm not inclined to help/kill/loot other players. - I will protect my gear and equipment - I won't let my fate be decided by some fkng 5 second disconnect penalty. - So: Previously if I spotted another player - regardless of whether friendly or bandit - I could just disconnect and move to another server in order to avoid them, not so simple now, especially if they are not alone, in which case I might have both a close and at-distance threat. If I simply run away from another player(s) and try to avoid them - unknown whether friendly or bandit - if I was spotted and the player is close then he might run after me and shoot my character if I disconnect, COD style. At distance this risk is lower, but still present and higher than previous. Now am I going to assume this won't happen and just carelessly disconnect and hope he won't run after me or spot me at distance and shoot within that 5 second window? - "Safest" style of gameplay: I might want to think about being more aggressive, shooting on sight/shooting first, shooting to kill – if any bandits/carebears in my area see me taking out their own without hesitation do you think they will be willing to come close or even step up to the plate and square off with me? Might be a good tactic to clear an area, just start killing left-right-and-centre, people are likely to leave, and then you simply walk around looting without being disturbed. From the perspective of BANDITS: - I'm inclined to interact with other players up close and personal - once they're dead. - I'm inclined to kill/loot other players. - I will protect my gear and equipment - I won't let my fate be decided by some fkng 5 second disconnect penalty. - So: Previously I might have come within relative close proximity to my target(s) in order to hold-up or kill/loot them. My targets might have even seen me due to this relative close proximity. Previously my targets wouldn’t have been so paranoid and trigger happy and maybe (especially since the DEVs removed bandit skins) even come to “help” me as I didn’t necessarily represent an immediate visual threat. Now, any relative close proximity has a significantly increased risk of me dying, as I don't have full control over my character AND a significantly increased risk of everyone shooting at me because they’re so fkng paranoid. - "Safest" style of gameplay: I might want to think about shooting on sight/shooting first, but most importantly shooting from a distance without being seen, and of course shooting to kill. And this is all because of a 5 second disconnect penalty. What about if a 30 second or even 1 minute or 15 minute penalty is implemented as some retards on this forum suggested? Oh and don’t forget about the abysmal ARMA netcode which still allows for someone to get shot and technically have zero health, yet in game they’re still shooting back killing the guy who shot first and in the end both people drop dead. Considering everything, you think the above 3 types of players are going to go easy on the trigger? Nice work. You just traded in a runny nose- cold for the Ebola virus.
  2. Leeu

    Disconnecting to avoid death

    Some thoughts on how the new disconnect penalty might affect the 3 main player types and their style of play: From the perspective of CAREBEARS: - I'm inclined to interact with other players up-close and personal. - I'm inclined to help other players. - I will protect my gear and equipment - I won't let my fate be decided by some fkng 5 second disconnect penalty. - So: If another player shows aggression towards my party by shooting OR does not reply to our attempts at establishing communication we will probably try and avoid them - whether at a distance or up close. Previously if we wanted to avoid such a player we could have just gone to a safe area and disconnected and moved to another server in order to avoid them. Now... the 5 second disconnect penalty greatly increases the risk unknown players pose to me and my party. At distance this risk is obviously lower (unless of course if they already have us in their sights - see "BANDITS" below) compared to up-close, where it's much much higher now. So with this new change am I still going to be as willing to come close to unknown/unverified players? Am I still going to be as willing to help unknown/unverified players? Am I still going to be willing to team up with random people? What about the possible future change of not spawning with a weapon at start: will I team up with someone if I fear they might shoot me when they find a weapon and I still don’t have one? - "Safest" style of gameplay: I might want to think about being more inclined to avoid contact or at least minimise it rather than help or team up, conduct a more lengthy verification routine (what weapon is he carrying? does he have company? etc) i.e. become more paranoid, as well as being more inclined to shoot first i.e. become more trigger happy for safety's sake (careful with raising your weapons now boys, and god help you if you accidentally discharge your weapon or just in general surprise someone by coming around a corner suddenly) From the perspective of LONERS/CLAN GAMERS: - I'm not inclined to interact with other players up close and personal. - I'm not inclined to help/kill/loot other players. - I will protect my gear and equipment - I won't let my fate be decided by some fkng 5 second disconnect penalty. - So: Previously if I spotted another player - regardless of whether friendly or bandit - I could just disconnect and move to another server in order to avoid them, not so simple now, especially if they are not alone, in which case I might have both a close and at-distance threat. If I simply run away from another player(s) and try to avoid them - unknown whether friendly or bandit - if I was spotted and the player is close then he might run after me and shoot my character if I disconnect, COD style. At distance this risk is lower, but still present and higher than previous. Now am I going to assume this won't happen and just carelessly disconnect and hope he won't run after me or spot me at distance and shoot within that 5 second window? - "Safest" style of gameplay: I might want to think about being more aggressive, shooting on sight/shooting first, shooting to kill – if any bandits/carebears in my area see me taking out their own without hesitation do you think they will be willing to come close or even step up to the plate and square off with me? Might be a good tactic to clear an area, just start killing left-right-and-centre, people are likely to leave, and then you simply walk around looting without being disturbed. From the perspective of BANDITS: - I'm inclined to interact with other players up close and personal - once they're dead. - I'm inclined to kill/loot other players. - I will protect my gear and equipment - I won't let my fate be decided by some fkng 5 second disconnect penalty. - So: Previously I might have come within relative close proximity to my target(s) in order to hold-up or kill/loot them. My targets might have even seen me due to this relative close proximity. Previously my targets wouldn’t have been so paranoid and trigger happy and maybe (especially since the DEVs removed bandit skins) even come to “help” me as I didn’t necessarily represent an immediate visual threat. Now, any relative close proximity has a significantly increased risk of me dying, as I don't have full control over my character AND a significantly increased risk of everyone shooting at me because they’re so fkng paranoid. - "Safest" style of gameplay: I might want to think about shooting on sight/shooting first, but most importantly shooting from a distance without being seen, and of course shooting to kill. And this is all because of a 5 second disconnect penalty. What about if a 30 second or even 1 minute or 15 minute penalty is implemented as some retards on this forum suggested? Oh and don’t forget about the abysmal ARMA netcode which still allows for someone to get shot and technically have zero health, yet in game they’re still shooting back killing the guy who shot first and in the end both people drop dead. Considering everything, you think the above 3 types of players are going to go easy on the trigger? Nice work. You just traded in a runny nose- cold for the Ebola virus.
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