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mitor

Hiding the "Not in combat/In combat" mode.

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Yeah, it is a simple suggestion. But I think it can only improve the system.

The system, as it is now, is a very good solution to a problem we all know, and my suggestion is:

To completely delete the indicator, so that you don´t know whether you are in combat or not. Substitute it with a message that appears only when you try to manually disconnect while in combat.

With this simple change, we won´t alert a dangerous player when we use our silenced M9 near him and immersion will be enhanced.

Yeah, but people can always "try" to disconnect with the intention to know whether they are in combat or not.

Well, yeah, but in case they are not in combat they will indeed disconnect, forcing them to connect again with the corresponding loading time. The system could also force the game to close when you click on exit and that will result in a longer time spent to reconnect, not to mention the vulnerability when you are at "Setup completed, please wait".

Thank you.

Edited by Mitor
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I agree. You shouldn't know you're in combat if someone hatchets a zombie near you and you don't hear it. You should only be able to tell by the abort button being grayed out.

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I agree. You shouldn't know you're in combat if someone hatchets a zombie near you and you don't hear it. You should only be able to tell by the abort button being grayed out.

Hi,

It is important to understand that the abort button must remain the same always, but with a message that appears when you click it while in combat. It is important so that players can´t really know if they are in combat without the risk of leaving the game.

Edited by Mitor
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Agreed. Silent weapons are completely useless (disregarding zombies, of course).

I don't believe it should be visible. I'd say in the next update this very well may be put into effect. It would only be a simple line of code to be deleted/added (I'm not 100% sure on how the debug monitor works).

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It's probably like this right now to test it out properly. Like a "debug monitor" of sorts for the combat mechanic.

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yeah but it has the same ''air'' of the gone debug monitor so i think it will be go away too..

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And this happens not only with silenced weapons, but if you use a M4, the player might not hear you for some reason.(e. g. A zombi near him making noise)

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It's a good idea, and I expect that will be implemented in a future update after it has passed the community test with the icon.

But just to be clear, there are not so many situations in which this icon will truly give away another player's location. I suppose if you were sneaking up on a group of players with your hatchet, you would want to kill one silently without alerting the others, but dude the radius is 8m.

Ridiculous. An icon that tells you whether there are players nearby and that breaks immersion.

It's really not such a big deal and I think you're overreacting a bit.

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It's a good idea, and I expect that will be implemented in a future update after it has passed the community test with the icon.

But just to be clear, there are not so many situations in which this icon will truly give away another player's location. I suppose if you were sneaking up on a group of players with your hatchet, you would want to kill one silently without alerting the others, but dude the radius is 8m.

It's really not such a big deal and I think you're overreacting a bit.

Isn´t it 70 meters?

I thought they were 70 meters radius from the one who shoots and then 8 meters radius from the place where the bullet hits...

¿8 meters? That´s what is now ridiculous

Edited by Mitor

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Isn´t it 70 meters?

I thought they were 70 meters radius from the one who shoots and then 8 meters radius from the place where the bullet hits...

¿8 meters? That´s what is now ridiculous

Actually I'm a bit confused about that myself. But afaik it's 8m for "fired near" and there is currently no "projectile near" at all:

* [uPDATED] Combat Logging "Fired Near" checks are now limited to 8 metre radius.

* [uPDATED] Combat Logging "Projectile Near" Have now been removed while we look for a less intensive way to track projectiles.

So if your buddy is next to you (i.e. within an 8-m radius) and uses his weapon, you will be in combat too. But if someone shoots at you from afar, nothing happens? It's pretty weird, I guess they're still trying to figure it all out.

Edited by Bakst

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Ah, okay, thanks for the info. Yeah, it´s a bit confusing... They are testing the system anyway, so I´m sure they´ll improve it.

For me, sounded a bit redundant changing the In combat/Not in combat text for an icon. That´s why I complained.

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Btw Ander mentioned somewhere (on the locked Rolling Update thread I think) that the radius for "fired near" is 15m. In any case your idea is totally solid, I hope they perfect this whole system soon.

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Agreed! A combat indicator breaks the immersion; it should be enough to disable the buttons in the menu.

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It's awful! I like the effort put in with art but loose it.

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Agreed, remove it - at least as a status icon for being able to log out. Perhaps the icon can be reused to indicate something else, now or in the future?

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I believe they will remove it but they need to test the distance from player to another player shooting or action that would trigger it.

Once they can get the proper structure to the feature then I believe we will see it vanish.

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It's awful! I like the effort put in with art but loose it.

It's not much art... It's a G17 outline..

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It's not much art... It's a G17 outline..

It should be the revolver!

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Well, let´s keep this thread up so that the devs can see it.

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