Open deferred-impact opened 1 year ago
Doesn't that just make it into a...hardpoint sort of situation? I think it would be better if we removed the gamemode. Besides, not allowing people to pick up their own team's tag doesn't solve the issue, someone else can still steal the tag from an enemy that you killed.
Honestly, I've never experienced this issue as a nuisance, normally players have enough dignity to only take tags that they deserve, so I can't relate.
Doesn't that just make it into a...hardpoint sort of situation?
I need you to elaborate on this.
I think it would be better if we removed the gamemode
I would gladly remove KillConfirmed, sure. I doubt the dev would remove gamemodes, sadly.
Besides, not allowing people to pick up their own team's tag doesn't solve the issue, someone else can still steal the tag from an enemy that you killed.
I don't care if someone steals a tag i "deserved". It still counts towards my team's score.
Honestly, I've never experienced this issue as a nuisance, normally players have enough dignity to only take tags that they deserve, so I can't relate.
Well the complaint is about enemy players taking enemy tags which dropped from enemies that you killed. Which is literally how you're supposed to play KillConfirmed. If you don't understand this then i'm afraid you didn't actually understand this issue.
I need you to elaborate on this.
Defending your own team's tags, similar to defending a point in Hardpoint or Control points.
I don't care if someone steals a tag i "deserved". It still counts towards my team's score.
Lmfao defeats the purpose of your entire issue. You were arguing against players stealing each other's tags. Yes, that is also how I see it, I don't care if someone takes the tag, it matters most if my team gets it. However, that doesn't mean that stealing tags isn't something that needs to be balanced in some way. Most of the time, it's players on teammates that steal their flag.
Well the complaint is about enemy players taking enemy tags which dropped from enemies that you killed. Which is literally how you're supposed to play KillConfirmed.
Correction, a part of Kill Confirmed is also to save your own teams' flags. I see, the issue is to do with defending your own team's tags, rather than stealing them from the enemy. Still, that would make the gamemode even more absurd, because I don't think anyone would care to defend tags, they'd mainly be focused to kill and gain tags faster than the enemy team, because now the enemy can't be as successful when trying to stop them from taking dog tags.
Defending your own team's tags, similar to defending a point in Hardpoint or Control points.
Okay. Fair enough. Don't see any issue with that, though.
You were arguing against players stealing each other's tags.
I was arguing against enemies stealing tags dropped from other enemies that i just killed. Don't tell me what i meant, yea?
However, that doesn't mean that stealing tags isn't something that needs to be balanced in some way.
Sure. If you have ideas on how to do that, open a new issue. This issue isn't for solving friendly players stealing tags dropped from your kills. This issue is about enemy players cancelling tags dropped from your kills.
Correction, a part of Kill Confirmed is also to save your own teams' flags. I see, the issue is to do with defending your own team's tags, rather than stealing them from the enemy.
Wha?
Still, that would make the gamemode even more absurd, because I don't think anyone would care to defend tags, they'd mainly be focused to kill and gain tags faster than the enemy team, because now the enemy can't be as successful when trying to stop them from taking dog tags.
A good player would find a way to defend friendly tags while also getting kills. One could even use friendly tags as bait in such a scenario.
Wha?
A part of kill confirmed, is to save your own teammates'flags, to keep them from being taken. After typing that, I realized the meaning of your issue.
A good player would find a way to defend friendly tags while also getting kills. One could even use friendly tags as bait in such a scenario.
Yes, a 'good' player. I don't think that counts as the average player though. And that still doesn't defeat my argument, why would a player try to save their own flags, when they can be offensive and defensive at the same time? Trying to use friendly tags as bait, is risky enough, because you may get killed yourself, and will add to the pile of your teams' dog tags. It would be smarter and easier to just be offensive and get more tags faster than your enemy team.
Though I still think it's just best to remove the gamemode.
And that still doesn't defeat my argument, why would a player try to save their own flags, when they can be offensive and defensive at the same time?
Why are you asking this? Am i against them being offensive and defensive at the same time?
Trying to use friendly tags as bait, is risky enough, because you may get killed yourself, and will add to the pile of your teams' dog tags. It would be smarter and easier to just be offensive and get more tags faster than your enemy team.
So do that then, what's the problem?
Issue is simple. I kill guy. Guy drop tag. Other enemy guy come along and delete tag. My team get no points. I sad.
Though I still think it's just best to remove the gamemode.
Yes. Chad opinion.
Why are you asking this? Am i against them being offensive and defensive at the same time?
Would you rather risk using tags as bait and attracting multiple enemies, that attack you
OR
Focus on killing with your team, to gain tags faster than your opponent.
So do that then, what's the problem?
If the whole point of the gamemode is to get more kills than the opponent team, faster than them, what difference does it have from TDM? (excluding the features of tags ig)
Issue is simple. I kill guy. Guy drop tag. Other enemy guy come along and delete tag. My team get no points. I sad.
I have a very effective solution for that.
Delete the gamemode.
Delete the gamemode.
I mean, you and i both know very well that's not gonna happen, but.
I'm surprised to find out we're not tracking this idea. It's not exactly a new idea... well, i created an entry for it. #236
One of the most annoying things about Kill Confirmed is how your hard work (killing the enemy) can be trivially erased by a random player running in and picking up the dog tag.
What can be done? Well, we could remove Kill Confirmed, if we were sane and reasonable. But of course we (read: the dev) are not, so we must seek less radical solutions.
The proposal is incredibly simple:
All of a sudden, a random player can't just swoop in and remove 5 tags from the game. Now, they gotta fight for them. Which is much more elegant and relevant.
If XP matters to you
and it really shouldn't,we can make it so that when you're in range of a friendly tag, and there are enemies shooting at you, you get XP the same way you would on a control point. (Possibly that XP would be stored in the dog tag itself, and only awarded to the defending player if the dog tag successfully expires)