Kill notification

pellaajapellaaja Join Date: 2004-02-07 Member: 26198Members
<div class="IPBDescription">Disable to make the game more exciting</div>If this has been discussed, then provide with a link please ;)

So, the notification on the screen which indicates that player x got killed by player y with a gun z. I don't know about you guys, but this bothers me since it gives waaaaaaay too much information to both teams. I remember playing DoD:source and the server had disabled this information and I have to say, the gameplay was _totally_ different (in a good way); Did that nade hit its target? Is there a sniper around? Did my teammate just die in that explosion? etc. I guess you could do the same in NS2 and disable it on server side, but.. I have a feeling, that most players would not accept this, because they are <b>so </b>used to it that they make decisions based upon what the screen says. In my eyes, this is kind of slowing progress, makes the gameplay handicapped and the endgame usually is the same (NS games usually played out the same exact way). Think about it;
You make a decision to advance because you saw the alien die thanks to the notification on screen, even when the enemy was behind a corner where you can't see.
You make a decision to wait it out because you don't know if the alien died because you can't see behind the corner, and in the meantime the aliens advance freely because you hide out behind a corner.

Does this make any sense? I really tried to make it clear as possible what I was thinking :D
I think we should test the gameplay this way (alpha or beta whatever it's called)

Comments

  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    In most games, I typically use death notifications over death animations to indicate when something dies. That being said I do agree it would be nice to have a server-side option controlling this; however NS2 seems to be sacrificing more thoughtful gameplay for more accessible gameplay (faster/easier combat, smaller maps, parallel commanding, auto-bite, etc). Sadly, there are already too many concessions being made for the casual player/lower skill ceiling, so I wouldn't hold out much hope for this idea until scripting becomes an option.
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    This is one of the cases that trades potential fun factor for lack of frustration: it's frustrating to not know whether you teammates are alive or not, whether an important player/structure were taken out, whether your friends succeeded or failed, whether you killed the guy or whether he's still alive... It adds immensely to both immersion, yes, but not immersion and tactics alone.

    With how moddable NS2 is planned to be, I think we'll always be able to make an amusing server mod out of this, and see how it plays out. Maybe even during the Alpha.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I think it's a lot more difficult to achieve this in a RTS/FPS like NS. Right now the RFK gives you some clues and mostly handgrens and spore cause situations that actually leave you wondering whether the target is alive or not. Melee vs ranged also leaves a lot less questionable kills than a WW2 firefight.

    If it suits the game and adds to it, so be it. Based on NS1 it doesn't seem to affect as much as in DoD or some other less arcadey game. If the information denial only partitially works, I'd rather stick to the 'classic' approach and develop it as a gameplay element.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    For a WW2 game it is sure better for both immersion and gameplay because it actually was like that in that time. Throw a grenade and you won't really know the outcome until you see by yourself the dead bodies. Same for your teammates when they go alone and everything.

    But in NS, the world is completely different. Marines have helmet integrated HUDs that give them info about what's going on, on their teammates and enemies. This is more than credible because nowadays, we already have the technology to build such helmets. On that side, have this info about your dead teammates from either the map, your hud, the commander, is entirely part of the NS world.

    Aliens also can see the living out of their teammates through walls (at least in NS1) and if you consider all the elements of the species, the developers would surely make that the aliens have special senses or mind abilities equivalent to the marines in that case, in detecting what is living and what is dead on the enemy side as well.

    So in both case it is plausible, and for the sake of gameplay it is better to keep it because it is also a RTS game, where you really need to know about your dying units (and usually the enemies will know too) to make up new strategies or adjust one.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited January 2010
    Well, yeah. It makes sense to ommit it, but you can come up with excuses to show it as well.
    Easiest one: Intellegent networks take care of it (Nanites for the rines, bacteria for the aliens).


    I'd suggest that there is a simple change in how it is handled in NS2.

    <!--QuoteBegin-Marine side+--><div class='quotetop'>QUOTE (Marine side)</div><div class='quotemain'><!--QuoteEBegin-->Bob <i>Shotgun</i> Fade Icon
    Skulk <i>Teeth</i> Bob
    Joe <i>MG</i> Lerk
    Lerk <i>Gas</i> Joe
    Jenn <i>Melee Weapon</i> Onos<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--QuoteBegin-Alien side+--><div class='quotetop'>QUOTE (Alien side)</div><div class='quotemain'><!--QuoteEBegin-->5920 <i>Teeth</i> Light Marine Icon + Shotgun
    Scar <i>Gas</i> Jetpack Icon + MG
    Jetpack <i>MG</i> Scar
    Exo/Heavy <i>melee</i> Fatz
    Santa <i>Claws</i> Exo / Heavy Icon + Weapon<!--QuoteEnd--></div><!--QuoteEEnd-->

    Imo aliens should be notified what weapon the enemy dropped, dunno 'bout alien traitts automaticly notified to marines
  • sos32291sos32291 Join Date: 2009-08-01 Member: 68327Members
    I see what you're saying, as in the past other source games (Insurgency) have done this, and it adds to overall immersion. However, I know for one that I have been so trained to know if I killed someone by looking at the top right of the screen instead of actually seeing a lifeless body, and it would be a very hard habit to break.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--quoteo(post=1746641:date=Jan 10 2010, 08:22 AM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Jan 10 2010, 08:22 AM) <a href="index.php?act=findpost&pid=1746641"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But in NS, the world is completely different. Marines have helmet integrated HUDs that give them info about what's going on, on their teammates and enemies. This is more than credible because ...<!--QuoteEnd--></div><!--QuoteEEnd-->
    don't do this. don't try to justify a gameplay element solely on credibility. either it goes well with gameplay or it doesn't, but to judge it on credibility is foolish; we can be here all day discussing the credibility of the NS universe.
  • pellaajapellaaja Join Date: 2004-02-07 Member: 26198Members
    Interesting insights.
    You're right about teammates; blocking everything would indeed be a bad idea, but block the direct notification and let the information come from another source; commander or possibly a third teammate that saw the marine die. You could have some sort of link hooked up on the team that they know if person x just died, BUT you wouldn't know how/by whom/by what. I.e. You would see 3 teammates suddenly flatline; clever attack by skulk pack or an onos? Who knows, the information would come with a delay (teamspeak; commander or someone close by the location).
  • BadMouthBadMouth It ceases to be exclusive when you can have a custom member titl Join Date: 2004-05-21 Member: 28815Members
    If Ns2 works the same way in NS1, as in , the map system. When a person dies, their icon on the map just disappears. Then, I don't think there's a need to remove the notification. Because you can still get the information from the map. So instead of making it more troublesome by checking the map, or the scoreboard(which i know is a hotly debated topic but lets assume its in for now), just put it up for everyone to see.

    I think however, that the weapon/alien class used to kill the player should not be shown. That gives too much information to the other team.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited January 2010
    Most people have headsets today. If something bigger than a lerk is on their crosshair most inform their team anyway.
    And weapons are displayed anyway, at least for now. You can judge from the weapon which alien class killed your buddy, too.

    The map should display a sightly larger red cycle when someone dies (Alien as Marine), that's closing in on the last position of the late player.
  • PSAPSA Join Date: 2009-10-21 Member: 69107Members
    Maybe I'm stubborn but I think I'd have a hard time letting go of things like the death-notifications and scoreboard (to a lesser extent this also relates to including/removing kill-deaths or kills, etc). I'd prefer to sacrifice a little bit of immersion for some more structure and definitiveness. I personally enjoy that mix of "it feels like I'm killing aliens with my teammates, but I can still press tab and see how many kills I have compared to everyone else, or how many people are dead, etc."

    By comparison, Dystopia (HL2 mod) has hitbeeps when you reg a hit on someone, tac-scans (radar) and "IFF Info" which displayes the enemies health, armor, energy, and some others like abilities. Includes MUCH more than the simple "death notifications" but it still works out fine. NS doesn't have near as much by comparison.
  • JirodyneJirodyne Join Date: 2010-01-12 Member: 70095Members
    <!--quoteo(post=1746679:date=Jan 10 2010, 12:18 PM:name=pellaaja)--><div class='quotetop'>QUOTE (pellaaja @ Jan 10 2010, 12:18 PM) <a href="index.php?act=findpost&pid=1746679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Interesting insights.
    You're right about teammates; blocking everything would indeed be a bad idea, but block the direct notification and let the information come from another source; commander or possibly a third teammate that saw the marine die. You could have some sort of link hooked up on the team that they know if person x just died, BUT you wouldn't know how/by whom/by what. I.e. You would see 3 teammates suddenly flatline; clever attack by skulk pack or an onos? Who knows, the information would come with a delay (teamspeak; commander or someone close by the location).<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is what I want into the game. Notification of your teammates dieing, maybe even the enemies too, but not the how. it adds more fear and strategy into the game, while making those whining and too unskilled to pay attention to teamwork to be happy with knowing if their teammates are alive and if the enemy is dead. Also, if you want to really come down to it, the commander, who will see all the teammates, can yell when they die, and also the dead players will most likely yell out how they died as well. Unless they don't speak English.....
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    I'd like to see notifications only of teammates dying, without who killed them and what they were killed by. I'd also like to see some graphic effect (read: preferably not in interface) if you killed someone, which also shows how you killed them (spores, mines, whatever).

    For when you see them, death animations should portray what someone primarily died of (if an alien died of a gunshot, but 90% of the damage _recently_ done to it was from a flamethrower, and it's still burning, it should be clear that it died of the burns and the heat.). But I'd also like to see some particle effects for aliens with range weapons (or kills by structures), when they kill an alien. Like a stream of their life essence coming towards you after a marine die of spores. For marines, they could have devices on their guns or arms that show if their mines and other equipment has triggered. Also, they could probably do a lot with the fact that some rooms are powered up and some aren't (power grid), and through that (and it's structures, like an observatory) observe when aliens die.
  • snooggumssnooggums Join Date: 2009-09-18 Member: 68821Members
    I prefer the lack of information that you don't see directly as it adds to atmosphere. Not knowing what is going on is more effective at adding enjoyable stress to a player than giving them every bit of information. Plus it isn't like the player couldn't just say what it was over comms...

    I would be fine with a notification of when teammates died (but not by what) as humans have tracking items and aliens have the hive mind and death is a strong enough event for both to have a reasonable notification.
  • PSAPSA Join Date: 2009-10-21 Member: 69107Members
    people seem to talk freely and overestimate how much people actually use the mic in a Professional. and useful manner, if at all.

    I do like the idea of having some sort of "vital signs" monitor for your team, or at least your squad, that show a marine's health active/flatlined. You could even add in their heart rate as a part of it, which would <i>pick up</i> if they were in battle (showing a heightened heart rate/adrenaline level), or just normal "beep" rates if they're just doing fine. Or flatline when they're dead. I think this could really work well for squads especially, depending on how much emphasis the devs put into those.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I like kill notifications because it can tell me when a fade is running about when I start to see the fade kill icons.
  • Dead-InsideDead-Inside Join Date: 2004-09-22 Member: 31862Members
    <!--quoteo(post=1747212:date=Jan 13 2010, 11:51 PM:name=PSA)--><div class='quotetop'>QUOTE (PSA @ Jan 13 2010, 11:51 PM) <a href="index.php?act=findpost&pid=1747212"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->people seem to talk freely and overestimate how much people actually use the mic in a Professional. and useful manner, if at all.

    I do like the idea of having some sort of "vital signs" monitor for your team, or at least your squad, that show a marine's health active/flatlined. You could even add in their heart rate as a part of it, which would <i>pick up</i> if they were in battle (showing a heightened heart rate/adrenaline level), or just normal "beep" rates if they're just doing fine. Or flatline when they're dead. I think this could really work well for squads especially, depending on how much emphasis the devs put into those.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is quite a nice idea, as long as it's just an option.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited January 2010
    <!--quoteo(post=1747144:date=Jan 13 2010, 04:31 PM:name=snooggums)--><div class='quotetop'>QUOTE (snooggums @ Jan 13 2010, 04:31 PM) <a href="index.php?act=findpost&pid=1747144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Plus it isn't like the player couldn't just say what it was over comms...<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is one of the interesting points. I'd like to see people using the voice communication for useful stuff more often.

    One part of me wants to have the game communication for strategy. "They've got fade" is information, but even an automated kill message can do that. I'd much rather use the voice communication for situational strategical messages like "The fade is low HP now. You've got time to build the pipe PG before it heals up. Take your time."

    Then again another part of me wants to give people something to communicate even if they don't know the strategy inside out, because the present system doesn't seem to be working for the most of the players. Right now hardly anyone is communicating and the system isn't giving any smooth stepping stones to enter the communicative gaming.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1747212:date=Jan 13 2010, 05:51 PM:name=PSA)--><div class='quotetop'>QUOTE (PSA @ Jan 13 2010, 05:51 PM) <a href="index.php?act=findpost&pid=1747212"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->people seem to talk freely and overestimate how much people actually use the mic in a Professional. and useful manner, if at all.

    <b>I do like the idea of having some sort of "vital signs" monitor for your team, or at least your squad, that show a marine's health active/flatlined. You could even add in their heart rate as a part of it, which would <i>pick up</i> if they were in battle (showing a heightened heart rate/adrenaline level), or just normal "beep" rates if they're just doing fine. Or flatline when they're dead. I think this could really work well for squads especially, depending on how much emphasis the devs put into those.</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    That is a really awesome idea, no matter which side of the conflict you are on, it would just make things so intense and otherworldly at the same time as being informative/
  • HeymanHeyman Join Date: 2005-03-29 Member: 46895Members
    This sounds like a great idea. A boon to immersion. However, I think some Alpha playtesting would be in order, in all honesty.
  • JirodyneJirodyne Join Date: 2010-01-12 Member: 70095Members
    <!--quoteo(post=1747218:date=Jan 13 2010, 06:22 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Jan 13 2010, 06:22 PM) <a href="index.php?act=findpost&pid=1747218"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like kill notifications because it can tell me when a fade is running about when I start to see the fade kill icons.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is my point of being bad. If the team doesn't communicate, it will do poorly as you won't know of the dangers out there. The kill Signs shows the danger and makes communicating less important. ("Whats in the other room?!" *silences is all that answers as you see death signs for fades and Gorges* "Oh, Fades and Gorges, ok!") Yeah... Not very much communication nor team play... This way, taking out the how they died, forces people to work as a team somewhat. thats what this game is about is it not? team work?
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1747648:date=Jan 17 2010, 11:33 AM:name=Jirodyne)--><div class='quotetop'>QUOTE (Jirodyne @ Jan 17 2010, 11:33 AM) <a href="index.php?act=findpost&pid=1747648"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is my point of being bad. If the team doesn't communicate, it will do poorly as you won't know of the dangers out there. The kill Signs shows the danger and makes communicating less important. ("Whats in the other room?!" *silences is all that answers as you see death signs for fades and Gorges* "Oh, Fades and Gorges, ok!") Yeah... Not very much communication nor team play... This way, taking out the how they died, forces people to work as a team somewhat. thats what this game is about is it not? team work?<!--QuoteEnd--></div><!--QuoteEEnd-->
    You can force one guy in group to have sight, other the hearing and the third one to be the only one able to shoot and it increases the teamwork in a way, but it isn't good for the gameplay.

    Let's see where we are right now: Most servers are 32 players or so and the HLvoice gets annoying and distractive once you've got 3-4 guys using it. My points:

    - The voice communications are already stressed enough as soon as people use them even for a bit of extra communication. Text chat is ok I guess, but it's still not optimal to be typing anything while you're on the field. People also tend to ignore the text chat quite often.

    - Forcing people to give mechanical reports like "I got killed by fade" leaves less space for communicating something smarter and less mechanical like "The fades are at pipe side, hurry up at west side while you're still safe."
  • pellaajapellaaja Join Date: 2004-02-07 Member: 26198Members
    <!--quoteo(post=1747653:date=Jan 17 2010, 12:49 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Jan 17 2010, 12:49 PM) <a href="index.php?act=findpost&pid=1747653"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->..HLvoice gets annoying and distractive once you've got 3-4 guys using it...<!--QuoteEnd--></div><!--QuoteEEnd-->
    True, true..
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I like the idea. For it to work, the game would have to leave the bodies there for at least 10 seconds to allow the body to be found by the other players.

    However, NS 1 didn't have dead bodies. I have a feeling NS2 will be the same way -- due to rating issues.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    Can you honestly make the game without any kind of scoreboard?
    If we now speculatively remove upper right notifications on a kill, then you would logically use tab to see what your score is and confirm a kill.
    And that's just annoying for the most part I can imagine, unless they removed the amount of kills you do on the scoreboard as well and give it some kind of ranking status instead where the one in top has the highest amount of kills but you don't know by how much. Possibly revealing it when the game ends. Or you just remove the score altogether and just show the players name in the list.

    But somehow I don't think that will happen.
    It's a cool thought though.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    Since Parasite is removed you dont really need a kill indicator for aliens, except for gorge (spit) and lerk (spores) maybe.
    Marines can have a kill notification on their hud, through adding cash to their personal fund (ka-ching sound anyone?:)
Sign In or Register to comment.