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File: 35d155f134d6be0⋯.jpg (18.48 KB, 495x450, 11:10, f5d8892b.jpg)

c7657b  No.16512597

Are there any team based multiplayer shooters where the amount of kills and deaths aren't shown anywhere? No kill messages, no kill/death stats in the main menu. What effect does this have on team play? Will more people focus on the game objectives if the only stats that are shown are wins and losses?

01a8ea  No.16512666

>shooter

>no kill messages

good luck man, I am not even going to sage this one, just curious if such thing exists


816d24  No.16512684

The closest you'll ever get is Project Reality.


49641c  No.16512690

there's insurgency, sounds about what you're describing


01a8ea  No.16512693

>>16512690

it shows you K/D after you die, and some servers shows the messages at the top. Other than that Insurgency and maybe some simulator games is the only thing I can think of


426bbe  No.16512716

Technically tf2 doesn't show the amount of kills, only points awarded. There's still the death messages at the top right, but I never gave it much notice.


77664c  No.16512723

>>16512716

It does show kills, at the bottom of the scoreboard along with everything else you've done that game


5f2ace  No.16512727

>>16512723

Only you can see that though.


cc85d1  No.16512741

>>16512597

>>16512666

IIRC there is mode like that in the original Red Orchestra (which was fairly common).

I think you still get stats at the end.

Even in RO2/Rising Storm the kills announcement are seriously delayed so you don't know if you hit or not.

Same thing with Post Scriptum I think.


0e98e1  No.16512742

Objectives in shooters only exist as an incentive for teams to clash at a certain spot, it's always some generic "destroy/disarm/hold this". I think there should be no objective at all aside form eliminating enemy team. Put some good defensive spots on the map, some high ground and people will naturally go for it.


5f2ace  No.16512753

>>16512742

They exist so any game that's not an arena shooter will work. Classes don't work in a death match type, as why the fuck would you support? It also helps prevent stalemates where the game just turns into a bunch of people camping on either side of no-man's-land waiting for someone to trespass and get instagibbed.


649ca6  No.16512767

File: 810d355989f8707⋯.jpg (83.81 KB, 491x414, 491:414, 1364460029622.jpg)

>make online shooter

>no kill or death count

>no number of matches or even time spent online count

>no account data whatsoever other than your username, which has random strings of letters at the end which change every match

>ping count is completely random, even sometimes hardcoding lag for authenticity

>character and weapon models are completely random on both your and the opposing player's end

>same with sound

>maps are randomly generated as the match takes place

>pickups come from other players and can be taken by pigeons who fly across the map

>they're invincible


c7657b  No.16512781

>>16512767

You could make some money off this by promoting it as the next "so random and funny xD" game that all the zoomers play because their favorite streamers play it.


0e98e1  No.16512784

>>16512753

There could be helicopters, explosives, guided missiles scattered across the map. Not an objective, but a tool to slaughter your enemies.


c7657b  No.16512793

>>16512741

The delay in RO2 is pretty small. Like 5 seconds. I don't get why these supposedly realistic shooters have kill messages in the first place. Having no kill messages makes it much better.


6a1ce0  No.16512799

File: feeb042e0cfdf6b⋯.jpg (17.71 KB, 400x308, 100:77, 21308213.jpg)

>>16512784

Congratulations, you've just described Capture Points and Payload/VIP except once you capture, the point defends itself.

Are you proud of yourself dumbass?


0e98e1  No.16512811

>>16512799

How is that a capture or a payload? It's literally like putting a lightning gun or an armor vest in an arena shooter.


6a1ce0  No.16512823

>>16512811

A vehicle spawn is a designated location, really the only thing you've done is remove the Objective value of an objective.

I the loosely defined context of a FPS game, it's still a Capture point the only thing that's changed is now the capture of the vehicle is not the criteria for victory.

Nor is the transportation of explosives or missiles.


0e98e1  No.16512834

>>16512823

That's the point, you'll either go for some weapons/defensive location or try to intercept the ones going to them or try to flank them, and in any case you're not forced to capture some arbitrary location that serves no purpose other than increase your team's points.


6a1ce0  No.16512839

>>16512834

Have fun on dm_dustbowl then, retard.


c14128  No.16512843

>>16512597

This was the logic behind Overwatch's system. There's still a kill feed, but otherwise you only see your own actual stats with a "medal" telling you if you are the best on your team. Turns out it has the opposite effect and not knowing how everyone is performing is detrimental to the overall teamplay and experience. Taking that further towards no one knowing anything about kills almost definitely wouldn't help.


b23ccd  No.16512849

>>16512741

It really adds so much to the game. It was fucking hard to contribute as a new player, and the tension of "did I actually shoot that guy?" as you try popping a silhouette 200m away with a bolt action never resolving until the end of the match was always exciting.


0e98e1  No.16512857

>>16512839

>no argument

<dumbass

<retard

80IQ right there, you're very insecure about it. I think nobody thought of payloads and TF maps when reading about advanced weaponry scattered across the map, because there's simply no link here. Do you have something to say or are you just looking for pointless arguments?


6a1ce0  No.16512863

>>16512857

Quite literally the only thing separating a capture points in tf2 from what you are suggesting is that when you capture a capture point in tf2 (unless you won in which case humiliation starts) tf2 doesn't load you up with perks and gear when you capture a point, and that the Victory criteria is not death match. You're fucking stupid because your argument is, taken at it's simplest.

Why isn't <Objective Gamemode> Deathmatch but <Objective> kills everyone on the other team when one team gets it.


0e98e1  No.16512870

>>16512863

>when you do thing that's not what I proposed

>except things 1 and 2

>except thing 3

I see.


dedb1f  No.16512871

>>16512843

I'd say all problems could be summed up to ">overwatch" and since there's a kill feed it's not really what OP proposed.

I think OP's idea would be interesting. I imagine it'd create more of a team objective, instead of each individual striving for kills and indirectly helping the team.

Whenever I play War Thunder I try to help the team where it's weak, but I also end up paying a lot of attention to kills, because of how much in your face it is. Plus >>16512849 , Arma can be really tense because of this, because you don't know how the other team is doing. Maybe you killed a guy, maybe he went prone just in time, maybe you just knocked him out. Even when it ends you can't be 100% sure the area is clear, that makes it really fun and useful to stay together, plus the game itself helps in Arma's case.


6a1ce0  No.16512884

File: 683ad2b00b13889⋯.jpg (22.82 KB, 316x594, 158:297, 03ed13679c01be5243e6cd823c….jpg)

>>16512870

The game mode you want already exists, either Team Deathmatch or Team Last Man Standing. You want to play that. You are complaining that Game modes other than Team Deathmatch or Team Last Man Standing are not Team Deathmatch or Team Last Man Standing.

I can't more clearly explain this to you, if you still don't get why you're retarded then it is because you are that retarded.


0e98e1  No.16512893

>>16512884

>You are complaining that Game modes other than Team Deathmatch or Team Last Man Standing are not Team Deathmatch or Team Last Man Standing.

Yeah, what of it? I literally said this in my first post.

>I think there should be no objective at all aside form eliminating enemy team.

Now, did you actually have something to convey or what?


6a1ce0  No.16512903

>>16512893

THE ISSUE IS WHAT YOU ALREADY WANT, ALREADY EXISTS YOU FUCKING IDIOT


0e98e1  No.16512914

>>16512903

Yeah, it does. I'm just saying that having arbitrary objectives is detrimental to a shooter. Now fuck off, because this is the last reply you get. Seriously, half the thread is this pointless tard wrangling.


adf1de  No.16512917

File: dde47b87d900c1d⋯.png (643.48 KB, 798x696, 133:116, kangaeru.png)

>>16512597

rainbow six pro league does this, kinda.

You have zero notifications on damage done, exploded gadgets, kills, ect. but I believe at the end of the round you get kill stats. To be fair to that, killing is sort of an objective as it is an alternative win condition, like CS.

What I think would happen in an FPS with respawns more like battlefield is that people would still go for kills simply because winning over other people feels good. You don't necessarily need an overwatch-tier huge notification on your screen to know that your 3 kills you got in a row was satisfying.


a280f1  No.16512931

>>16512914

>thread about how to help players focus on the objectives more in games

<lol objectives in games are pointless lol, just play TDM

Seems to me that you are the attention whoring retard and should get the fuck out.


5535c4  No.16512962

If devs wanted to reward teamplay then they would give you like 200 points of giving players ammo, health, etc. They would give you like 500 points for capturing an objective and kills would have no rewards unless you kill the enemy team's best teamplayer, and even then it should only reward less than 200 points.

And make it impossible to see your or someone's K:D to prevent faggots bragging about muh kills


7ae055  No.16513007

>>16512597

Splatoon 1 & 2

The number of kills and deaths during the match is only revealed at the end and since it's main mode is the territory control gametype of Turf War (or any of the Ranked Modes Splat Zones/Tower Control/Rainmaker/Clam Blitz with different match win objectives).


0e98e1  No.16513011

>>16512984

CoD:BO hardcore mode had no HUD indicator except a hit marker, and I think it still had kill feed, I don't recall. Tiny maps though.

I've seen Insurgency being recommended and it still has these tiny as fuck maps that everyone and their dog knows like the back of their hand.

I'd like a pointer to a HUDless shooter too, with some decently sized maps where you don't trip over campers every three steps.


35df82  No.16513020

>>16512767

>the level only materialize in a medium radius around players


dedb1f  No.16513033

>>16512984

You can mod Stalker to have no HUD and it's still playable around it.

Arma as well if you turn stuff off in the config. You can also examine yourself, take a map, compass or GPS out so the game is pretty good in that regard. Unlike every game that's just "lmao just turn it off" but then you don't know where the fuck you're going because the game wasn't made around that.


46e5de  No.16513035

>>16512917

>people would still go for kills simply because winning over other people feels good

but that's where muh k/d fags come from, to the point they whore vehicles or other cheese for MUH STATS.

sure, you always have to kill shit, but if the ultimate objective is to win the match that should be the priority.

>>16512962

>200 points of giving players ammo, health, etc

will be abused as fuck. points for kills isn't wrong, it just gets stupid when you want to mix/max points for some shitty progression and kills are simply the most efficient way.

>>16513011

that's why hardline was the best battlefield. hotwire and heist had moving objectives so map knowledge still gets rewarded but more importantly you had to deal with the situation at hand.

dunno why not more games use dynamic objectives, it's not fucking hard to have different places for objectives and/or move them around. neither indie nor AAA seem to grasp that simple concept.


0e98e1  No.16513056

>>16513035

>that's why hardline was the best battlefield

>it's on Origin

>struggle to find the price of the game

>it's in a wrong currency

>site is a fucking eyecancer with stuff popping up and sliding around

Fuck that shit even if it's a good game.


46e5de  No.16513104

>>16513056

ye, the pricepoint was what ultimately killed it. now one wanted to pay 60 bucks + premium for what people perceived as a simple battlefield dlc, and the setting was less appealing too, although it was basically just heat: michael bay edition.

besides, it's pretty much dead on pc anyway, ps4 still has around 1k players, dlc was pretty much stillbirth from the start (shame too, even the vanilla maps shit all over most battlefield maps, 3 included, still wondering of the new ones hold up).

if you're on console and itchy for some battlefield the anniversary edition is probably your best bet, bf4/hardline/bf1 + premium for 20 bucks is hard to beat

>inb4 fps on console


649ca6  No.16513184

File: f562bdad533e120⋯.gif (1.66 MB, 374x248, 187:124, how anons see themselves b….gif)

>>16513020

>server lobby is a Mario Party style board game

>system requirements change with every patch, with one video card per week being the "hot special"

>all voice chat is put through a filter and machine translated into a random language

>HUD is actually just the game code flying across the screen like a niconico video


6b1213  No.16513260

>>16512843

One of Overwatch's smarter ideas was having it's main kill feed (the one that's more prominently on the screen and not switched off by default) actually show kills based on contribution percentages. It was actually refreshing to have a shooter that realised how trivial it can be to be the one who delivers the final blow to an enemy.

But yeah the medal system shows how much obscuring performance stats doesn't actually help things. At least with an actual score system you can figure the person at the top of your team is doing something right.


0e98e1  No.16513565

>>16513260

>how trivial it can be to be the one who delivers the final blow to an enemy

But the killing blow is all that matters. It ensures that enemy doesn't escape and deals as little damage as possible. This is just a mechanic for reward junkies to not feel bad for not getting a pat on the back every five seconds when they play a tank or a healer.


10fd46  No.16513618

>>16512597

Didn't the early R6 games function somewhat like that?


779773  No.16513666

Squad doesn't show your K/D until the match is over, it doesn't change anything


a977e3  No.16513797

YouTube embed. Click thumbnail to play.

>>16512799

He's literally describing how team deathmatch works in Quake. You go around controlling powerups and items with your team. Fights break out around items which respawn on timers. It's not capture points or payload because it's unstructured and gives you an actual material advantage in the game.


71be07  No.16515087

>>16513797

except the point is moot since it still impacts game flow. be he didn't even play instagib.

objectives exist for a reason, it's ok to not like them, that's why there are different modes to begin with.


a977e3  No.16515736

>>16515087

>except the point is moot since it still impacts game flow.

What does this mean? He said that items is just the same as control points. I said it's not. What does game flow have to do with anything here? Both models can impact gameflow without being the same thing.


7e4ba8  No.16515747

>Red Orchestra

Allows the server admin to turn off kill messages, but they're still on the scoreboard. Unless you are literally checking score after every time you shoot a guy, though, it's going to be mostly useless information unless you wait until after the battle to check how well you did, and checking score constantly is a great way to get killed by a grenade because you weren't paying attention and everyone just noticed you firing your weapon.

>ArmA

Same as above, I believe, but this is a more milsim game for sure. RO rides a fine line.


7e4ba8  No.16515792

>>16513797

There are plenty of shooters where capturing points gives your team tangible advantages besides "win faster" and "closer respawn." In fact I'd venture to say many of them did until TF2

>Battlefield, vehicle spawns are tied to capture points especially on maps with aircraft carriers

>Tribes, instant full heal and resupply at cap zone, plus you can build shit there

Healing is difficult in Tribes without a fortified position or outpost of some kind so this is significant.

>UT2004, vehicle spawns, and I think weapon spawns as well if memory serves


a977e3  No.16515837

>>16515792

Maybe it's badly worded, I guess the real difference is that in Quake the material advantage is really the only reason that you would go there, in practice this means that all fights generally take place around the health/armor locations, but the game doesn't force you to fight there, and the maps aren't just made to funnel you into an objective room like counter-strike or TF. It definitely can be similar but it's also very different. Map control on that room is only useful for the 10 seconds or so before the item spawns and then becomes useless. So it's not about holding any one specific point and establishing a frontline there. It's about controlling specific points and then immediately leaving to the next point, when there is no immediate structure that would tell you where the next relevant point is.


7e4ba8  No.16515871

>>16515837

I am old enough to have played arena shooters in their heyday so I know what you're talking about, but at the same time games like Tribes and Battlefield were a refreshing change of pace because of their objectives and objective modes can be great if they aren't tedious tugs-of-war like what is seen in just about every modern team shooter.

Consider, for a moment, the game Halo. Why Halo? Because it has the perfect vehicle for me to demonstrate my point, the Warthog. Halo had conventional arena shooter gamemodes, which meant the only objective modes were King of the Hill, Oddball (murderball for those who haven't played Halo) and Capture the Flag and their variants. The warthog had a unique role because of its one passenger seat, which is mostly useless in deathmatch modes.

The warthog was only ever useful in team modes for obvious reasons. In King of the Hill, it had limited application, but in team Oddball and CTF especially the vehicle really shone. In CTF, the flagholder couldn't use a gun, so they would drive a warthog and get their teammate to use the mounted gun. The typical procedure was that the warthog would drive around the base perimeter, killing any defenders outside as quickly as possible, then when the driver thinks it's safe he jumps out, grabs the flag and jumps back in while the gunner stays and covers him. You could also do a three man where the passenger got out and the driver kept going in circles to patrol for respawning enemies and prevent getting hit by explosives.

In team Oddball, the warthog could be used to great effect to keep the ball away from the enemy team, in a similar manner to the flag in CTF.

These things sound annoying or abusable, but everyone respawned with frag grenades in Halo so it was actually not that bad. I wish we had more of these simple gamemodes in modern shooters, and ironically Halo is the only one still carrying the torch amongst AAA games today. Never thought I'd be saying that.


6b1213  No.16516443

>>16513565

When someone's being attacked by multiple players at once what sense does it make saying the one who got the last hit in be the one to take the credit? Even instances where you alone had caught the enemy when they were low on health (the one instance where it makes some sense that the killing blow might be considered more valuable) really shouldn't overlook why they're now low on health.

The "reward junkie" argument can just as easily be turned on its head as well as it can be easily argued that it's people who like to delude themselves into thinking they bested an opponent for catching them when they were low on health instead getting a sobering reminder that their kill was actually only a small percentage of the total damage that brought the target down.


ecee9a  No.16516651

squad and post-scriptum


d14217  No.16516657

>>16512597

Arma series.


bad6f1  No.16516659

>>16512793

Kill feed is a server side option if I recall.


20d66b  No.16516671

File: 6d23e0ef8e96434⋯.webm (9.24 MB, 640x360, 16:9, FULL METAL JACKET LOVES S….webm)

>>16512753

What if you had different classes that actually had different effects on the round and between rounds? Main mode of the game would be a set of several rounds (3) during which nobody can be teamswapped. No objectives like >>16512742 said, but plenty of prime killing spots that may or may not earn you the match if secured and kept.

>Medic

Can drag crit wounded people back to spawn after doing triage/stabilizing, your team gets more respawn tickets each round/faster respawns/that player can play again that round for each one that you do. On the last round of the set medics just get rewarded with exp or something for multi-round objectives.

>Mechanic

Can actually fortify the high ground. You can fix jammed heavy guns, broken radios, and more or less bless explosives so they never dud. Note you can reclaim heavy gear to your spawn point so it can be used next round, because each team has limited gear for a roundset. Like the medic, gets exp or something for reclaiming stuff on lastround.

>>16512767

>>16513020

>>16513184

>Player's gun somehow provides no feedback on whether you have shot or not, and guns may or may not shoot or may shoot multiple times for every trigger press, there's a slot in the side of the magazine so you have to manually count your cartridges.


272ef1  No.16516680

>>16512597

People would be far more cautious. Kill messages are far more useful than most people appreciate. For example, in ctf game modes, I go in to cap between enemy spawns.


7d03a6  No.16516723

File: 9db9f57108de8e3⋯.gif (1.57 MB, 288x288, 1:1, 9db9f57108de8e3b1c4e3b1a53….gif)

Keep the kill messages, but raise it up from the personal level to being squad based. Something like 40v40 battles with 5 man squads, and all you get is a (delayed) note like

Squad A -> Squad 4

Squad A -> Squad 4

Squad 4 -> Squad A

Squad A -> Squad 4

It still provides the helpful information, but doesn't lead to guys jerking off their egos or shittalking their teammates because they're focusing on the success of the squad as a whole; there's no upside to being a lone wolf. You could blame a loss on other squads' failures, but if squads are in different areas working towards different objectives you wouldn't really know what they had been up against.


7ae055  No.16519802

>>16512767

>>16513020

>>16513184

>>16516671

>Any weapon with a tracer round effect instead produces a credit name/role of a someone who worked on the game like PRODUCER: Ben Dover, ANIMATOR: Gene Attal, RIGGER: Tim Burr

>Players can't jump, instead when the jump button is pressed the entire map moves down by one unit temperately for all players.

>3 seconds of match time is lost when a player jumps

>If every player presses the jump button at the same time it results in a match end

>If everyone crouches at the same time the can gain an additional 2 points to their score

>If a player jumps while everyone else is crouching they gain 3 while everyone else loses 2 points

>The countdown clock only displays in binary


20d66b  No.16519994

>>16519802

>The game follows the rules of twister, and if you are not in the correct position (camera, crouch/prone/standing) you can be killed by the game.

>One player is the jumpmaster.

>Each jumpmaster jump the map moves a further 1 unit down, incrementally

>This makes someone else the jumpmaster

>20 jumps in you can die of falling damage whenever someone jumps.


97147f  No.16520073

File: c279a3cdd9dd35d⋯.jpg (33.99 KB, 960x761, 960:761, 31206288_2365821850310993_….jpg)

>Lobby music is cut bits of public domain music markov-chained together

>Getting the +4 Uno card makes the player above you on the scoreboard move at 1/4th speed

>Random textures are advertisements for philip's milk of magnesia and wonderbread


706fc8  No.16520179

/v/ makes the next hot multiplayer shooter when


20d66b  No.16520203

>>16520073

>>16520179

>Forget the idea of no on-screen effects or HUD goyim, I want SO MANY THINGS COVERING THE SCREEN AT ONE TIME




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