Determining suicide vs. frag

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Determining suicide vs. frag

Postby Swivel Master » Mon Jun 11, 2007 2:24 am

Regulars on the standard deathmatch NY and GA servers will know that I'm pretty good at killing everyone, but I'm also pretty good at blowing myself up. Now, a lot of the time I lose a kill and think "ah, I deserved that."

A lot of the time something happens where I lose a point for it and I wonder why.

Examples:

Someone detonates my own rocket in front of me and it kills me.

I'm firing the hagar and get nailed with a rocket - before I know it I'm in a completely different place, most likely in front of a wall, and my hagar kills me (this happened today).

I'm trading shots with someone and they bring me down to low health while I'm shooting rockets at them. One such rocket explodes too close and the splash damage kills me.

I'm about to laser jump at full health, get hit hard before I hit 'fire', and then the laser kills me.

I like the system for determining kills when falling off the level, so why can't the damage system work the same way? Some of these seem like they'd be sensible to impliment, especially if a player has just traveled a certain distance because of taking damage and then hits fire a split second later, or if you've just taken damage and you use an exploding weapon, take a certain percentage or less of the splash damage... something like that.

Anyone else have this problem? Or is it just me because I play like a maniac? :D
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Postby TVR » Mon Jun 11, 2007 4:10 am

Let's try analyzing what suicide actually means:

Etymology

Borrowed from Latin, suus "one’s own" + -cide. [killer]

...expert from Wiktionary, 07/06/10:05:00 GMT

So basically you are killing yourself for the second, third, and fourth examples...
except the first one is actually recorded as a frag for the detonator.

The current system is fine, besides, most of the times you are truly fragging yourself - you already take .6 of the self-inflicted damage; what more could you ask for?
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Postby Swivel Master » Mon Jun 11, 2007 4:22 am

I don't understand what you're saying. I'm not saying I shouldn't die from those things, but I think that it's a little unfair that because of the fast paced nature of the game, it's way too easy to basically hit fire and, in the delay between hitting fire and something happening, getting thrown at a wall or something like that... and losing a point for it.
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Postby TVR » Mon Jun 11, 2007 5:14 am

The question is, what exactly do you want to do about it? I can only think of three solutions:

1. Receiving no self-inflicted damage, or some derivative.

2. Suicides do not affect the score.

3. Slowing down the pace of the game.

These 3 are not the wisest solutions, I suggest that you take time in reading my post; also this is basically part of any FPS, besides you respawn quite quickly as well.
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Postby Swivel Master » Mon Jun 11, 2007 5:18 am

I already proposed a solution. The game already has ways to determine if someone threw themselves off a cliff or into a lava pit on their own or if somebody else should get the credit, I'm saying the game should extend that kind of logic to weapon damage.
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Postby TVR » Mon Jun 11, 2007 5:59 am

Technically, you're still fragging yourself; this is also much more voluntary than being pushed into a trigger_hurt.
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Postby Genegineer » Mon Jun 11, 2007 6:14 am

well, getting thrown off the map assigns the kill to the individual who last hit you. when u are killed by ure own splash damage, you hit yourself. there's ure suicide. what u are suggesting is that your opponent scores because they "forced" you to suicide. since you cannot be truly foced to suicide, you get penalized.
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Postby Swivel Master » Mon Jun 11, 2007 4:58 pm

Argh, this is frustrating :( I guess it just has to do with the way I play - which works most of the time!

To everyone who I've played with, this explains the constant stream of expletives even when I'm winning.

Maybe the most practical fix though is just making sure that if somebody detonates my rocket and it kills me, that they should get credit. I think that works like that a lot of the time, but every so often it doesn't. I think I see that also when I'm 1 on 1 with a bot and we both have rocket launchers - about half the time, the bot explodes and I get no credit :(

This is especially important now that rockets seem to be much easier to detonate in mid air.
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Postby esteel » Mon Jun 18, 2007 7:08 pm

Swivel Master wrote:Maybe the most practical fix though is just making sure that if somebody detonates my rocket and it kills me, that they should get credit. I think that works like that a lot of the time, but every so often it doesn't. I think I see that also when I'm 1 on 1 with a bot and we both have rocket launchers - about half the time, the bot explodes and I get no credit :(

That is already done.. maybe you have a bad timing with this but i have lots of demos that show its working..
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