Ignore should block every communication from a player including pings

Ignoring someone does not prevent them from ping spamming an entire battle. :stuck_out_tongue:

Ignore = block everything from that player so he cannot bother me anymore. Anything else is broken.

Good suggestion.

From what’s been told, there is a built in method to avoid ping spamming, yet I do not know requirements to be blocked.

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I might one ping a weakened target.Ā  I’ll quintuple ping a beacon risking loss.

I will murder my ping button when people act blind.

No need to explain in detail i suppose?

I have to disagree, there are a myriad of reasons as to why an individual might block another, it may be totally social or related to the game, either way it doesn’t automatically assume that they will abuse beacon ping.

In some cases though, you’re absolutely right, but not all the time.

I mean, I wouldn’t want this. What if one of the people on my ignore does a legitimate ping at our B but I miss it and we lose it because I had the guy blocked.

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Which is why I think the only way this would work, without having a potentially negative impact on the game, is to add a second option to block ping. That way if you’re certain they’re a beacon spamming scrub you can turn it off.Ā 

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Also dev’s made it so the chat doesn’t spam, perhaps they could do that with the sound as well… cap it to one ping per second per player. Instead of it being dingdingdingding it’ll be more like ding… ding… ding… even if they spam it.Ā 

I mean, I wouldn’t want this. What if one of the people on my ignore does a legitimate ping at our B but I miss it and we lose it because I had the guy blocked.

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Which is why I think the only way this would work, without having a potentially negative impact on the game, is to add a second option to block ping. That way if you’re certain they’re a beacon spamming scrub you can turn it off.

If I put someone on ignore because of ping spamming - as I did in the case which ultimately spawned this thread - then I will ignore all further pings from them anyway, be they legitimate or not. Actually since I couldn’t block his pings I ended up muting the game sounds entirely. Hardly the better solution.

I can live with the separate ping blocking option though, that’s fine. It should probably also be an option which only lasts a single battle.

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Also dev’s made it so the chat doesn’t spam, perhaps they could do that with the sound as well… cap it to one ping per second per player. Instead of it being dingdingdingding it’ll be more like ding… ding… ding… even if they spam it.

I don’t think I like that. As long as someone does not abuse pinging constantly then they are free to do a dingdingdingding in an emergency situation. Might save the game.

can be solved nicely by putting in place a cooldown for pinging in general

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atm - you cannot ping the same thing more than a few times per instance and there is a cooldown between instancesyou

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say if I pinged a beacon in quick succession and seconds later I need to ping it again, I will not be able to. Would need to ping something different first before going back to the beacon.

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If you prevent that workaround then ping spamming wont be possible.

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And i don’t see why making All Eyes On Target a limited resource as a bad thing either. Adds an extra element of thinking ahead in matches. I for one use it liberally and half the time out of habit/reflex instead of it being win/lose critical.

And i don’t see why making All Eyes On Target a limited resource as a bad thing either. Adds an extra element of thinking ahead in matches.

I really don’t think pings need to be regulated in general. At least currently I very rarely see the functionality abused, and as the only teamwork related tool we do have in this game (sadly) I don’t want it nerfed.

It’s just for those few people who are annoying me personally with it that I want he option to shut them off on my end.

I find people pinging random / useless targets more annoying than someone incessantly pinging a high priority target the team is already aware of.

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the former is more common.

I’ve once done PVE with someone pinging every single bot at least once…

LMAO - ban that fker

Pinging should be reserved to squadron leaders to their squad only - and 1 assigned ā€˜commander’ in the match as a whole.

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That would promote teamwork and provide some consistent direction, rather than 12 people pinging seemingly random things all the time. I for one, get quite blind to pings from people I don’t know.

Who becomes the commander?Ā  Does no one else get to ping?Ā  There’s a lot of matches where there’s only three or four pings the whole match, then some that get a few dozen.Ā  I’ve rarely seen overuse of ping, and almost never abuse.

Evil is working hard at catching up with Luckyo in the elitist department today. :wink:

Evil is working hard at catching up with Luckyo in the elitist department today. :wink:

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That’s an easy and understandable assumption to make - but quite far from the truth once you actually get to know me on a more personal level.

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Outside people who post in an unintelligent or ill-informed manner, I’m generally quite accepting to all opinions, skill levels and play styles. As long as those involve a degree of teamwork - I’d hate to see this game turn into some kind of free-for-all.Ā 

I was just pulling your leg mate. :smiley:

Although I do disagree with the leader only ping option for the reasons I stated earler, I’m fairly certain also us ā€œsolo heroesā€ on here, as jrisom put it, do support more teamwork centric game play. I certainly do.

Oh I know - it’s just something I hear quite frequently, so slapping something up in my defence was a worthwhile investment of my time.

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As for pinging - I’ve been in favour of giving squad leaders the ability to mark targets, which would help a lot as well. Heck, for all I care we give it to a specific class (command?) to further provide additional functionality. Though that would have to come with similar / different abilities for the other classes.

As for pinging - I’ve been in favour of giving squad leaders the ability to mark targets, which would help a lot as well. Heck, for all I care we give it to a specific class (command?) to further provide additional functionality. Though that would have to come with similar / different abilities for the other classes.

Marking targets I like. At least on the squad level (visible only to squad members) it’s easy to implement and should go to the squad leader. On the team level it’s more difficult who to give it too. Not sure myself, but worth a try either way.

oh wait - this isn’t in the bug reporting sub-forum anymore is it :slight_smile:

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I can post up suggestions lol. Been refraining from doing that:

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Match Squads

Differs from premades in that you hop into a team during map loading

(actually map should already be loaded but in a grace period type thing)

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This has absolutely no impact whatsoever other than psychological

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  • Everyone starts as unaffiliated (Gray)
  • There are 2 public squads you can join in
  • The one you join is Yellow and Blue for the other squad

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In total you may see between 1 - 5 colours

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Yellow

Blue

Purple

Green

Gray

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Your public squad = Yellow

The other public squad = Blue

Pilots in premades = Purple

Solo pilots = Gray

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If you are in a premade then your guys are Green as usual

If you fly solo = everyone is Blue like how it is now

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Those in Yellow have 3 new features to play with

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I’m with that guy Line

I need backup Alert on Self

Highlight Object

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All 3 toys are bound to a single key

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Clicking on a Yellow squadie creates a line between you and the other guy’s ship visible to all other Yellows

Clicking on a map object ā€˜pings’ it yellow. Objects include asteroids and structures

Holding it down for 3 seconds activates Alert on Self where a marker is placed beside your current ship class icon and flashes your bounding box for a few seconds

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Line

Enemies that have a lockon to your chosen Line ship will have their bounding box flashing

Enemies that your chosen Line ship has locked on to will have it’s bounding box marked distinctively

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Line is also useful for people who see it on you going to another ship and not just to the player piloting a ship you bonded with.

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If I’m flying a Command ship and Lined up with an Engineer, a solo Guard might say OK lets do this

Say that actually happens and the rest of the Yellows see they have a Heal squad going, I can guarantee you basic coordination will instantly emerge between everyone in Yellow. This is already happening in today’s matches - except that it’s harder to spot between non premades and takes longer for the rest of the team to trust it.

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Another example can be with Interceptor squadrons. 3 inties Lined up with another Interceptor in EMP or Domination - you know the rest of the Yellows will expect a rush to happen etc. How the team reacts and makes use of this added information will ofcourse vary but atleast that indicator exist and players can make use of it. Right now those things already do happen but as already been said - Harder to spot. And with no obligatory loyalty coz everyone is Blue - it’s easier to break down in a shorter amount of time.

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It may seem like alot of colours but people will get used to it without even noticing I promise.

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Psychologically - most players will adopt a temporary loyalty to those donning the same colours as they do. See Greens for example. If I see a blue getting shot at in a typical match I would do a risk reward assessment to decide whether I should act on it. But if it was Green - that pilot gets preferential treatment.

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Currently - everyone is Blue. No one gets preferential treatment nor loyalty from me except if I recognize his contribution from previous meetings. And I still lose him in the chaos that is Star Conflict and won’t find him easily using radar or map.

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With the new colours there is something new at play

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  1. Those on your Yellow squad CHOSE to join it

  2. Expectation between Yellows will exist

  3. New interaction options reinforces this relationship

  4. Tactical elements can be created using the new feature and amplify player’s effectiveness

  5. If / As people reap the benefits over some time, the Yellow squad system gets built upon by the pilots themselves

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  1. Different colours visibly differentiates between same team pilots by motives
  • Purples are doing their own thing

  • Grays you can ignore, fella is gonna do his own thing, doesn’t believe in the system

  • Blues are like you possibly doing teamwork on another part of the map / objective

  • Yellows, well these guys can see who I’m targeting, who’s targeting me, knows I intend on following one of them and the few pilots on the same team who will hear me cry for help.

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  1. Team-centric solo players of whatever background (corpless or squadless corp pilots) can quickly squad up relevantly from match to match.

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So why is this relevant to this thread …

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Well - yellows will not hear anyone else’s pings.

You can even make it so Pings from ships receiving a Line are the only ones non Yellows can hear.

If someone is spamming or making useless calls - Stop Lining up with him

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Lame excuse to hijack but I don’t really want to create a separate thread for this :stuck_out_tongue:

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Hope you enjoyed the read.

To provide a counter-point to the suggestion of a leader-only ping function, I would have to disagree based on the play style I advocate. Squad leaders only have one set of eyes and may not always be able to see everything on the battlefield. It is best to train all your wingmen in learning how to spot opportunities rather that promote simple obedience.

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As a person on the offence, imagine I single out the leader of a squad playing by a strict hierarchy structure. If I manage to pull said leader into a dogfight or otherwise distract him, his effectiveness as the eyes of his squad will be significantly reduced. Should his squad be waiting on his orders, those valuable seconds in which their leader is engaged elsewhere is generally enough time for an enemy to mount an attack.