Ignoring someone does not prevent them from ping spamming an entire battle.
Ignore = block everything from that player so he cannot bother me anymore. Anything else is broken.
Good suggestion.
From whatās 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 Iāll 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 doesnāt automatically assume that they will abuse beacon ping.
In some cases though, youāre absolutely right, but not all the time.
I mean, I wouldnāt 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 youāre certain theyāre a beacon spamming scrub you can turn it off.Ā
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Also devās made it so the chat doesnāt 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 itāll be more like ding⦠ding⦠ding⦠even if they spam it.Ā
I mean, I wouldnāt 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 youāre certain theyāre 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 couldnāt 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, thatās fine. It should probably also be an option which only lasts a single battle.
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Also devās made it so the chat doesnāt 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 itāll be more like ding⦠ding⦠ding⦠even if they spam it.
I donāt 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 donāt 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 donāt 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 donāt 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 donāt want it nerfed.
Itās 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.
Iāve once done PVE with someone pinging every single bot at least onceā¦
LMAO - ban that fker
Pinging should be reserved to squadron leaders to their squad only - and 1 assigned ācommanderā 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 donāt know.
Who becomes the commander?Ā Does no one else get to ping?Ā Thereās a lot of matches where thereās only three or four pings the whole match, then some that get a few dozen.Ā Iāve rarely seen overuse of ping, and almost never abuse.
Evil is working hard at catching up with Luckyo in the elitist department today.
Evil is working hard at catching up with Luckyo in the elitist department today.
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Thatās 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, Iām generally quite accepting to all opinions, skill levels and play styles. As long as those involve a degree of teamwork - Iād hate to see this game turn into some kind of free-for-all.Ā
I was just pulling your leg mate.
Although I do disagree with the leader only ping option for the reasons I stated earler, Iām fairly certain also us āsolo heroesā on here, as jrisom put it, do support more teamwork centric game play. I certainly do.
Oh I know - itās 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 - Iāve 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 - Iāve 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) itās easy to implement and should go to the squad leader. On the team level itās more difficult who to give it too. Not sure myself, but worth a try either way.
oh wait - this isnāt in the bug reporting sub-forum anymore is it
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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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Iām 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 guyās ship visible to all other Yellows
Clicking on a map object āpingsā 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 itās 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 Iām 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 todayās matches - except that itās 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 - itās 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 wonāt 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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Those on your Yellow squad CHOSE to join it
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Expectation between Yellows will exist
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New interaction options reinforces this relationship
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Tactical elements can be created using the new feature and amplify playerās effectiveness
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If / As people reap the benefits over some time, the Yellow squad system gets built upon by the pilots themselves
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- Different colours visibly differentiates between same team pilots by motives
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Purples are doing their own thing
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Grays you can ignore, fella is gonna do his own thing, doesnāt believe in the system
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Blues are like you possibly doing teamwork on another part of the map / objective
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Yellows, well these guys can see who Iām targeting, whoās 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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- 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 ā¦
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Well - yellows will not hear anyone elseās 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 donāt really want to create a separate thread for this
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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.