He's talking about terroist hunts, the AI mode that those who dont like multiplayer use.Originally Posted by C0ffee_Girl5 Go to original post
Right now, team killers only get penalized in one way, if you kill three enemy players you get kicked.
You get kicked but your free to join another game immediately.
You used to get instant kicked if you killed the hostage but for some STUPID reason, they removed the feature.
And hosts dont get kicked for killing the hostage and team mates.
We shouldnt have to drop a game because of idiot players.
Bottom line is UBISOFT clearly has no intention of eliminateing team killiner in terrorist hunt.
Team Killing is a major blight on an otherwise great game. By allowing it, you encourage it. Friendly fire off would immediately stop team killing. Or at least have the option of joining a game with or without friendly fire on. I've been keeping tabs on the amount of team killing and it's in around 50% of matches that it happens. This is not acceptable. You (Ubisoft) choose to do nothing about it. Why?
Agreed. Team killing (whether for recreation, revenge, or by accident) is a major problem. I typically run with 3-4 of my crew in Matchmaking, and it's my job to be the "enforcer". If a teammate crawfishes, I drop back and deal with it. Most of us are over level 250, and one of us is over level 350, so we do have some experience.
There are a number of things Ubi could do to fix or improve this (some have already been suggested).
1. Turn off friendly fire in some capacity. Disable it in Normal and Hard but not Realistic; disable it in Matchmaking but not Squad Only; base it on the host's setting; allow each player to enable/disable separately. I don't think eliminating it entirely for all difficulties and match types is the answer, because I like the added challenge of working around my teammates. When 5 of my crew are running together, we rarely damage - much less kill - each other. If you're accidentally team-killing all the time, you need to get better or find another game.
2. Employ a spawn shield for the first 30-60 seconds of each round. Most recreational or revenge team killing occurs early in a round, when all the players are clustered together. By 90 seconds into a round, most team killers have left, lost interest, or found terrorists to kill. If they're really intent on killing a teammate, you're usually going to know that after 30 seconds. For instance, if you go off by yourself and someone follows you, it's a pretty good bet they're going to crawfish. At least you can be ready and draw down on them when the spawn shield goes away.
3. Allow each player to choose his/her spawn location individually. Only indicate the number of players spawning at a given location, not the player. Each player can choose to reveal where he/she is spawning via voice chat, if desired. The maps have 3-4 spawns, which means you can put some space between you and most of your teammates at the start of the round if you so choose. If another player is specifically targeting you, he/she won't know where you're going to spawn. If you do spawn at a location with another player, you only have 1 or 2 potential team-killers to deal with instead of 4!
4. Return the vote-to-kick number to 3 instead of 4. If 3 people are playing together in Matchmaking, they should be able to control who's in the game. When you're in the middle of a battle, it's really hard to get 4 of 5 players to all vote in the time period allotted. Many players don't know how to vote, or can't stop to do it or else they'll die. I issue the call to my crew all the time to vote someone out, yet it rarely happens. It's not because they don't want to do it; they just can't stop to do it. It would also help to increase the vote-to-kick time limit, but I think the better solution is to drop the number down to 3.
5. In Disarm Bomb, designate one player to carry and plant the diffuser for the entire round and prevent that player from taking damage from teammates. If that player dies, the designation randomly switches to another player. Only that player can then pick up and plant the diffuser. I realize this can cause some problems. (What if the designated player is AFK? What if the player is off mic and doesn't realize he/she has the diffuser and needs to plant it?) However, some of the worst team-killing incidents I have witnessed began with disputes over the diffuser. (A player takes too long to plant the diffuser. A player starts to plant the diffuser too early before everyone is ready. A player starts to plant the diffuser in the wrong place.) This happens far more often than some legitimate issue like the player being AFK. If you can't kill the player designated to handle the diffuser, then you're forced to either play the round the way that player wants to do it or leave the round. Neither of these outcomes create as much animosity between players as team-killing the player with the diffuser.
I don't think penalizing team killers after the fact is the answer. In my experience, many of them are children who think it's entertaining or amusing to run around shooting, stunning, and fragging their teammates. Penalizing them with point reductions, Renown loss, ejections, temporary bans, etc., has no effect because they are not mature enough to associate their actions with the consequences. Furthermore, it does nothing to discourage intentional team killing from happening in the first place - which is the real problem.
Fortunately, these same players usually don't have the patience or attention span to sit around and wait in order to kill a teammate. All Ubi needs to do is delay the ability to team kill long enough for these players to lose interest and leave the game or switch their attention to terrorists instead of teammates. Yes, there are some revenge kills that simmer for a long time before they boil over, but that's relatively rare in my experience. Let's face it - if you did something to someone that they're still steamed about 5-10 minutes later, you probably deserve to get merced.