"Spy Checking". How is it being handled?

Post » Fri Aug 27, 2010 11:38 pm

I was watching videos about the game, and I'm starting to get worried that Spy checking WILL be in the game in some form. Here's what I've come up with in terms of things that "could happen", hoping that this gets to the guys makin' it happen so we don't see any of them happening, lol.

1) The usual "friendly fire" doesn't give you an XP penalty heads-up in the game.
- When you shoot a friendly, I noticed you immediately get a negative XP notification in red. Will this notification be green if the player shoots an operative? Or no notification at all if they shoot an operative? This may lead to the operative being "spy checked", especially by medics who can just heal their teammates for the "mistake".

2) "Healing" won't work on enemy players.
- This could be a major no-hassle way to find out if someone's a disguised Operative. If healing doesn't work on enemy players, then all a Medic would have to do is try to heal'em. If it works, they're friendly. If it doesn't, they're an enemy.

3) Disguise "deactivating" due to damage, healing, firing a weapon, etc.
- In Kane & Lynch 2 (granted, a terrible game) they had a game mode where you were an Undercover Cop and if you hurt a civilian / NPC police officer OR a Criminal before the crime was discovered, you'd be found out. I was wondering if this game was going to or could employ a similar system where a Disguise remains in effect even if you're damaged, healed, or shot your weapon, but would deactivate if you hit an enemy player. (IE: You shot and hit one of your own teammates, the disguise wouldn't deactivate, but if you shot and hit an enemy player, it'd deactivate immediately.) This could help Disguised players "keep up an act" to get where they need to go wearing the disguise.

Just some thoughts I had that I thought I'd share. 1 and 2 are genuine concerns of course whereas 3 is a mechanics question, so yeah. If anybody knows how things are looking for this particular section of the game, I'd definitely appreciate a heads-up since Operative was the class I was looking forward to the most.
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Sunny Under
 
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Post » Fri Aug 27, 2010 9:41 pm

I was watching videos about the game, and I'm starting to get worried that Spy checking WILL be in the game in some form. Here's what I've come up with in terms of things that "could happen", hoping that this gets to the guys makin' it happen so we don't see any of them happening, lol.

1) The usual "friendly fire" doesn't give you an XP penalty heads-up in the game.
- When you shoot a friendly, I noticed you immediately get a negative XP notification in red. Will this notification be green if the player shoots an operative? Or no notification at all if they shoot an operative? This may lead to the operative being "spy checked", especially by medics who can just heal their teammates for the "mistake".


I think it should be the other way around. You don't get green XP if you shoot an enemy operative, otherwise you know you're gaining XP. I don't know if it's implemented though, they have never said anything about it. It worked fine in ETQW and W:ET, soo I wouldn't worry too much.

2) "Healing" won't work on enemy players.
- This could be a major no-hassle way to find out if someone's a disguised Operative. If healing doesn't work on enemy players, then all a Medic would have to do is try to heal'em. If it works, they're friendly. If it doesn't, they're an enemy.


Healing should definetely work on enemies, not reviving though. You lose you're disguise if you're dead if I remember right.

3) Disguise "deactivating" due to damage, healing, firing a weapon, etc.
- In Kane & Lynch 2 (granted, a terrible game) they had a game mode where you were an Undercover Cop and if you hurt a civilian / NPC police officer OR a Criminal before the crime was discovered, you'd be found out. I was wondering if this game was going to or could employ a similar system where a Disguise remains in effect even if you're damaged, healed, or shot your weapon, but would deactivate if you hit an enemy player. (IE: You shot and hit one of your own teammates, the disguise wouldn't deactivate, but if you shot and hit an enemy player, it'd deactivate immediately.) This could help Disguised players "keep up an act" to get where they need to go wearing the disguise.


You lose your disguise when you shoot or do certain actions (I guess the latter one, when in LoS of the enemy). Getting shot at, shouldn't reveal you, otherwise you're first point would become a problem.
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Kristian Perez
 
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Post » Sat Aug 28, 2010 8:56 am

I was watching videos about the game, and I'm starting to get worried that Spy checking WILL be in the game in some form. Here's what I've come up with in terms of things that "could happen", hoping that this gets to the guys makin' it happen so we don't see any of them happening, lol.

1) The usual "friendly fire" doesn't give you an XP penalty heads-up in the game.
- When you shoot a friendly, I noticed you immediately get a negative XP notification in red. Will this notification be green if the player shoots an operative? Or no notification at all if they shoot an operative? This may lead to the operative being "spy checked", especially by medics who can just heal their teammates for the "mistake".

2) "Healing" won't work on enemy players.
- This could be a major no-hassle way to find out if someone's a disguised Operative. If healing doesn't work on enemy players, then all a Medic would have to do is try to heal'em. If it works, they're friendly. If it doesn't, they're an enemy.

3) Disguise "deactivating" due to damage, healing, firing a weapon, etc.
- In Kane & Lynch 2 (granted, a terrible game) they had a game mode where you were an Undercover Cop and if you hurt a civilian / NPC police officer OR a Criminal before the crime was discovered, you'd be found out. I was wondering if this game was going to or could employ a similar system where a Disguise remains in effect even if you're damaged, healed, or shot your weapon, but would deactivate if you hit an enemy player. (IE: You shot and hit one of your own teammates, the disguise wouldn't deactivate, but if you shot and hit an enemy player, it'd deactivate immediately.) This could help Disguised players "keep up an act" to get where they need to go wearing the disguise.

Just some thoughts I had that I thought I'd share. 1 and 2 are genuine concerns of course whereas 3 is a mechanics question, so yeah. If anybody knows how things are looking for this particular section of the game, I'd definitely appreciate a heads-up since Operative was the class I was looking forward to the most.


1. Friendly fire can be turned on or off and its likely same with the XP indicator.
2. They should be able to heal enemies (my opinion)
3. Firing a weapon sure, damage no (again opinion)
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Emmi Coolahan
 
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Post » Sat Aug 28, 2010 3:46 am

http://www.gamesas.com/index.php?/topic/1154110-how-is-friendly-fireteammate-killing-handled/ has a looong and elaborated spy-checking discussion going on already.
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Chloé
 
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Post » Fri Aug 27, 2010 6:09 pm

Spy checking shouldn't really be a problem, since Operatives can spot other disguised Operatives. Also, all the triggers that go into losing a disguise (can't fire gun, can't disguise in enemies line of sight, etc. )
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Tasha Clifford
 
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Post » Sat Aug 28, 2010 12:22 am

Spy checking shouldn't really be a problem, since Operatives can spot other disguised Operatives. Also, all the triggers that go into losing a disguise (can't fire gun, can't disguise in enemies line of sight, etc. )


We are going to have our work cut out for us.
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Yama Pi
 
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Post » Sat Aug 28, 2010 1:04 am

We are going to have our work cut out for us.

That's why I will be playing Heavy Operative - No use for disguise, frees up an ability slot for me.
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sw1ss
 
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Post » Fri Aug 27, 2010 11:56 pm

That's why I will be playing Heavy Operative - No use for disguise, frees up an ability slot for me.


Play dead then mow down with minigun? Guarding your team against enemy operatives?
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sophie
 
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Post » Sat Aug 28, 2010 8:58 am

Play dead then mow down with minigun? Guarding your team against enemy operatives?

I'll have to wait till release to know for sure, but I was thinking about specializing in those "death dealing abilities" that Operatives will get. Building a Heavy Operative that actually utilizes the classes skills, should be fun and perhaps challenging.
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Mel E
 
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Post » Fri Aug 27, 2010 10:24 pm

I'll have to wait till release to know for sure, but I was thinking about specializing in those "death dealing abilities" that Operatives will get. Building a Heavy Operative that actually utilizes the classes skills, should be fun and perhaps challenging.


What do you mean actually utilizes the classes skills. What are the rest of the operatives doing?
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Lynne Hinton
 
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Post » Fri Aug 27, 2010 8:55 pm

What do you mean actually utilizes the classes skills. What are the rest of the operatives doing?

Focusing on stealth, rather than spamming skills and being a death dealing machine?
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GEo LIme
 
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Post » Sat Aug 28, 2010 8:11 am

What do you mean actually utilizes the classes skills. What are the rest of the operatives doing?

UBERNINJASTYLESZZ... As light obviously.
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Eileen Müller
 
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Post » Fri Aug 27, 2010 6:08 pm

I wouldn't worry too much, we'll have to see how the game evolves. I severely doubt it will be the sad game-play TF2 evolved for spy-checking. With 8v8 you should be quite familiar with the team and where they are ect if you have some kind of "battle sense". As someone said earlier they had it down in ETQW, fairly certain they would downgrade.
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Emily Rose
 
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Post » Sat Aug 28, 2010 8:26 am

TF2 makes it fairly obvious to find out if someone's a spy. The question is, are you checking at the right time?
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Stephanie Kemp
 
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Post » Fri Aug 27, 2010 8:22 pm

Personally I will probly only use a disguise in case some1 from far-ish away spots me.... Up close you will never see it coming :ninja:
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Sara Lee
 
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Post » Fri Aug 27, 2010 6:56 pm

What do you mean actually utilizes the classes skills. What are the rest of the operatives doing?

I mean I want to build a Heavy Operative that is actually good at "operative things," like interrogate enemies, hack turrets, firewall CPs, etc. not just use certain skills in the class to make me a better at getting kills or something like that.
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loste juliana
 
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Post » Fri Aug 27, 2010 11:29 pm

mabey if you get close enough you can see there the enemy, and if not and only operatives can see the enemy im sure they will have a skill for that, not just seeing every enemy just by looking at them. also theres always just asking kindly if there a spy. spahs sapphin ma sentry!
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Alexis Acevedo
 
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Post » Fri Aug 27, 2010 8:57 pm

Ok. Let's do Rolecall then. I'm here!
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Chris Ellis
 
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Post » Fri Aug 27, 2010 11:26 pm

I guess I'm just not clear on something here... is there not going to be teamspeak or any kind of vocal support? I was assuming there would be, but maybe it won't be hard to organize with the bot-given commands and objectives...anyway, if there is, obviously it wold be pretty easy for you to tell your teammates that you were just jacked by a spy and your identity was stolen.
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Grace Francis
 
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Post » Sat Aug 28, 2010 10:25 am

I guess I'm just not clear on something here... is there not going to be teamspeak or any kind of vocal support? I was assuming there would be, but maybe it won't be hard to organize with the bot-given commands and objectives...anyway, if there is, obviously it wold be pretty easy for you to tell your teammates that you were just jacked by a spy and your identity was stolen.

PC will be using Steam, so it will probably incorporate Steams voice chat, and of course you could always use TS or vent. As for the VOIP in the game, it appears that enabling/disabling voice is a server setting, not a client one. So if you choose to enable voice, everybody in your game will have enabled voice.
Also voip is off by default. Richard Ham explains the details below in a post from the SD forums:

"First of all, a little more about the 'default' voip setting. This is effectively a server setting in our 'standard' match, which is what the game puts you in if you simply say "i'd like to play the next mission in my storyline online, please". same as no FF. so players who just want to jump in and play online with no hassles, they choise the "next mission" option, and boom, they don't hear anyone calling them f******, they don't have [censored]s shooting them in the back, and they have a good time. are they missing some of what makes multiplayer great? yes. but they're having a good time.

for pretty much every single one of you guys on this board, i suspect that simple "take me to the next mission" option will not be good enough, and you'll all instead opt for the "take me to a server browser" choice. once there, you can find missions where voip is on by default (for everyone), FF is on, player ranks are restricted or open, high level abilities are allowed or disallowed, etc.

i expect the majority of console players will opt for the former (the standard 'friendly' matches), and the majority of PC players will opt for the later (the let me play the game without restrictions, i'm a big boy, i can handle it matches). so hopefully everyone will be satisfied...

Regarding voip, i feel this is a better way to go, because doing the other thing (allowing individuals to selectively turn voip on or off) works at a disadvantage to everyone, including the players who want to speak. what good does it do you to talk into your mike and give strategy/tips, if, for all you know, half your team has manually decided to turn voip off. you might think a player is a complete asshat by ignoring your repeated requests for ammo, but in fact, it's just that they've turned voip off because someone called them a n***** in the past, so they don't take chances anymore. and they have no idea you're asking for ammo.

a weird system where "maybe" sometimes people talk, and "maybe" sometimes other people can hear them, but no one is every sure about either, doesn't help anyone. a more strict system where everyone knows that either a) no one is talking or hearing, or B) everyone can talk and everyone can hear, and letting players gravitate to the choice they prefer, strikes me as a bit clearer all around.

and if you opt for the "i'd prefer not to be called a m*********** again, thanks" server option, you can still team play because our auto-pvssyr system automatically says 90% of the common stuff players say to each other anyway. and for the 10% that it can't cover, you can either a) step up to the 'non-standard' servers, or B) open up local voice channels with just the people you want to talk to. "

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Nancy RIP
 
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Post » Sat Aug 28, 2010 8:37 am

Ok, so servers that have voip enabled by default will make it pretty easy to spycheck, if I'm understanding this correctly. In some ways it will effectively void the "mole" aspect of operative class altogether.
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Mashystar
 
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Post » Fri Aug 27, 2010 9:41 pm

"you might think a player is a complete asshat by ignoring your repeated requests for ammo"

i LOL'ed
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Rachel Briere
 
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Post » Sat Aug 28, 2010 6:12 am

I mean I want to build a Heavy Operative that is actually good at "operative things," like interrogate enemies, hack turrets, firewall CPs, etc. not just use certain skills in the class to make me a better at getting kills or something like that.


What makes you think I won't be doing any of those things? This isn't team deathmatch killing isn't that important.

Ok. Let's do Rolecall then. I'm here!


So am I... what the rollcall for?? :confused:
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Bambi
 
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Post » Sat Aug 28, 2010 4:32 am

Ok, so servers that have voip enabled by default will make it pretty easy to spycheck, if I'm understanding this correctly. In some ways it will effectively void the "mole" aspect of operative class altogether.



Just looking for some affirmation on this, or if I'm still just not understanding something.
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D IV
 
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Post » Sat Aug 28, 2010 4:37 am

Just looking for some affirmation on this, or if I'm still just not understanding something.

I thought it was disabled standard. Not sure though.
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Jessica Phoenix
 
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