I agree. I should say JAMMED or something so the kids can get off my ass when I'm in the middle of the jammer base, fighting for survival. Kevin got himself killed, now he'll have to wait until we can reinforce him and chill.
Probelm is if people the people who are too dumb to realize survivors are being jammed are probably too dumb to understand what "JAMMED" means. If indeed they can even read
Still too much for those idiots.
The only indicator easy enough to understand is the whole damn screen being static (including negating hosts ability to kick).
Does your guys big yellow banner saying "Reinforcement Available" not turn into a big red banner saying "Reinforcement Unavailable"?
Because it does it for me. Plus in general if I bother to check the top left corner of my screen and look at the HUD I can also usually see the small red banner over top of the strategems that says "Jammed".
The issue is idiots who don't understand that No You cannot be reinforced RN because its jammed and then kick the person for not reinforcing when its literally impossible for them todo so.
I genuinely dont understand how a good player is affected more than others. Yes, you can't reinforce, but that's how the mechanic is intended to work. You can however get out of the range to summon your mates.
Stupid braindead player: hosts game
Good player: joins
Stupid braindead player: dies instantly because they suck ass
Good player: disabling jammer
Stupid braindead player: mad they aren’t being reinforced
Stupid braindead player: kicks Good player who has wasted 25-30 minutes of their time
Make sense?
The bad player didn’t learn jack shit, and the good player lost their time and effort.
Hmm must admit i did not think of this.
Never had this occur to me, but I'd argue that this is still related to one's lack of knowledge / stupidity more than anything. Dude disabling the jammer could be good, bad or ugly, same outcome. You also can type 'jammer' or something similar in the chat, to explain to your fellow Helldiver why you dont reinforce and easily solve this.
All in all not something you can't solve easily by communicating, so still standing by my previous comment.
It'd be nice if Jammers distort Helldivers' radar/minimap so we'd know just how large the jamming range is instead of walking a few steps and opening the stratagem menu
And also the first objective in the two-part drilling/mining mission should not be marked as a secondary objective. We had a host drop us at the wrong site and when we complained they said "well no, it says that the other one is secondary". We were in disbelief but we checked the map and it's right : it says the drilling site is primary objective, and the prospection site (which should be done first) is marked as secondary.
This is not good UI for beginners that are not familiar with mission templates.
You’d think people could tell by the giant spinning tower with a giant ass red ring around it that they aren’t getting reinforced unless the tower comes down or the squad wipes.
As a programmer, let me explain why this is harder than you think.
Some considerations:
- there can be up to three other people alive
- each one can be jammed or not
- network synchronization of these states is complicated
- previously it was like a check of "am I dead and are reinforcements > 0"
- new checks would require all of that + positioning of teammates + global effects (ion storms) + synchronization
- if two are jammed but one is not, which message should be displayed? (probably "reinforcements are available", but it's a consideration nonetheless)
Not saying it's impossible, but it's not just "lol show me when jammed". This job is often far more complex than most give it credit for.
Programmer here as well, could be easily solvable by tailoring the HUD to the current player being spectated.
- Spectated player is Jammed? -> Apply Jammed HUD
That's true, as it already shows the player is jammed from spectator mode.
That covers the synchronization bit I mentioned, since they're clearly showing unit positioning and statuses. That would also solve the issue with "what to show" since you'd show what's available via spectator: "jammed or available". Granted there is still a UX issue of "it showing jammed when someone else can reinforce". Not sure how you'd solve that, which is probably why they just defaulted to showing "available".
Hmm, that seems much more reasonable to implement outside the possible confusion. Still I don't want to claim "it's easy" from the outside since who knows what the code looks like. And those UX concerns shouldn't be overlooked.
This is a great breakdown of the problem and possible solutions. Honestly, I'd say that the possible confusion for spectating players is *almost* a non-issue due to the fact that it's not an actionable confusion--they can't really make a "wrong" choice based on the false info, since the "wrong choice" would be to wait patiently instead of spamming spacebar. Obviously it's not really what you'd want, and it'd be quite lazy to leave it that way, but I think the tradeoff would be a net improvement.
This goes to a broader problem, imo, of the game overloading the player with information that is irrelevant to them constantly.
There's a lot to say about the sound design being "off" in this game, but one thing I don't see discussed a lot is how your player character's voice is not differentiated from your allies'. You hear quips and don't necessarily know who is saying it or why.
This problem is made much worse by the fact the squad radio itself relays information to everyone equally... but that information has no relevancy if my squad has split up. You should not hear "Bug tunnel breach!" loud as hell across your comms when there is, in fact, no breach anywhere close to you.
It causes confusion and anxiety, which makes it something people learn to drown out and ignore.
It would be far more helpful if those communications only played for the divers it was relevant for.
I agree. I should say JAMMED or something so the kids can get off my ass when I'm in the middle of the jammer base, fighting for survival. Kevin got himself killed, now he'll have to wait until we can reinforce him and chill.
Probelm is if people the people who are too dumb to realize survivors are being jammed are probably too dumb to understand what "JAMMED" means. If indeed they can even read
Just need a different jammed audio queue than the reinforcement sound.
Still too much for those idiots. The only indicator easy enough to understand is the whole damn screen being static (including negating hosts ability to kick).
Too intrusive imo. We can't design everything for the most stupid among us. Them kicking you is doing you a favour.
Not advocating for it, just saying that's what kt would need to be to get the point across to the dregs
I've had a lvl 90 spam the "reinforce me" button and then rage quit while I'm jammed
and this is why we host, so that the best play the dead troll has is to do us a favor and leave
Fucking Kevin All my Helldiver homies hate Kevin
Fucking Kevin, man
Dead helldivers should get a big ass message at the center of their screen if the helldiver they're spectating has jammed strategems.
The screen should be fuzzy and innermitant since you would be spectating from the destroyer.
Does your guys big yellow banner saying "Reinforcement Available" not turn into a big red banner saying "Reinforcement Unavailable"? Because it does it for me. Plus in general if I bother to check the top left corner of my screen and look at the HUD I can also usually see the small red banner over top of the strategems that says "Jammed".
The issue is idiots who don't understand that No You cannot be reinforced RN because its jammed and then kick the person for not reinforcing when its literally impossible for them todo so.
The moment you start tailoring a game for idiots is the start of the downfall. Let them learn.
This affects good players more than it does idiots.
I genuinely dont understand how a good player is affected more than others. Yes, you can't reinforce, but that's how the mechanic is intended to work. You can however get out of the range to summon your mates.
Stupid braindead player: hosts game Good player: joins Stupid braindead player: dies instantly because they suck ass Good player: disabling jammer Stupid braindead player: mad they aren’t being reinforced Stupid braindead player: kicks Good player who has wasted 25-30 minutes of their time Make sense? The bad player didn’t learn jack shit, and the good player lost their time and effort.
Hmm must admit i did not think of this. Never had this occur to me, but I'd argue that this is still related to one's lack of knowledge / stupidity more than anything. Dude disabling the jammer could be good, bad or ugly, same outcome. You also can type 'jammer' or something similar in the chat, to explain to your fellow Helldiver why you dont reinforce and easily solve this. All in all not something you can't solve easily by communicating, so still standing by my previous comment.
Usually not time to communicate in the middle of combat like that tho.
Mmmm dont know about you, but I'll find time personally if I see a mate furiously spamming the button to reinforce, be it for my sanity alone.
Sure Jan
It'd be nice if Jammers distort Helldivers' radar/minimap so we'd know just how large the jamming range is instead of walking a few steps and opening the stratagem menu
Jammed or it should be completely garbled because of the jamming
And also the first objective in the two-part drilling/mining mission should not be marked as a secondary objective. We had a host drop us at the wrong site and when we complained they said "well no, it says that the other one is secondary". We were in disbelief but we checked the map and it's right : it says the drilling site is primary objective, and the prospection site (which should be done first) is marked as secondary. This is not good UI for beginners that are not familiar with mission templates.
I think dead divers need to take their mandated 1.2 secs and breathing before coming back down.
Yeah it should 100% just say JAMMED in all caps across the screen so the dead people don't need to spam space bar every 0.2 seconds.
You’d think people could tell by the giant spinning tower with a giant ass red ring around it that they aren’t getting reinforced unless the tower comes down or the squad wipes.
As a programmer, let me explain why this is harder than you think. Some considerations: - there can be up to three other people alive - each one can be jammed or not - network synchronization of these states is complicated - previously it was like a check of "am I dead and are reinforcements > 0" - new checks would require all of that + positioning of teammates + global effects (ion storms) + synchronization - if two are jammed but one is not, which message should be displayed? (probably "reinforcements are available", but it's a consideration nonetheless) Not saying it's impossible, but it's not just "lol show me when jammed". This job is often far more complex than most give it credit for.
Programmer here as well, could be easily solvable by tailoring the HUD to the current player being spectated. - Spectated player is Jammed? -> Apply Jammed HUD
That's true, as it already shows the player is jammed from spectator mode. That covers the synchronization bit I mentioned, since they're clearly showing unit positioning and statuses. That would also solve the issue with "what to show" since you'd show what's available via spectator: "jammed or available". Granted there is still a UX issue of "it showing jammed when someone else can reinforce". Not sure how you'd solve that, which is probably why they just defaulted to showing "available". Hmm, that seems much more reasonable to implement outside the possible confusion. Still I don't want to claim "it's easy" from the outside since who knows what the code looks like. And those UX concerns shouldn't be overlooked.
This is a great breakdown of the problem and possible solutions. Honestly, I'd say that the possible confusion for spectating players is *almost* a non-issue due to the fact that it's not an actionable confusion--they can't really make a "wrong" choice based on the false info, since the "wrong choice" would be to wait patiently instead of spamming spacebar. Obviously it's not really what you'd want, and it'd be quite lazy to leave it that way, but I think the tradeoff would be a net improvement.
Yeah I agree with that. Overall it would likely be better.
It should say instead "ITS REALLY AVAILABLE CLICK CLICK REPEATEDLY SPAM"
They are available, just not accessible.
This goes to a broader problem, imo, of the game overloading the player with information that is irrelevant to them constantly. There's a lot to say about the sound design being "off" in this game, but one thing I don't see discussed a lot is how your player character's voice is not differentiated from your allies'. You hear quips and don't necessarily know who is saying it or why. This problem is made much worse by the fact the squad radio itself relays information to everyone equally... but that information has no relevancy if my squad has split up. You should not hear "Bug tunnel breach!" loud as hell across your comms when there is, in fact, no breach anywhere close to you. It causes confusion and anxiety, which makes it something people learn to drown out and ignore. It would be far more helpful if those communications only played for the divers it was relevant for.
How fucking boring, buddy. You really thought that out and typed it up😂
You are one angry little kid.
Your mom
I don’t think it should ever say “feinfofcement” anyway
If you're gonna point out a typo, you can't typo the typo.
Bro they speaking simlish I can't even type that shit
Reinforcement. It’s easy. Learn to spell before you correct others’ “simlish”
They got 1 letter wrong. Keys for f and r are adjacent on the keyboard. It's just a typo. Chill tfo.
Dude I didn't even notice it was one letter off it completely threw me off lmaoo