I have noticed a couple things when playing new maps in regards to health kit placement. More specifically the health kit count on any a given map.
It's damn annoying when you join a map and there are hardly ever any health kits. But, when there are plenty of kits the experience is a lot more enjoyable. You're more likely to run into a health kit and top up your health for the next fight than have to search for one; which is incredibly annoying when you don't know the maps layout yet. In addition to the fact that a lot of players choose scout which is an excellent skirmish class. I often find myself spending 20 seconds looking for a kit, only to get picked off by a flanking scout.
Naturally, if a map is saturated with ammo and health drops this is fed back to the author in order for him to redeem this "over sight". Too many health kits can make it hard to kill people, particularly scouts who will often run in and out of battles.
So, whilst people can initially get annoyed by people exploiting larger than average concentrations of health kits (making some battles unfair/resolve in ways they wouldn't have otherwise), it does mean that players (particularly ones who end up away from the team) survive longer, and subsequently learn the layout quicker.
I was wondering what other people thought of this. Because i find myself asking whether, on early alpha releases, it would be beneficial to place more health kits than one would have in a beta release; in order that players enjoy and learn the map faster through prolonged lifes.
Of course, i imagine players would get frustrated at the removal of health in any release that that occurs on. But ultimately it appears you get a more thorough test of the map in the 30 minutes that you get. Since once a player realises a health drop is gone, they can still figure out where the others are and adjust faster this way.
It's damn annoying when you join a map and there are hardly ever any health kits. But, when there are plenty of kits the experience is a lot more enjoyable. You're more likely to run into a health kit and top up your health for the next fight than have to search for one; which is incredibly annoying when you don't know the maps layout yet. In addition to the fact that a lot of players choose scout which is an excellent skirmish class. I often find myself spending 20 seconds looking for a kit, only to get picked off by a flanking scout.
Naturally, if a map is saturated with ammo and health drops this is fed back to the author in order for him to redeem this "over sight". Too many health kits can make it hard to kill people, particularly scouts who will often run in and out of battles.
So, whilst people can initially get annoyed by people exploiting larger than average concentrations of health kits (making some battles unfair/resolve in ways they wouldn't have otherwise), it does mean that players (particularly ones who end up away from the team) survive longer, and subsequently learn the layout quicker.
I was wondering what other people thought of this. Because i find myself asking whether, on early alpha releases, it would be beneficial to place more health kits than one would have in a beta release; in order that players enjoy and learn the map faster through prolonged lifes.
Of course, i imagine players would get frustrated at the removal of health in any release that that occurs on. But ultimately it appears you get a more thorough test of the map in the 30 minutes that you get. Since once a player realises a health drop is gone, they can still figure out where the others are and adjust faster this way.
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