Insurgency: Sandstorm

Insurgency: Sandstorm

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Bitter Cynic Nov 26, 2018 @ 1:52pm
You have entered a restricted area warning, level design
This warning message that takes away the players ability to shoot is really a poor bandaid solution to guiding the flow of matches as they progress.
This is something that would be acceptable to prevent abuse of some spots on the maps where it takes creative jumping to get in a very safe position to snipe players going for objectives etc. But it shouldn't be used to force players out of good defensive positions into bad ones in the Push gamemode or to prevent the attackers from taking a detour, an alternative route to flank the defenders.
If without this "feature" it becomes too difficult to either defend or attack in some maps then that's a problem with the level design, placement of objectives and so on. It's more difficult but better to solve that problem without artificially forcing players around with an annoying message.
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Showing 1-15 of 24 comments
Pumpernickel Nov 26, 2018 @ 3:02pm 
I don't play much PvP so I can't speak on the level design in that part. However, I do know that in checkpoint the points are not very linear in the sense that I wander through a couple different RAs on a couple different maps where I come across bots that I can't shoot. Open the maps up for coop, or at least give us a less restricted area to work with.
Mox Nov 26, 2018 @ 3:39pm 
In "old" insurgency there was a mod enabling restricted areas to be removed.
It would be nice if this was a standard CVAR for server admins to set as desired because in COOP EVERYONE seems to hate it!
Lifted Seven Nov 26, 2018 @ 5:38pm 
Originally posted by Bitter Cynic:
This warning message that takes away the players ability to shoot is really a poor bandaid solution to guiding the flow of matches as they progress.
This is something that would be acceptable to prevent abuse of some spots on the maps where it takes creative jumping to get in a very safe position to snipe players going for objectives etc. But it shouldn't be used to force players out of good defensive positions into bad ones in the Push gamemode or to prevent the attackers from taking a detour, an alternative route to flank the defenders.
If without this "feature" it becomes too difficult to either defend or attack in some maps then that's a problem with the level design, placement of objectives and so on. It's more difficult but better to solve that problem without artificially forcing players around with an annoying message.

This is old mechanic that is perfectly acceptable and RIGHT in my opinion, because you have too many enemy players sitting at the old objective and still shooting at you, and potentially spawn killing, because your spawn moves too.

This is also right because it doesn't just auto warn you, it gives you good 10-20 seconds at least to move from that point, before warning is displayed, very forgiving.

I could easily abuse the system in Original Insurgency by moving back and forth from red zones, or how about a famous "Sinjar" c4 at spawn? Anyone? Anyone?

Ahhhhh goooood ol' Sinjar push to A
Bitter Cynic Nov 26, 2018 @ 5:46pm 
Please don't ignore the argument that it's a poor way of making up for bad level design.
This arbitrary restriction with a message would not be required if the level design made it impossible to hold every choke point preventing the attackers from advancing towards the next objective.
Mister Meatball Nov 26, 2018 @ 6:58pm 
Honestly I would just perfer a sniper/drone/atgm wipe me out if went off of the beaten path. Regardless of whether or not you agree with the restricted area mechanic or it's implementation. I have always found it a little odd that your character loses all will to fight and live.

Playing and regretting playing RS2 earlier today and my flea-bitten VC throat cutter just decides violence is not the answer when he gets the perfect flank on an entire american squad currently shooting at his buddies.

Just chilled there for about 45 seconds before anyone bothered to question why a vietnamese dude was sitting amongst them, screaming at his allies, trying to get artillery called in ontop of himself.
Iommonaut Nov 26, 2018 @ 7:14pm 
The point of restricted area is to focus play on certain areas of the map and to simulate a frontline. Without restricted area the game becomes like Battlefield with players running all over the map and campers hiding in frustrating spots. Restricted area is not perfect, personally I think you should be able to shoot the remaining rounds in your mag before being unable to shoot, but it accomplishes what it's trying to do which is simulating the ebb and flow of a battle. I am just talking about Push here though, it's the main gamemode and I don't play any of the others.
Mister Meatball Nov 26, 2018 @ 8:30pm 
Originally posted by Mr. Moonshine:
The point of restricted area is to focus play on certain areas of the map and to simulate a frontline. Without restricted area the game becomes like Battlefield with players running all over the map and campers hiding in frustrating spots. Restricted area is not perfect, personally I think you should be able to shoot the remaining rounds in your mag before being unable to shoot, but it accomplishes what it's trying to do which is simulating the ebb and flow of a battle. I am just talking about Push here though, it's the main gamemode and I don't play any of the others.

Generally I am not a fan of the mechanic. I can see why Insurgency implements it, given each life a player has is very valuable, it can suck to be killed from an unfair position. I believe that frontlines should form naturally around the objective, and if players are doing well by choosing cheap strategies like spawn camping or doing something not helping the team the proper way, there are better ways of telling them politely that they probably shouldn't be there.

I would argue that you could go with a less heavy handed approach by implementing a hybrid system. Less out of bounds areas, but those that are hard off limits are kill zones. .50 cal expert sniper just waiting for you to leave the play area sort of thing.

In addition to this, any "flanker" trying to get into a cheesy position to get some cheap kills would be alerted that he had been detected by the opposing force after a very short delay, and the players on the other team would be alerted to the flanker -instantly if they are just spawning in- also getting a rough outline of the flanker's direction and distance to them on the compass.

This would expose any players trying to corner camp some fresh spawns or chill in some abusable spot while not going so far as to disable weapons.

Any grenades conveniently thrown into a spawn area would misfire and explode early. I would also argue a second or two of spawn protection would probably be fair as well, just in case.

Just my two cents, not expecting anything like this before release but its just an alternative to consider.
TRIUMPH Nov 26, 2018 @ 8:47pm 
The area needs to be made explicit. The no go zone design and/or map design should allow for more hooking into an obj. Some zones are exceptionally frustrating to attack because of the inability to take a side route.
Last edited by TRIUMPH; Nov 26, 2018 @ 8:48pm
LuteLove Nov 26, 2018 @ 8:54pm 
Originally posted by Mister Meatball:
Originally posted by Mr. Moonshine:
The point of restricted area is to focus play on certain areas of the map and to simulate a frontline. Without restricted area the game becomes like Battlefield with players running all over the map and campers hiding in frustrating spots. Restricted area is not perfect, personally I think you should be able to shoot the remaining rounds in your mag before being unable to shoot, but it accomplishes what it's trying to do which is simulating the ebb and flow of a battle. I am just talking about Push here though, it's the main gamemode and I don't play any of the others.

Generally I am not a fan of the mechanic. I can see why Insurgency implements it, given each life a player has is very valuable, it can suck to be killed from an unfair position. I believe that frontlines should form naturally around the objective, and if players are doing well by choosing cheap strategies like spawn camping or doing something not helping the team the proper way, there are better ways of telling them politely that they probably shouldn't be there.

I would argue that you could go with a less heavy handed approach by implementing a hybrid system. Less out of bounds areas, but those that are hard off limits are kill zones. .50 cal expert sniper just waiting for you to leave the play area sort of thing.

In addition to this, any "flanker" trying to get into a cheesy position to get some cheap kills would be alerted that he had been detected by the opposing force after a very short delay, and the players on the other team would be alerted to the flanker -instantly if they are just spawning in- also getting a rough outline of the flanker's direction and distance to them on the compass.

This would expose any players trying to corner camp some fresh spawns or chill in some abusable spot while not going so far as to disable weapons.

Any grenades conveniently thrown into a spawn area would misfire and explode early. I would also argue a second or two of spawn protection would probably be fair as well, just in case.

Just my two cents, not expecting anything like this before release but its just an alternative to consider.


There are actually kill zones but you have to go out of the allowed area far enough or go outside of the permitted map. It gives you 10 seconds or you die.
Mister Meatball Nov 26, 2018 @ 9:05pm 
Originally posted by zarfa:
There are actually kill zones but you have to go out of the allowed area far enough or go outside of the permitted map. It gives you 10 seconds or you die.

I should have worded that a bit better. Zones inside of the normally playable area that would kill you. Nothing nearly as egregious as it is right now with the restricted area warnings, but if they were to somehow get behind a spawn point or some very naughty spot while the enemy still had reinforcement waves.

I know what you're talking about sadly enough. Turns out you can get your whole team to think you're a real cool dude by doing something with the spawn truck on refinery. If they're lucky they will have enough time to sprint back in bounds before the game kills them.
Last edited by Mister Meatball; Nov 26, 2018 @ 9:06pm
Scorch Nov 27, 2018 @ 3:46am 
as his name implies he is just a bitter ass cynic who needs to "git gud" as they say...
Mox Nov 27, 2018 @ 7:41am 
Or again, make it an option to enable or disable on your own hosted server.

If you like it on your server, leave it on. If you don't, turn it off.

Simples!
Ludicrous_Speed Nov 27, 2018 @ 7:40pm 
Originally posted by TRIUMPH:
The area needs to be made explicit. The no go zone design and/or map design should allow for more hooking into an obj. Some zones are exceptionally frustrating to attack because of the inability to take a side route.

Your first suggestion is the biggest problem I have with them. In some cases I'm just trying to flank or move around and it pops up unexpectingly. While this might not be an issue after playing the maps for thousands of hours there's no indication of what's out of bounds.

I think restricted areas are badly designed when they frequently get in the way of people who aren't the problem and aren't doing something the areas were set up to stop (people who camp spawns for example), and are instead trying to do something like flank or even just change cover.
Last edited by Ludicrous_Speed; Nov 27, 2018 @ 7:47pm
Bitter Cynic Dec 10, 2018 @ 11:43am 
Now that some more maps are available to play since the latest update I kind of want to bump this with a comment.
Why the hell bother with anything more than the most pathetic minimum level design possible if so much of a decent level is going to be restricted by a stupid pop up message and disabled weapons?
IMO this will be far from over. This boundary system is here to stay. We should be happy that we could flank without getting a invisible wall in the face. Like most game do for better lack of design map. I say this because of people playing cheesy kills. They go in place unimaginable to not be out of bound. I remember trying to get the guy killing everyone one time. He was so high out that you got to climb rocks upto middle of mountain to go there. You almost think that he touch the skybox at that point. I guess it as some flaw but let me tell you his spot wont live long. More people complains about spawn kill and out of bound kill more it will get structure. Less piss death will be on us.
Last edited by Digressive (1-800-WAA-TATA); Dec 10, 2018 @ 4:42pm
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Date Posted: Nov 26, 2018 @ 1:52pm
Posts: 24