Is Dying No More A Matter?
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alberto_di_gio
- Posts: 534
- Joined: 2009-12-11 09:47
Is Dying in PR No More A Matter?
Actually I was thinking about this for a time. Decided to open a discussion after Nicoliani's "Remove spawn time" thread.
Is dying in PR becoming less and less important lately?
I remember two major differences when compared with BF2 which hit me when I played PR first time. Which is may be 2 or 3 years ago.
First one was shooting without cross-air and the other one was loooong re-spawn times. First one put me in a stress because mostly I was the one dying when get into action and the second one put me in more stress because waiting for respawn for that long time is just became annoying. And I was waiting too much because generally I was the one dying. Then in time I found myself giving up my old BF2 habits. I started to play more like team member. I was spending most of my time crawling in bushes or behind trees. Throwing smoke to open passages to hide my move etc.
And now somehow that old first taste of PR has started to fade away I think. I don't feel anymore stress during gunfights. A couple of nights ago in Fellujah map may be we died 5 times in 5 minutes but at the end we were still rushing towards same building after respawn. Maybe it is just for me but it looks like dying in PR is not anymore as much scary as it used to be. Which I think effects game play from the heart.
Is dying in PR becoming less and less important lately?
I remember two major differences when compared with BF2 which hit me when I played PR first time. Which is may be 2 or 3 years ago.
First one was shooting without cross-air and the other one was loooong re-spawn times. First one put me in a stress because mostly I was the one dying when get into action and the second one put me in more stress because waiting for respawn for that long time is just became annoying. And I was waiting too much because generally I was the one dying. Then in time I found myself giving up my old BF2 habits. I started to play more like team member. I was spending most of my time crawling in bushes or behind trees. Throwing smoke to open passages to hide my move etc.
And now somehow that old first taste of PR has started to fade away I think. I don't feel anymore stress during gunfights. A couple of nights ago in Fellujah map may be we died 5 times in 5 minutes but at the end we were still rushing towards same building after respawn. Maybe it is just for me but it looks like dying in PR is not anymore as much scary as it used to be. Which I think effects game play from the heart.
Last edited by alberto_di_gio on 2010-05-31 13:52, edited 1 time in total.

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maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: Is Dying No More A Matter?
this is where i wanna major change.alberto_di_gio wrote: A couple of nights ago in Fellujah map may be we died 5 times in 5 minutes but at the end we were still rushing towards same building after respawn. Maybe it is just for me but it looks like dying in PR is not anymore as much scary as it used to be. Which I think effects game play from the heart.
if you have fob and your team keeps spawning there and dying there,there should be commander to tell that"SOLDIERS DONT GO IN THERE ANYMORE COS WE KEEP TAKING HEAVY CASUALTIES,RETREAT"
problem:we dont have commanders to tell this.
solution:when fob has delivered maybe 30 soldiers,it should dissapear(simulating retreating,losing the fight in that area)
but there should be way to repair/heal the fob to deliver more soldiers.
people die too much cos they are just careless.
Last edited by maarit on 2010-05-31 14:02, edited 1 time in total.
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yakuz
- Posts: 92
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Re: Is Dying No More A Matter?
I'm assuming on fallujah u were ins, and thats my main problem with that game type at the moment:
technically if they cache is not in immenent danger it is in the insurgent's intrests to waste 6 or more lives to take out 1 blufor soldier in almost suicidal charges. I really feel game mechanics need to make insurgent lives worth at least something other than a spawn time+jog.
technically if they cache is not in immenent danger it is in the insurgent's intrests to waste 6 or more lives to take out 1 blufor soldier in almost suicidal charges. I really feel game mechanics need to make insurgent lives worth at least something other than a spawn time+jog.
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Smegburt_funkledink
- Posts: 4080
- Joined: 2007-11-29 00:29
Re: Is Dying No More A Matter?
PR does have shorter spawn times in more recent versions, yes. Many other things have changed within the spawn system over time too though.
Players can no longer spawn on SL
Rally points aren't as available, they don't last as long and are easily overrun.
Players can't spawn in APCs.
These things combined with many others would have been too devastating to gameplay so spawn times were reduced so it's not as harsh.
Players can no longer spawn on SL
Rally points aren't as available, they don't last as long and are easily overrun.
Players can't spawn in APCs.
These things combined with many others would have been too devastating to gameplay so spawn times were reduced so it's not as harsh.
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myles
- Posts: 1614
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Re: Is Dying No More A Matter?
even if you had a commander he probaly wouldint tell you to stop.maarit wrote: problem:we dont have commanders to tell this.
people die too much cos they are just careless.
i do feel it does matter on AAS or Blufor on insurgency. But when your insurgents it dosent matter at all and its good cuz it makes do what real insurgents do
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Trooper909
- Posts: 2529
- Joined: 2009-02-26 03:02
Re: Is Dying No More A Matter?
yakuz wrote:I'm assuming on fallujah u were ins, and thats my main problem with that game type at the moment:
technically if they cache is not in immenent danger it is in the insurgent's intrests to waste 6 or more lives to take out 1 blufor soldier in almost suicidal charges. I really feel game mechanics need to make insurgent lives worth at least something other than a spawn time+jog.
Insurgents using suicide tactics? whats the world comming to?
Also Insurgents losing tickets would be stuipid and unfair as blufor would never need to get any cache's and would just sit back and rack up kills with tanks and vastly better weapons.
Last edited by Trooper909 on 2010-05-31 14:47, edited 1 time in total.
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goguapsy
- Posts: 3688
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Re: Is Dying No More A Matter?
Well, have you tried changing tactics?
That's normally the main PR rule of thumb (mine's, at least):
That's normally the main PR rule of thumb (mine's, at least):
If you fail, try again. With a different tactic.
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Nitneuc
- Posts: 490
- Joined: 2007-09-16 08:39
Re: Is Dying No More A Matter?
I have to agree with the OP. A thing I suggested weeks ago was to limit the number of people spawning on FOB (something like max 2-3 people respawning / minute sounds good) to avoid "zergs spawn" thing of PR 0.9+
That would make you have to build more FB or dying less to be successful.
That would make you have to build more FB or dying less to be successful.
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Rudd
- Retired PR Developer
- Posts: 21225
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Re: Is Dying No More A Matter?
people get used to the long respawns etc
perhaps we should have more punitive effects for dying consistently.
so death 1, 30seconds, death 2, 35seconds, death 3, 40 seconds etc.
perhaps we should have more punitive effects for dying consistently.
so death 1, 30seconds, death 2, 35seconds, death 3, 40 seconds etc.
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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: Is Dying No More A Matter?
:O RUDD I CANT BELIVE YOU SAY THIS[R-CON]Rudd wrote:people get used to the long respawns etc
perhaps we should have more punitive effects for dying consistently.
so death 1, 30seconds, death 2, 35seconds, death 3, 40 seconds etc.
that would suckk soo much
Adding 30 seconds on for each death ... that could be more bearable but have a cap at like ... 4 or 5 minutes or it might kill the game every one would rage quit soo bad after a while it would be devistating to the servers... mostly the ones that arnt so popular
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Rudd
- Retired PR Developer
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Re: Is Dying No More A Matter?
lol, sorry I think I should have explained better:O RUDD I CANT BELIVE YOU SAY THIS haha ....
each death means +5 seconds, not +30 seconds
iirc there is already a 5minute cap anyway for when you tk or kill civis or whtever
also iirc you can decrease your spawn time with defending, but I'd have to check the manual.
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doop-de-doo
- Posts: 827
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Re: Is Dying No More A Matter?
I totally agree with this thread. The desire to keep one's self and squad members alive has all but vanished.
The time penalty should be accumulative for non-insurgents. You could lose a number of personal points per death as well. If I may add this as well; loss of assets should cost much more that it already does. How many times have I seen tard armor rushes, blind heli landings, scout logi-trucks, etc.
The time penalty should be accumulative for non-insurgents. You could lose a number of personal points per death as well. If I may add this as well; loss of assets should cost much more that it already does. How many times have I seen tard armor rushes, blind heli landings, scout logi-trucks, etc.
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- Posts: 335
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Re: Is Dying No More A Matter?
To take the thread in a slightly different direction, what is the point of dying if you have 5 minutes to be revived as well as when luck determines whether you get shot or not?
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charliegrs
- Posts: 2027
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Re: Is Dying No More A Matter?
Theres a fine line between extending spawn times so people feel more need to preserve their life, and making them too long and people stop playing PR. The fact is, we may think something like a cumulative spawn time {death 1 equals 30 secs, death 2 equals 35 secs and so on} would make people value their lives more, but the thing is PR is still a game and most people arent going to value their virtual life to the extent we would like them too.
And hasnt this been tried in the past? I think I remember one of the earlier versions of PR it would add a second to your respawn every time you died, for a total of 30 seconds on top of the base 30. Am I remembering this right?
And hasnt this been tried in the past? I think I remember one of the earlier versions of PR it would add a second to your respawn every time you died, for a total of 30 seconds on top of the base 30. Am I remembering this right?
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Uthric
- Posts: 57
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Re: Is Dying No More A Matter?
we really need to do something about people just giving up when there a medic not 3 feet away.
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Arnoldio
- Posts: 4210
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Re: Is Dying No More A Matter?
Yeah, people are careless, it isnt the same. Something must be done about it.
Larger respawn times could be an option, but im not sure. Tests would be needed.
Larger respawn times could be an option, but im not sure. Tests would be needed.

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alberto_di_gio
- Posts: 534
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Re: Is Dying No More A Matter?
Long spawn times definitely make lives precious but as mentioned its adjustment is important. 120 sec. is the max level before game becomes boring.
But I think something more tempting should be there. A reward in change of your survival. Don't know really but something that will push people to try stay alive.
But I think something more tempting should be there. A reward in change of your survival. Don't know really but something that will push people to try stay alive.

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mistryx
- Posts: 62
- Joined: 2007-04-28 07:37
Re: Is Dying No More A Matter?
The spawn times are fine just as they are, it is indead compensated with the removal of long lasting RP's resullting in the long time you are traveling to your objective. the maps grew in 2 years and transport has much more emphasis now.

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burghUK
- Posts: 2376
- Joined: 2007-10-18 13:33
Re: Is Dying No More A Matter?
Theres too many tickets , so nobody cares if they die.



