Caches not spawning until known.

Post your feedback on the current Project Reality release (including SinglePlayer).
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Caches not spawning until known.

Post by matty1053 »

BigBang wrote:definitely agree with you


for me it was lots of games on Al Basrah ending in 15 mins. Brits just sit in LR , ran around western side of the map and one (generally known) cache left...
LOL.

That reminds me of one time on Barasah.

We (ins) destroyed every main bridge they can cross.
So of course, they can't get their tanks across or other vehicles, unless they put a Logi Bridge up. (Which it's impossile to drive over with out getting stuck/glitch through.)

They got soooo mad, they lost within 1 hour.


But OT.

It seems like some players STILL think caches spawn when they are unknown.

I am glad Devs removed it. Really improves the gameplay.
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curahee150
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Re: Caches not spawning until known.

Post by curahee150 »

Now, this is good feedback and thoughts and all, but one question. How does the cache get there?
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
Pronck
Posts: 1778
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Re: Caches not spawning until known.

Post by Pronck »

Magic.

Magic of the developers.
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matty1053
Posts: 2007
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Re: Caches not spawning until known.

Post by matty1053 »

curahee150 wrote:Now, this is good feedback and thoughts and all, but one question. How does the cache get there?
The Devs. They have magic wands that insta-spawn caches.

But, I thought you were being sarcastic for a sec. :smile:

I must ask you Curahee.... don't you agree that caches shouldn't spawn until they are known?
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curahee150
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Re: Caches not spawning until known.

Post by curahee150 »

Just pointing out how it was a tad unrealistic.

Now I don't think they should spawn until they are known because first of all, back in pre 1.0 there was actually several squads that would cache hunt when there was no knowns. For me it was one of the best things in the game. Now, the best thing for blufor to do is sit in one place and farm kills.

It is also, again unrealistic, just yesterday on Dragon fly my squad found insurgents spawning on a oil container, we cleared the area, made it unspawnable and the best thing to do was to leave our breecher(me) and a guy to guard him until the cache spawned. So we watched the area where the insurgents spawned until it magically appeared in-front of our eyes.

Also if the caches did spawn, the milita would have not spawned on it, as they think there is no risk. I do remember incidences of people spawning on unknowns and walking out in pre 1.0 but it was rare and the violators were promptly kicked.

Now I can also point out if the cache was spawned there we would have been slaughtered, as they would have been able to request RPGs and such as we were in jeeps.
Last edited by curahee150 on 2014-07-15 23:44, edited 1 time in total.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Caches not spawning until known.

Post by matty1053 »

Now I don't think they should spawn until they are known because first of all, back in pre 1.0 there was actually several squads that would cache hunt when there was no knowns. For me it was one of the best things in the game. Now, the best thing for blufor to do is sit in one place and farm kills.
Yes, you are right. But there are still squads that travel across the map looking for the caches.
It is also, again unrealistic, just yesterday on Dragon fly my squad found insurgents spawning on a oil container, we cleared the area, made it unspawnable and the best thing to do was to leave our breecher(me) and a guy to guard him until the cache spawned. So we watched the area where the insurgents spawned until it magically appeared in-front of our eyes.
AGain, people still don't get it... you should NEVER spawn on unknown. It's obvious there is a cache gonna be there if you see INs spawn there, while you find no doghouse. It's funny TBH. But fustrating when you are on the INS team and you see those guys do that. But IIRC, there are some servers that still kick for spawn on cache.

Also if the caches did spawn, the milita would have not spawned on it, as they think there is no risk. I do remember incidences of people spawning on unknowns and walking out in pre 1.0 but it was rare and the violators were promptly kicked.
Yes, servers would probably enforce that rule. But TBH, you can't ruin the admins gameplay by them just sitting and watching people spawn at the unknowns IF they still spawned while unknown.

Now I can also point out if the cache was spawned there we would have been slaughtered, as they would have been able to request RPGs and such as we were in jeeps
.
Yes, true. But you would have never been slaughtered if you were in cover.

But it's still an issue of people spawning on unknowns\, yet we can't do anything about it.
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curahee150
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Re: Caches not spawning until known.

Post by curahee150 »

matty1053 wrote:Yes, you are right. But there are still squads that travel across the map looking for the caches.


Very few maybe 3 people. And its still rather unrealistic the way the cache spawns now.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
Murphy
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Re: Caches not spawning until known.

Post by Murphy »

Curahee, it was more than "maybe 3 people". At times the entire team would avoid the known cache because it's too heavily defended and possibly in a location that will cost more tickets than it's worth. In this case it wasn't uncommon to have a team with 3 entire squads (upwards of 18/32 players) roaming the streets looking for moron insurgents trying to spawn on the unknown to grab an RPG or PKM. It often ended in the known being lightly assaulted and the game ending without the Insurgents ever having a chance to defend the "unknown". Just before the cache changes were made unknown hunting had peaked and often resulted in insurgent teams treating unknown caches as if they were already marked on Blufor maps, it wasn't good for gameplay and it was rather unsatisfying for everyone involved when rounds end without any real coordinated assaults on a cache.
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curahee150
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Re: Caches not spawning until known.

Post by curahee150 »

In that case I have been playing on the wrong server. But on the server I play(and on most other servers I played a round or 2 on) it very rarely happens that way. This may not be the case on other servers, I know.

I have seen it a few times but they got yelled at by the team and the commander, (not that that matters I know) and if the cache is so heavily defended most of the insurgents are going to go to the known instead of the unknown.

Even then hunting for caches is not near as useful as it was, if you did happen to find a cache where insurgents were spawning you'd have to wait for a long time for the cache to become known. This gives the insurgents opportunity to retake that cache.
Last edited by curahee150 on 2014-07-17 19:37, edited 1 time in total.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
Jamaican
Posts: 184
Joined: 2007-05-27 21:04

Post by Jamaican »

would removing map intel be ok? So blufor must search no matter what, they would have to communicate with each other to find possible location of cache. Ins would be able to make fake cache locations easier.

I Would even remove cache marker for ins except for the commander, so ins must work more as a team.
Last edited by Jamaican on 2014-07-17 15:47, edited 1 time in total.
H.Maverick
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Re: Caches not spawning until known.

Post by H.Maverick »

^ agreed, this seems like a good idea, also its very easy to find a cache once you see where players are spawning, its either a hideout, or a cache, either one is a win
Pronck
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Re: Caches not spawning until known.

Post by Pronck »

Why would insurgents not know where their caches are?

I would recommend only deleting cache intel for BLUFOR.
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dysin
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Joined: 2007-03-25 23:27

Re: Caches not spawning until known.

Post by dysin »

that's an easy change to make and it makes sense. no cache marker for blufor or take it back to the 250m radius or whatever it was way back when.
Murphy
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Re: Caches not spawning until known.

Post by Murphy »

Curahee did you play the game before DB changes (towards the end of .9)? In the older iterations hunting unknowns was relevant as the caches spawned in as soon as the other cache was destroyed. This lead to the ability to not only locate but c4 an unknown cache. The results were a "damned if you do, damned if you don't" scenario for INS in which you spawned to defend the unknown and gave it's position away but if you didn't spawn to defend it the Blufor cache hunter squads would eventually locate it given enough time. Everyone started to memorize where caches spawned and as such you can predict where the next cache will be with reasonable accuracy.

I personally had no issues with that setup as often times it simply meant 2 caches being treated as known by a coordinated INS team. Therein lies the issue imho. Insurgent teams now a days are completely unorganized and there is pretty much no chance of having a coordinated defense, any cooperation between squads is merely incidental and relies more upon the individual than the squad leaders. I'm sure anyone who played an organized round of INS can tell you that insurgents have it really easy when they don't roam around the city looking for a pointless firefight.

I believe 2 caches being marked for both teams is essential to the flow of the gameplay and after many years of tweaking the current system works nicely to focus the random pubbies into one area (in theory, but in practice it doesn't work as often as it should). Removing cache location markers on maps will turn INS rounds into glorified TDMs with the point of the game-mode being nullified entirely, insurgents are hard to keep together as it is. It's like as soon as people get on INS team they go full retard and revert to "me myself and I" gaming, and removing the cache locations will only solidify the mentality.
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Jamaican
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Re: Caches not spawning until known.

Post by Jamaican »

Murphy wrote:
I believe 2 caches being marked for both teams is essential to the flow of the gameplay and after many years of tweaking the current system works nicely to focus the random pubbies into one area (in theory, but in practice it doesn't work as often as it should). Removing cache location markers on maps will turn INS rounds into glorified TDMs with the point of the game-mode being nullified entirely, insurgents are hard to keep together as it is. It's like as soon as people get on INS team they go full retard and revert to "me myself and I" gaming, and removing the cache locations will only solidify the mentality.
I disagree, with the markers its a bit too much like aas except instead of capping your blowing a cache. Insurgency is meant to be about searching right? it should play differently to aas, So we should be searching and making our own intel by communicating on enemy movements and certain weapons being used.

No cache marker for insurgents and no cache spawn point could stop the usual spawning on cache and giving its position away. An insurgent player must then listen to squad leader as to where he should be to defend rather than just looking at map seeing where cache is. An insurgent wont really know if hes defending a real cache location or just a fake one. More comms on insurgent would likely increase the teamwork.
Brainlaag
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Re: Caches not spawning until known.

Post by Brainlaag »

I miss the old cache markers with the big radius (200m?). Those things made for a focused fight in a certain areas but did not take away from the fun of actually searching for the cache.
Beee8190
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Re: Caches not spawning until known.

Post by Beee8190 »

Brainlaag wrote:I miss the old cache markers with the big radius (200m?). Those things made for a focused fight in a certain areas but did not take away from the fun of actually searching for the cache.
Yea that worked out for me also
Murphy
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Re: Caches not spawning until known.

Post by Murphy »

Yea, so take the objective out of INS mode. Sorry I don't see how that does anything to add to gameplay, it will be a glorified TDM with the odd chance that people are actually fighting for the cache. Like CnC minus the C and C....
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