Why do we have long spawn times?

General discussion of the Project Reality: BF2 modification.
pasfreak
Posts: 645
Joined: 2007-07-13 01:50

Why do we have long spawn times?

Post by pasfreak »

Yeah, I know, its been in PR FOREVER

but I've never really understood the point of it.

and we already have rally points, no flag spawns, and more vehicles n stuff.

Come to think of it, I've noticed a lot of people complaining about how they will go walk around on Al Kufrah oilfields or Kashan, or Mestia, or pretty much any map, for up to 10 minutes at a time. When they have a confrontation with an enemy soldier, and they die, they have to wait anywhere from 45 seconds to a minute and a half to respawn, and then they have to get transport, or walk all the way back to where their objective is.

and if it is a hard packed firefight in the city....well, this never happens. "Battles" only last a minute or two, because when everyone is dead, they have to spawn back at base.


There simply aren't enough people in game, even with respawning, to simulate actual warfare right now.

From what I can see, and from my experience in vBF2 (god what an awful game), shorter respawn times allow for a higher "battlefield population". Essentially, when you die, its the same as popping back to life in the form of another soldier who has been fighting the whole time.

Its kind of similar to the "ghost runner" rule that many people use in baseball.

the longer the spawn time, however, the less ghost runners there actually are...and so balance is lost, and/or gameplay becomes very lethargic and in some cases, boring.

Its not all that uncommon to see

(player) : "screw it"
followed by

(player) has been disconnected from the server.



if anything, this is a suggestion to make spawntimes shorter, but in all seriousness, I only meant this as a discussion on what is really better for PRM.
*PAS*
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."

"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
Doom721
Posts: 503
Joined: 2006-07-30 13:32

Post by Doom721 »

because unlike some games ( some maps in arma that allow respawn, takes 3 or so minutes to get to the battle )

In PR you spawn on SL, Firebase, Bunker, APC, Main Base...
In about 30-40 seconds in the average game - good to go usually at the battle, sometimes taking a minute to flank to a flag.

The spawn times are not really that long, and fit the "You die really fast" theme - so learn to stay alive and learn to kill - spawntimes are here to stay 8)
Image
"FAIL" - Right after you drive on the grass in Gran Turismo 4
Playing PR since Halo dropping spec ops and SL spawn ;) ( .3 :razz: )
Proud Member of the ~6 player PR clan StrkTm
mammikoura
Posts: 1151
Joined: 2006-09-19 04:26

Post by mammikoura »

pasfreak wrote: Come to think of it, I've noticed a lot of people complaining about how they will go walk around on Al Kufrah oilfields or Kashan, or Mestia, or pretty much any map, for up to 10 minutes at a time. When they have a confrontation with an enemy soldier, and they die, they have to wait anywhere from 45 seconds to a minute and a half to respawn, and then they have to get transport, or walk all the way back to where their objective is.
this problem only concerns people who don't play as a squad. If you play as a squad 9 times out of 10 you will have some kind of spawn point quite close to the objective. And if there isn't a spawn point for some reason getting transport shouldn't be that hard. And even if you somehow fail to get transport, it's a 5min walk MAX. (except kashan maybe)

And btw, overall that paragraph was just complaining about the long distances, not the long spawn time.


pasfreak wrote:and if it is a hard packed firefight in the city....well, this never happens. "Battles" only last a minute or two, because when everyone is dead, they have to spawn back at base.
correction, they have to spawn back at base if they don't have the following
-rally point
-squad leader
-commander truck
-apc
-bunker
-firebase

overall there are a lot of places to spawn to, I spawn to the main base 0-2 times per round, can't remember when I would have had the need to do it more than twice in a round.

In my opinion the spawn times are good, maybe a little too low but that's another discussion.
If we reduce spawn time we will just have über rambo soldiers running at each other like we did in vBF2 because they don't really care if they die.
Right now it's easy to avoid long spawn times.. don't die. Think of it like this, everytime you die you did something wrong. Then learn from your mistakes. :wink:
Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

From what I can see, and from my experience in vBF2 (god what an awful game), shorter respawn times allow for a higher "battlefield population". Essentially, when you die, its the same as popping back to life in the form of another soldier who has been fighting the whole time.

Also means that people don't value there life as much.

This is just my opinion but I think it would be awesome to have no squad leader spawning and no APC spawning. With limited RP spawning if possible. Probably a bit extreme but just my opinion :P

One of the most awesome times I had on ArmA was assaulting pita with about around 7 people. If you died it was almost 5 minutes by littlebird to the LZ so dieing meant something. There were littlebirds constantly flying, one would be landing at the LZ while one was landing back at the main. I remember being stuck up on a hill with about 4 other people getting shot at by the tank and a squad of infantry we just kept out heads down for a couple of minutes when fog rolled it, next thing I know there is a couple of infantry 5 feet in front of us :o
Image
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

tbh, SL spawn should be removed, normally IRL squads are made out of 20 people, in PR you can have the same 5 people spawn back out of one person countlessly.

RP spawns are fine and do not need to be limited, as they are easily found and destroyed.
Image
77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

the long respawn times were supost to stop people to go ala rambo on every map in old builds of the mod (with spawns on every flag and very small maps), that was BEFORE.

NOW , we have more vehicles , more weapons , more dangerous weapons (HAT by example) , snipers with double zoom , assault class with optics , double zoom in tanks , realistic choppers , etc ,etc.

the battlefeild is more DANGEROUS than before , now people just dont die only coz they were lonewolfes or rambos , they die by campers (alkufah comes to mind) , by a single tank that was hidden , by a HAT from the other sid of the map , by a chopper that kill his hummve in kasrahn , etc,etc .

a solution to this is alredy ingame , if you cap a CP your respawn time is lowered by 3 sec (i guess) , but we need more ways to lower the spawn time , just like we have more ways to increase it than before .
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

I can't see the problem with "long" spawn time. I haven't been playing vBF2 since last year so 30 sec. (and more) respawn time makes no difference to me.
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
Reddish Red
Posts: 545
Joined: 2007-08-02 10:56

Post by Reddish Red »

Theres one Mission in Armed Assault that has a 5 Minite Respawn (Becuase Armed assault can go up to 100 players + 300 AI) Its to make people be more aware and not Rambo, and I believe the same applies with PR.
Rico11b: Better than that just take the body out of the game all together, and we'll have floating heads in game.
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Post by Masaq »

The point is that if you're going to spend the next 45 seconds watching a timer, you might be more careful where you stick your head.

At first you just die and die and die and it gets infuriating. I stopped playing PR during 0.3-0.4 for that exact reason, I died too often and I got bored.

Once I learned to move a little slower, take my time and to not run across wide open spaces like a chicken, I stopped dying so often - and the respawn timer became a little less relevant.

I now notice a strong corrolation in my play between running frantically from A to B and dying lots. :p

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
bosco_
Retired PR Developer
Posts: 14620
Joined: 2006-12-17 19:04

Post by bosco_ »

Is this supposed to be some kind of joke?
Image
Deadfast
Retired PR Developer
Posts: 4611
Joined: 2007-07-16 16:25

Post by Deadfast »

[R-PUB]bosco wrote:Is this supposed to be some kind of joke?
I'm afraid not.


About the idea: When I play ArmA together with my "squad" we have play with no respawn at all. Now this is when you get the feeling "God, I don't wanna die !". The spawn in PR are good as they are. You fear of your life but you won't get frustrated because of it (unless you're being spawnrapped at the main...). Good balance.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

I know it's silly, but I kinda agree with the pas (for once :p ).

I do think people should be subject to some kind of ballache though, but I think PR seems to be progressing to a point where high spawns are less necessary. I dunno about anyone else, but the amount of walking you have to do on some maps now is enough to put me off.

I think more walking is better for the game opposed to long spawns, cos it adds flavour and variety to the tactical soup which is PR, and I do he to agree that long spawns are becoming a little unneeded.
JohnnyPissoff
Posts: 1358
Joined: 2006-07-26 14:06

Post by JohnnyPissoff »

Sorry High spawn times are integral to PR's noob filtering process.
SiN|ScarFace
Posts: 5818
Joined: 2005-09-08 19:59

Post by SiN|ScarFace »

Make a conscious effort to stay alive. Die hard, that is if you don't like watching countdowns. Most players still run around like there isn't someone lining up a shot on you, which is good for me as the pickings are easy and plentiful.
Image
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

Yeah but do we really need them. Sorry to sound like I wanna be shooting 24/7, but I don't see why we need to run for 5 minutes to get to some action AND have to endure waiting round doing nothing.

If you ask me the scale of the maps that causes all the running, combined with how little you actually bump into anyone in comparison to vBF2, is enough for the whole "OMG nilla n00bs are mkkng it hrd 4 me 2 l337 pwn evry1" thing. More then enough new players who are clearly not into the game complain about that, more then the spawn times from what I've seen.
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Post by G.Drew »

[R-PUB]bosco wrote:Is this supposed to be some kind of joke?
i agree, it is one of the basics about Project Reality

we need them because it promotes STAYING ALIVE
Image
Image

[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
zeidmaan
Posts: 228
Joined: 2007-02-11 18:05

Post by zeidmaan »

G.Drew wrote:i agree, it is one of the basics about Project Reality

we need them because it promotes STAYING ALIVE
/starts dancing
(couldnt resist)
proud member of *=LP=* :)
mammikoura
Posts: 1151
Joined: 2006-09-19 04:26

Post by mammikoura »

AnRK wrote:Yeah but do we really need them. Sorry to sound like I wanna be shooting 24/7, but I don't see why we need to run for 5 minutes to get to some action AND have to endure waiting round doing nothing.
the "it takes time to get to the action" statement is only true in the case of having no respawns other than the main base. And most of the time there is something else. As I said in my earlier post I can't remember when was the last time when I had to spawn to the main base more than 2 times in a round.

So we need the long respawn time since most of the time there is no need to walk for more than one minute.
Bonsai
Posts: 377
Joined: 2006-11-10 13:39

Post by Bonsai »

JohnnyPissoff wrote:Sorry High spawn times are integral to PR's noob filtering process.
You, Sir are from now on quoted im my sig! 8-)
If you know the enemy and know yourself you need not fear the results of a hundred battles. Sun Tzu
Post Reply

Return to “PR:BF2 General Discussion”