Why do we have long spawn times?

General discussion of the Project Reality: BF2 modification.
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Post by G.Drew »

that is indeed worthy of quotation
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Raymond.Reiloff
Posts: 176
Joined: 2007-05-17 08:53

Post by Raymond.Reiloff »

The spawntime atm gives you time to think in between "lifes" and i feel, that this creates teamplay thinking to avoid dieing again. My squad (not lead by me tho :D )once held a bunker on kashan for about 1.5h without any casualties, due to great teamplay.
If you ever played AA, 30-60s is acceptable lol. It sucked to have to wait 9 MINUTES cause you took one in the cheast at the start of the round.
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MrD
Posts: 3399
Joined: 2006-05-13 16:21

Post by MrD »

The high spawn time i personally see being in place until certain gamepay changes are brought into effect to make a player value his virtual soldiers life.

These will include more effective covering fire, say with a support gunner being devishly accurate whilst in the prone position, or grenades having larger splash damage radii, or the coughing/LSD effect coming in at a higher stamina level to make single rounds start to incapacitate people standing in the open and firing on the enemy. (although here, the POV being lower than the virtual soldiers eye level is a severe inconvenience (hard coded? damn you EA!)

I for one can very quickly calculate whether or not I want to wait 60 seconds to respawn as I let my virtual soldier die, taking out enemy troops, vehicles and assets in the process. 60 seconds is nothing to me, I really want to see 120 second suicide respawn times! (if you are so poor you can't throw a nade right and will catch friendlies next to you, maybe a 120 second respawn time will pressure you into learning how to throw them correctly?) I was trained to post nades, not throw them. The british nade is far too devastating to throw in the open where friendlies are around. crawl to enemy trench, post nade, roll away very fast, trench becomes 3 times as wide!
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gazzthompson
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Joined: 2007-01-12 19:05

Post by gazzthompson »

man i hate when people say "walk for 5 mins" , yes every now and then u do , if ur RP is destroyed. maybe once a game ? but what squads do u play in that u have to walk for 5 mins ???!?!?!?! change squad to one that has a RP next time.
darkNight
Posts: 202
Joined: 2007-10-25 20:53

Post by darkNight »

The spawntime is okay! It's PR not Vanilla! ;)

Also there are so many other ways to get to the objective. Just like mentioned an APC, Squadleader, Rally Point and so on...

And of course you have to value your life! Don't just run into the battle and die. Learn some good tactics, stay close to your squad, try to keep your mates alive, stay in cover and LEARN TO AIM :)

It's really not a problem at all!
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AnRK
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Joined: 2007-03-27 14:17

Post by AnRK »

I don't reckon it's some major problem, I can just see it eventually becoming unnecessary and annoying with the way PR is going. I'd much rather have something gameplay related that made death undesirable, then the threat of having enough time to go make a Greek salad before continuing your game (Well I can't quite manage it in under a minute after an unfortunate TK, but I'll get there one day...).

Can someone define the word noob for me? I really don't get how it's supposed to make any sense the way most people use it. It could very easily be the butt of a very unamusing joke at a linguistics and formal logic seminar. The concept of a "n00b filtering process" would be one that stopped anyone who hadn't played PR before from playing, no?
JohnnyPissoff
Posts: 1358
Joined: 2006-07-26 14:06

Post by JohnnyPissoff »

- New player or "newbie" = Someone new to the game and willing to ask for help.

- Noob or "new/boob" = A generally bad sport. One that whines and complains, often disrupting the game for others. You can find these guys lined up for the aircraft willing to TK for his own benefit.
-=TB=-Schrotti
Posts: 324
Joined: 2006-09-03 15:31

Post by -=TB=-Schrotti »

I think long spawn times are to build cigarettes. Again deadly the next cigarette can be built. :24_smoker
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*spacecadett*
Posts: 337
Joined: 2006-11-23 16:50

Post by *spacecadett* »

even with the high spawn times i feel the game (PR) reminds me vBF2 as it tends to become spammy at times... depending on the map of course!
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hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Post by hx.bjoffe »

First off, distances and conception of time in PR is hugely over-exaggurated. With the exception of 2-3 maps, <5 minutes walking will get you across the whole of most maps and then some. Impatient players like spwnvehicledrivers jihading cars to get them on flags and commanders placing assets in hotzones sabotage their team. A few hundred meters covered walk is NOT a long walk.
Second, these spawntimes havent allways been there, i believe they were prolonged for each version until 0.5, no? I wouldnt mind the least if they were further prolonged. Infact i suggested it.
If you want to outnumber the enemy on their turf, it takes some planning and patience. Or rushing and luck. And i wouldnt bet too much on the luck each time.
DrYakult
Posts: 18
Joined: 2007-02-10 12:57

Post by DrYakult »

I think the infantry spawn time is ok, the only time I've found it frustrating is when you're getting spawn raped. I find the problem is vehicle spawn times, some of the spawn times are just way too long. I don't have 2+ hours a day to play PR and when the server I'm on actually gets on to a map with vehicles it's not a lot of fun hanging about waiting for the thing to respawn when the inevitable happens and I'm killed.

I say inevitable because it is, tanks , apc's even choppers and jets aren't invunerable pwning machines that are impossible to destroy. I know about the reasoning that their high value assets and you pay a dear price for losing them but it feels like I'm getting penalised just for driving the thing outside the main base! Plus I get the feeling the more I play and from the comments I've seen on the forum that it's primary purpose is to reduce the amount of tank/chopper/plane rape done to infantry only players.


I feel right now the mod leans heavily in the favour of infantry combat because a lot of the community seem to only use that play style. This is great when I'm in the mood for ground pounding, but I play this game the way it was meant to be played I use everything available to me win. If I'm getting slapped about by an enemy tank I respawn and get a tank. If someone is whoring up a jet
I'll respawn and get a jet. Now obviously I don't expect to see a vehicle everytime I respawn but I find more often than not that I have to wait . Please don't tell me "duh Heavy AT duh!" because I've thought of that already before I do all of this and I've got more chance of Angelina Jolie falling through the roof and landing on my crotch face first than getting that kit, it's golddust!

I'm not asking for a spawn time similar to infantry I just want it toned down a little because I think it is really detriemental to the flow of a round on a map where there is a lot vehicle combat. Is this Project Reality? Or Project Reality infantry mostly dear boy ? :P
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Post by Waaah_Wah »

You dont HAVE to fly a chopter/jet, or drive a tank everytime you play. I want it to actually mean something when i take out a tank or chopter. I dont want the guy back in 2 min killing me again.


I have often finished rounds on Kashan with like 50-5 in tank so its not that they are underpowered or anything. Its not that hard to stay alive in a chopter or a tank. When you die you SHOULD be punished for that.

When you get raped by a tank HIDE and tell someone to come there with a HAT/chopter/tank.
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DrYakult
Posts: 18
Joined: 2007-02-10 12:57

Post by DrYakult »

I don't drive a tank or fly a chopper EVERYTIME I play, I spend most of my time on foot in this mod and I didn't ask for it to spawn back in a minute either I just asked for it to be toned down as the punishment isn't equal to the risk. I have never flown a jet in PR because it's basicly he who loads first wins and I'm not willing to plane camp.

Please don't fob me off with the teamwork advice I know that already and it's all great in theory but rarely works in pubbie servers, I'm talking about when I want to actually use a vehicle for a round instead of asking for help, because I actually like a bit of variation in game that's selling point is exactly that. Is that a crime?
mammikoura
Posts: 1151
Joined: 2006-09-19 04:26

Post by mammikoura »

Tanks and choppers have good spawn times. They are really good vehicles, if you use a tank corretly pretty much the only thing that can kill you is another tank, chopper, jet or heavy at.

The thing is that most people don't think about keeping their vehicles alive. Just yesterday I was playing with 2 of my friends and in about 1.5 hours we took down 5 or 6 apcs. One with light at and the rest with c4.
The day before that, in about the same time 2 tanks and 3 apcs. All with engi. This time there were only 2 of us.

So vehicles are not that great if you don't use them correctly. But players who are good with for example tanks are something to be afraid of on the battlefield.
Swe_Olsson
Posts: 1030
Joined: 2007-04-30 17:45

Post by Swe_Olsson »

what happens if you die in real life? its not like you would respawn in 15 seconds exactly...

The long spawning system is like a punnishment for you to understand that dying isnt a good thing, and that its very bad killing civilians
Epim3theus
Posts: 1110
Joined: 2007-01-03 13:23

Post by Epim3theus »

Yeah i like the long times, it gives you a moment to think about what went wrong. The more you die, the more time you get to think about it. Helps you to value the terrain and what not instead of the shortest route, or that it's sometimes a bad idea to engage an enemy.
geogob
Posts: 294
Joined: 2007-03-07 16:36

Post by geogob »

Longer respawn times are good. To a point, of course, but that "reasonable length" limit hasn't been reached in PR by far.

Anything that will persuaded someone to play in a way where he doesn't want to die is good. I suggested flickering screens and loud high pitched sounds to induce seizures every time you die, but idea was not approved by the dev team.

Spawn times aren't that extreme yet. In infiltration, I remember waiting over 2 hours to respawn on some matches. That's a bit too long, I would agree ;)

But anywhere from 30 to 120 seconds is very reasonable. Slower respawn rate also help to reduce the overall confusion in the game.
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77SiCaRiO77
Retired PR Developer
Posts: 4982
Joined: 2006-05-17 17:44

Post by 77SiCaRiO77 »

and make the game boring :p

j/k

respawn times are ok IF your are not spawncamped or if you are not in kasran
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

If you have them too high your gonna have alot of instances where the field is pretty much empty though, death isn't infinitely avoidable.

I'd still much rather have the gameplay sort peoples recklessness out then a clock. Hopefully the devs are working on some alternatives.
Harrelson
Posts: 194
Joined: 2005-10-26 12:31

Post by Harrelson »

i dont care about spawn times if youve been in a firefight for 5 minutes. what i cant stand is a 40sec spawn time after a spawn kill. can we have a 5sec immunity after spawning?
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