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Re: Overhaul on the Spawn System

Posted: 2015-08-14 03:00
by Psyko
zloyrash wrote:When you die and die you increase your spawntime. Mb we need to increse that time even more?
I mean
now:
1 death = 30sec
2 deaths = 35sec
5 deaths = 50sec
10 death = 60sec
in future:
1 death = 30sec
2 death = 40sec
5 death = 70sec
10 death = 120sec
this might slow combat down, rush tactics at beginning, heavy defense later in the battle?

sounds too disruptive, to sharp of a turn for the mod to take in one go, the DEVs would never consider it.

Re: Overhaul on the Spawn System

Posted: 2015-08-14 15:49
by brunoff
I agree with Weed. This game really needs to get its pace slowed down.
I lost count of how many times I (or my squad) took out half an enemy squad, get killed by them and just proceeded to spawn in a fob 50m close to them just to finish the job while they'r still reviving. This is just stupid and arcadish and is exactly what people do in games like cod or bf4.
With such fast way to counter atack it's really more effective to keep throwing yourself into the enemy when defending to keep them away from the fob.
I like both the ideas of increasing spawn overrun radius and reducing spawn timer the longer a player stays alive for that life.

Re: Overhaul on the Spawn System

Posted: 2015-08-14 16:45
by eversmen_br
i think the new rally point and fob system have fixed that. on 1.0 shit was crazy haha it felt like the old BF2 .

After the 1.3 we got a really new wave of players, servers are full most of the time(witch is great)...but on 2km maps things get heated. We really need more ins maps with 4km or 3km, but with better logistics ...lashkar valley can be very annoying if players burn trough ins vehicles.

Now i am comfortable with the actual number of engagements most of the time

Posted: 2015-08-15 07:48
by matty1053
zloyrash wrote:When you die and die you increase your spawntime. Mb we need to increse that time even more?
I mean
now:
1 death = 30sec
2 deaths = 35sec
5 deaths = 50sec
10 death = 60sec
in future:
1 death = 30sec
2 death = 40sec
5 death = 70sec
10 death = 120sec
This would hurt rather than help. Especially insurgency. How rediculous team stacking gets on blufor... this wouldn't help. Look on any server during insurgency and you'll see about 30 insurgents with 4+ deaths.

Re: Overhaul on the Spawn System

Posted: 2015-08-18 21:06
by PolishKruk
Medics can't save everyone. Smart people know this and don't ask. Smart medics know this and don't try. Like that one guy's sig says, "you can't hard code players". If they want to be stupid and end up wasting tickets they will do so regardless of the spawn system. Messing with the spawn system will just needlessly punish players that try to play the game right and make a mistake. Put more of an emphasis on SL's to save tickets and manage resources and we might see a better change than changing the whole damn system.

Re: Overhaul on the Spawn System

Posted: 2015-08-21 18:35
by PolishKruk
This may be completely out of line with PR but what if the devs implemented respawn by wave with a three or four minute timer?

This provides more incentive to sit and wait on medics to do their jobs but also allows teams to reinforce more realistically. In other words no more of the squad spawning as they die and single filing back into the kill zone. If a squad gets wiped with wave respawning they will all spawn together on a chosen point.

Anyway, just my thoughts. This system works pretty well in other games and I think it could be great in PR if implemented correctly.

Re: Overhaul on the Spawn System

Posted: 2015-08-21 18:44
by UTurista
Can you give an example of a game where you wait 4 to 5 minutes? The games I know the clock is always in the second mark at most 1 minute.

Like those games, in PR is not fun watching a black screen.

Re: Overhaul on the Spawn System

Posted: 2015-08-21 20:01
by PolishKruk
You are right, I'm merely pointing to the system, not the timer. Also, in PR you aren't just staring at a black screen, you are waiting for a medic. I think that PR is slow paced enough to elongate the timer and force people to let the medics do their jobs.

Re: Overhaul on the Spawn System

Posted: 2015-08-21 20:39
by SIDEKILL3R
like that idea of 100 :lol: sec respawn

Re: Overhaul on the Spawn System

Posted: 2015-08-22 19:54
by matty1053
PolishKruk wrote:You are right, I'm merely pointing to the system, not the timer. Also, in PR you aren't just staring at a black screen, you are waiting for a medic. I think that PR is slow paced enough to elongate the timer and force people to let the medics do their jobs.
I swore PR 1.0 had a much longer spawn time or something... or you had to wait a minute to give up.

I can understand maybe increasing spawntime for people who die in heavy assets... but that's just me.

Re: Overhaul on the Spawn System

Posted: 2015-08-24 16:53
by Colonelbruno
I couldn't agree more with Weeds suggestions! Thanks for the effort.

FOB system
Making the overrun range dependable on how many enemies are around, is indeed very much needed. The joy of having defeated the enemy immediately vanishes in the moment you realize, that they will be around the next corner within the next minute or so, while you are still reviving squadmates.

Rally Point system
I've never understood the change of making rally points permament and at the same time bumping up the player count to 100. This makes the logistic part of PR sometimes redundant and doesn't really force you to be dependent on Logistics. It just sends out the wrong message, IMO.

Flag Layouts
I believe it's worth to think about, how flags are placed on most maps. At the moment they are often placed in somehing like a straight line, which often leads to short ways for the infantry and is even more the case for ground assets. The result is a constant influx of players from both sites, which often leads to a (messy) killing area, in which smart decisions and skills don't really help you anymore. The sheer amount of enemy players surrounding and flanking you, kills every tactic. Who will win the fight is therefore not a question of skill, it's more a question of which side gets more players in that area in a certain amount of time
The pace of this "fight->die->respawn" circle could be slowed down, if the spacing between capable flags would be increased and therefore the whole map would be in play and not only a small portion. How cool would it be, to actually need the trans chopper/Apc's as INF to get to the next flag in an acceptable amount of time?
________

These are just my two cents on this topic. I've adjusted my playstyle and my expectation on what to expect from PR battles, since 1.0 hit. I'm very happy with game in general, don't get me wrong, my only big downer everytime I play it is, that it feels too fast paced on too many occasions.

Re: Overhaul on the Spawn System

Posted: 2016-04-23 12:00
by Colonelbruno
Sorry for warming this up again, I just wanted to ask, if I'm the only one left who believes, that there's something wrong with the current spawn system, when set-ups like these (picture below) are possible?! I'm aware, that pretty much everything has been said in here, but I'm kinda hoping that in the meantime some of you DEVS had a change of heart and you're finally recognizing some issues a majority of people in this thread portrayed.

1.4 will change something in that regard. Am I right ;) ?

Image

Re: Overhaul on the Spawn System

Posted: 2016-04-23 12:39
by Rabbit
#Bringbacksqlspawn

Re: Overhaul on the Spawn System

Posted: 2016-04-23 13:05
by Mineral
Colonelbruno wrote: 1.4 will change something in that regard. Am I right ;) ?

I believe Mats has indeed implemented some changes to v1.4 regarding this. He can elaborate or you'll have to wait and see I suppose ;)

Re: Overhaul on the Spawn System

Posted: 2016-04-23 13:20
by Fuller
Another idea to simulate a logistics network:

1.)Spawn time depends on the spawn location:

Main base < FOB < rallies.

2.) FOB use supplies in order to spawn players. (12 free spawns, big crate +12 spawns, small crate +6).

3.) Rallies dont use supplies but are limited to a certain amount of spawns.(5-8?)

4.) Raliies do have a cooldown (~5 minutes).

these changes (numbers are not fix) might result in:

logistics are generally more important.
its much harder to throw back an enemy to their main base due to longer supply lines and decreased spawn time @main.
its easier to overrun an enemy fob(while super fobs are more important).
its more important to destroy enemy supplies and its harder to flank the enemy with "sneaky" fobs where the whole team can spawn.

Re: Overhaul on the Spawn System

Posted: 2016-04-23 15:35
by sweedensniiperr
What's the issue bruno?

Re: Overhaul on the Spawn System

Posted: 2016-04-23 15:47
by Mats391
[R-DEV]Mineral wrote:I believe Mats has indeed implemented some changes to v1.4 regarding this. He can elaborate or you'll have to wait and see I suppose ;)
Yea, it will be similar to what we introduced in WW2 0.2.3.0.

Re: Overhaul on the Spawn System

Posted: 2016-04-23 19:34
by PeppeJ
'[R-DEV wrote:Mats391;2127559']Yea, it will be similar to what we introduced in WW2 0.2.3.0.
Will it be map-size dependant, or fixed for all sizes?