Overhaul on the Spawn System

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Colonelbruno
Posts: 46
Joined: 2013-08-07 08:18

Re: Overhaul on the Spawn System

Post by Colonelbruno »

sweedensniiperr wrote:What's the issue bruno?

You seem to have found the source, huh? :D

'[R-DEV wrote:Mats391;2127559']Yea, it will be similar to what we introduced in WW2 0.2.3.0.
Nice! Wasn't even expecting this.
Although I played the Beta quite intensivley, I probably was too busy having fun, to notice what changed ;)
Care to elaborate on what exactly will change? :)
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Gerfand
Posts: 329
Joined: 2015-11-02 15:24

Re: Overhaul on the Spawn System

Post by Gerfand »

Fuller wrote:its more important to destroy enemy supplies .
"Russian Problem Detected"
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Overhaul on the Spawn System

Post by Heavy Death »

All of my years playing PR it felt to me that the spawntimes are too short. With addition of 100p, they should elongate the spawntimes for 35% because there is simply more people in place to substitute your death. Same issue was with assets. Increasing asset numbers to match 100p was horrible, but thankfully got fixed.

100+ sec respawn or 3 minute spawn intervals would work nice I reckon. The best experience I've had was in one-life events. The game is not designed for it so it is highly impractical but the longer the round lasted, more you wanted to stayalive just to be a part of the story till the end. I still play PR trying not to die the whole round.
Madar_al_Fakar
Posts: 225
Joined: 2015-04-02 20:28

Re: Overhaul on the Spawn System

Post by Madar_al_Fakar »

Heavy Death wrote:All of my years playing PR it felt to me that the spawntimes are too short. With addition of 100p, they should elongate the spawntimes for 35% because there is simply more people in place to substitute your death. Same issue was with assets. Increasing asset numbers to match 100p was horrible, but thankfully got fixed.

100+ sec respawn or 3 minute spawn intervals would work nice I reckon. The best experience I've had was in one-life events. The game is not designed for it so it is highly impractical but the longer the round lasted, more you wanted to stayalive just to be a part of the story till the end. I still play PR trying not to die the whole round.
Hmm perhaps if the day lasted for 30 hours instead of just 24 that might be tolerable, I can't wait 3 minutes to respawn, nope. We die more then just once and we mostly have other things to do then to play 3 hour long matches filled with 30% of nothingness :P
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Overhaul on the Spawn System

Post by Heavy Death »

Maybe you are playing the wrong game. PR matches were 2-4 hozrs long vack in the day. Now its 1 hour clusterfuck without any progression or story.
Madar_al_Fakar
Posts: 225
Joined: 2015-04-02 20:28

Re: Overhaul on the Spawn System

Post by Madar_al_Fakar »

Heavy Death wrote:Maybe you are playing the wrong game. PR matches were 2-4 hozrs long vack in the day. Now its 1 hour clusterfuck without any progression or story.
Lol (I could say the same back to you since you're the one who's not satisfied but it'd be a **** way of communication) yes maybe I am playing the wrong game for one year, I'm pretty sure I'd have noticed it to be a wrong game (for me) by now. You gonna run me out of town cause I disagreed with you? :mrgreen:
DzCrow
Posts: 59
Joined: 2016-02-03 19:33

Re: Overhaul on the Spawn System

Post by DzCrow »

Heavy Death wrote:All of my years playing PR it felt to me that the spawntimes are too short. With addition of 100p, they should elongate the spawntimes for 35% because there is simply more people in place to substitute your death. Same issue was with assets. Increasing asset numbers to match 100p was horrible, but thankfully got fixed.

100+ sec respawn or 3 minute spawn intervals would work nice I reckon. The best experience I've had was in one-life events. The game is not designed for it so it is highly impractical but the longer the round lasted, more you wanted to stayalive just to be a part of the story till the end. I still play PR trying not to die the whole round.

thx but no . waiting 3 min to spawn just to get killed again by a grenade or apc or sniper then wait another 3 min is just crazy . we are talking here about a Fps tactic realistic game . remebr a game not real life so keep that in minde
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Overhaul on the Spawn System

Post by matty1053 »

Heavy Death wrote:Maybe you are playing the wrong game. PR matches were 2-4 hozrs long vack in the day. Now its 1 hour clusterfuck without any progression or story.
I remember those long rounds. They were very enjoyable and somewhat organized. Now even with 1000+ tickets, the rounds end in less than an hour. All it takes is for one team to screw up.

With 100 players I do agree that spawn times should be a tad longer. But servers can modify the spawn times them selves... am I wrong?
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Overhaul on the Spawn System

Post by Rabbit »

Bring back laser rifles.
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AfSoccer "I just don't see the natural talent."
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Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: Overhaul on the Spawn System

Post by Mouthpiece »

The dude is not even joking, guys. It's serious. I also am pro noticeably longer respawn times. And I'm really happy to hear that there are people who couldn't wait a minute because playing stupid and/or repeating that mistake until nextmap. Seriously, it brings joy to me. Why? Not because I'm a torturous being that likes when others suffer. It's mostly the opposite. Now why would I want the respawn time to be increased exponentially? Because right now there is NOTHING in this mod that makes people fear their lifes a bit more so to change their current ingame behaviorisms towards more cautious and favoring the tactically-minded approach to a solution.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Overhaul on the Spawn System

Post by rPoXoTauJIo »

Reintroduce give\up delay plox :)
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Overhaul on the Spawn System

Post by PLODDITHANLEY »

I think the whole pace of PR changed around 1.0 to fit in with more players, everything got quicker. I too preferred the slower longer PR, but as many of the players that enjoyed that moved on the game I believed adapted to be a bit more appealing to more people.

Now due to IRL 1hr + rounds would be tricky to stay with, back in the day I was all alone and could shout all night into my mic.
Last edited by PLODDITHANLEY on 2016-05-06 06:07, edited 1 time in total.
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KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: Overhaul on the Spawn System

Post by KingKong.CCCP »

I would prefer enemies having 50 spawn points, and difficult to destroy fire bases... and at least 200p on the server... but that's just me, I like a tough fight.
Tit4Tat
Posts: 514
Joined: 2009-12-11 12:41

Re: Overhaul on the Spawn System

Post by Tit4Tat »

Heavy Death wrote: PR matches were 2-4 hozrs long vack in the day. Now its 1 hour clusterfuck without any progression or story.
Not all the time but i agree, i miss those long, intense rounds.

1+ to increasing longer spawn time.
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mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Overhaul on the Spawn System

Post by mat552 »

Snip edit, off topic
Last edited by mat552 on 2016-05-09 17:25, edited 2 times in total.
Reason: Off topic
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
kanonator
Posts: 57
Joined: 2009-05-08 07:19

Re: Overhaul on the Spawn System

Post by kanonator »

removed my suggestion. posted another thread.
Last edited by kanonator on 2016-05-21 04:56, edited 1 time in total.
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: Overhaul on the Spawn System

Post by Anderson29 »

spawn times do not need to increase to bring back "value of life".

all that needs to be done is to bring back 1 min limited rallies with a reload time of 5 min instead of permanent rallies we have currently.

limit fobs to 3 or 4 a map instead of current 6 fobs per map no matter the size. have your "rear fob", your "capture point/defend fob", your "forward fob" and maybe a "flanking fob"

spawn times in my opinion should be
main base = instant/15sec
fob = 30 or 45sec
rally = 45 or 60sec

but with today's A.D.D. issues i doubt this would be possible. TACTICS? aint nobody got time for that.

any longer than a minute and people complain, get butt hurt and/or lose interest.
in-game name : Anderson2981
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Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Overhaul on the Spawn System

Post by Heavy Death »

If you need your less-action-more-tactics fix, come play at the one life event. Aint nobody spawning there. :D
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