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Re: Overhaul on the Spawn System

Posted: 2016-04-24 16:16
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? :)

Re: Overhaul on the Spawn System

Posted: 2016-04-25 00:32
by Gerfand
Fuller wrote:its more important to destroy enemy supplies .
"Russian Problem Detected"

Re: Overhaul on the Spawn System

Posted: 2016-05-03 15:54
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.

Re: Overhaul on the Spawn System

Posted: 2016-05-03 18:09
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

Re: Overhaul on the Spawn System

Posted: 2016-05-03 19:17
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.

Re: Overhaul on the Spawn System

Posted: 2016-05-03 20:16
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:

Re: Overhaul on the Spawn System

Posted: 2016-05-03 21:05
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

Re: Overhaul on the Spawn System

Posted: 2016-05-03 22:27
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?

Re: Overhaul on the Spawn System

Posted: 2016-05-03 22:46
by Rabbit
Bring back laser rifles.

Re: Overhaul on the Spawn System

Posted: 2016-05-03 23:51
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.

Re: Overhaul on the Spawn System

Posted: 2016-05-05 22:31
by rPoXoTauJIo
Reintroduce give\up delay plox :)

Re: Overhaul on the Spawn System

Posted: 2016-05-06 06:01
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.

Re: Overhaul on the Spawn System

Posted: 2016-05-07 23:19
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.

Re: Overhaul on the Spawn System

Posted: 2016-05-08 08:37
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.

Re: Overhaul on the Spawn System

Posted: 2016-05-09 16:57
by mat552
Snip edit, off topic

Re: Overhaul on the Spawn System

Posted: 2016-05-20 17:44
by kanonator
removed my suggestion. posted another thread.

Re: Overhaul on the Spawn System

Posted: 2016-05-22 23:57
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.

Re: Overhaul on the Spawn System

Posted: 2016-05-31 10:43
by Heavy Death
If you need your less-action-more-tactics fix, come play at the one life event. Aint nobody spawning there. :D