Re: Are players used to the 30 seconds of waiting ?
Posted: 2009-04-14 23:17
Gotcha, missed that part.
I like this in theory, but I can see players roaming around the map with the express purpose of disabling enemy FOs. Maybe the spawn should only be disabled when a certain number of enemies get close?CAS_117 wrote:Let me reiterate that the goal is that a player never sees an enemy spawn in combat. Ideally, I would love it if when a hostile gets within 200-250m (personally I would average all of the maps view distance but that's another story) of a spawner it shuts off. No reinforcements can spawn during a firefight.
This is really only an issue when you die in a vehicle IMO.I still feel that the black screen really and timer just break the immersion factor significantly. If they are already going back to a base or firebase it doesn't really add anything practical. Its really just a nuisance. I doubt there people would care much about rally points if they could go straight to organizing getting back to their squad.
even at 250-300m, you would still see players spawning on most maps, in order to remove this completely, you would need to increase the number to 700-800m, which would mean most firebases are never spawnable, but I get your point and I agree, you should generally not be seeing enemy players materialize as its a big time immersion buster.the goal is that a player never sees an enemy spawn in combat.
And I don't wanna get side tracked so @ all the medic stuff, medics reviving needs to go. Healing is fine, but I'd rather have rally point bags do healing and ammo giving instead. That's all.This is really only an issue when you die in a vehicle IMO.
As an infantry in current PR, the majority (almost all times) when you are shot, you are brought to a wounded state. This is not a black screen but you can still see limited around you, so you are still "in" the game world, just wounded.
Ok well that theory is just plain wrong because I defend pretty much every time I squad lead, and even sometimes when I'm not. This is mostly because I don't like depending on rally points, so defending is much safer in a battlefield where you have to kill each enemy 3 times without dying to win a firefight. Defending also means I am closer to firebases, which levels the playing field somewhat.If you really are getting bored waiting 30 seconds on the ground for someone to revive you, I think your going to be bored in several other areas in PR such as: defending a position thats not under attack yet, building a firebase/defenses, walking a long distance, a long car ride, a long heli ride, waiting as a gunner in a vehicle, waiting for your squad to get ready, helping someone setup their microphone, waiting to get healed etc etc. I know what your trying to say (Black Screen = Boring and a Game supposed to = entertaining) but I think if you cant handle a 30s down time as a wounded soldier, then I think you probably may have mild ADHD and will probably find most of the game immensely boring Just my perspective... its a slower paced game, I dont think longer spawn times are the answer but I dont think NO RESPAWN is a good solution either.
I don't really play arma much (its very unfinished) so I don't know what you're talking about. But how is having players appear at main and out of the firefight and taking transport back mindless shooter mentality? What would that make automatically reappearing out of a pile of rucksacks during said firefight? When you die you are now your squads replacement soldier, not deux-ex-machinaing your way back to the war fully armed, with the enemies previous position memorized. That is what people do. Just die, remember where you died, flank said position, and kill the guy who may or may not have moved in the last 45 seconds. I can't think of anything less immersive than having to watch the scoreboard to calculate the probability that when I knife a firebase a guy is going to appear and blow my brains out.The ACE mod for ArmA does this really well, fading in and out, and the ability to drag players and the direct VON make this completely immersive and not tedious in any way whatsoever, you really do feel like your a combat casualty and can hear your squad mates yelling over the gun fire and getting to your position and dragging you back into cover, waiting for the medic to get to you. There might be a video out there of this, but its VERY good for immersion, and I think would be infinitely better than just taking a bullet and instantly warping back to mainbase or firebase, which I think personally would be a big immersion breaker and bring the game back to an arcade level. No, we shouldn't punish players to the point where they are bored out of their minds, but I DO think that players should see a bit more of the consequences of getting shot and not simply be on their merry way 2 seconds after they are killed. I don't see this helping player behavior, only attracting more mindless shooter mentality.
Well you gotta ask yourself, if its ok for you, shouldn't it be ok for everyone else? I honestly don't understand the "team deathmatch" analogy though. What you're describing sounds like the smartest way to play PR atm for various reasons as I have stated before which include the short view distance (inability to find), the deficiencies of support weapons (inability to fix), and finally the lack of much or any fire support (inability to finish).- no squad revive means there is much less encouragement to move and fight as a squad/unit. For me personally, I know I can fight more effectively as an individual, sneaking and flanking an enemy position, its just easier with 1 guy to be sneaky and come in on the right angle. But what happens when this is the regular behavior of most players on the battlefield? 64 players moving individually, sneaking and flanking on their own accord - it means team deathmatch.
I can tell you with certainty that after months of not setting rally points that hearing that spawning at firebases will remove tactics is laughable. Not having a nearby spawn means you are inherently more careful. Real life tactics become massively beneficial though (because they all revolve around the fact that getting killed is permanent and should be avoided) , and I generally have a fair amount of success. Rally points spawns inhibit any tactics from being used other than:Attempting to use some kind of real life tactics like suppression, fire and movement, fireteams, will more than likely be disastrous and just plain not effective if revives are out of the equation. Now its debateable whether this is already the norm on most servers (players just running around randomly like team deathmatch), but certainly the current system ALLOWS real life tactics and organization to be largely successful if used at the right moments. I feel if the changes above were implemented (no RP, low or no respawn time, no revive) then using real life tactics and organization skills would not be much benefit.
Ok see this is where we differ fuzz is because you don't die the whole round because you get revived, I don't die the whole round because I didn't get shot.In current PR, I think its safe to assume you'll wait anywhere from 15-90 seconds in the wounded state, hoping that your medic can revive you. I've waited to nearly the full 3 minutes many times and got revived and was happy about it I know many people won't do this and hate the idea of waiting around for others to help them, but I love going a whole round without dying and this was one of those rare cases hehe Just an example from a different perspective on the spawn/wounded timer.
Base raping us up to admins. On the other hand, if a squad is that far behind enemy lines (they had to walk there in one piece mind you, because they can't just respawn on an RP), then losing a guy and getting a reinforcement, or running out of ammo would be a serious problem.
We would see ALOT more main base raping and near main base ambushes going on, as there would be in many servers, that would be the only place for respawn and half the team would be hoofing it. Each team gets bored of getting killed when they are at the objective, and goes to the very predictable spot that you will ALWAYS have targets (and easy targets at that) - the enemy main. Although as long as a decent transport squad exists it would not be a huge issue.
I don't see a big issue with the current 30s respawn, I have never alt-tabbed out to wait for a 30s spawn time (on a slow computer CAS, alt tabbing would actually take longer to get out of game and back in due to the loading time on your RAM). Also I don't know too many players that do this - your the first I have ever heard of alt tabbing during 30s respawn period.
PFunk wrote: When did it become understood that annoying bratty rambos were so impatient that 90 seconds was enough to scare them into honest tactical gameplay? These people have computers as capable of alt-tabbing in game as the rest of us. They can fap-fap-fap to porn during respawn as much as you and me.
Outlawz wrote: I also have to say that I never considered spawn times to be any sort of effective punishment mechanism, just more of a nuisance and pointless annoyance that can be remedied by alt+tabbing or doing something else in r/l during the time, while stuff like minimap removal, auto-spotting removal, mobile spawn removal etc. actually impacted the game.
Alex6714 wrote:Meh, more spawn time just = more get food/browser time.
Dr2B Rudd wrote:maybe with enough time we'd go get some exercise and come back![]()
The spawn time is a big issue not because of the length but because it is so pointless. The only reason to have the 30+ second time is to punish players for dying, and I think that having to walk or transport yourself is a fair enough consequence for dying.FuzzySquirrel =US= wrote:Cas is right imo, Longer spawntimes just mean you have more time to look at the internet or do something else. You could make it 5 minutes to "Punish" the player but you can't make them set there while they wait. No matter how long you make spawn times it wont matter.
Well that's all fine but I don't understand why none of that can be done while everyone is alive?In my squad, when someone is hit they are usually revived fairly quickly or are using mumble so we can locate where they went down. If they alt tabbed, they would be a liability as they would be revived and not be able to move to cover. If my whole squad is wiped out, then they would be listening to orders during the 30s timer as to where they will be spawning, what kits and what the new strategy is as well as disseminating any new orders coming from command, as well as a quick AAR on what went wrong and what could have been done better, as well as receiving any of the taunts they would get from the enemy that have wiped us out and now over our dead bodies If you just cant bare the boring nature of all that information, then I recommend stepping up to command cause handling 8+ conversations and planning tactics would probalby be a cake walk for you Although I quite understand not everyone does the above mentioned things and is probably an exception rather than standard.
That's probably because most people would rather not get called ADHD.Also I've not heard many people complaining about the spawn times as its prety much become the norm (as romagnolo stated in OP).
This is funny,m because I was actually thinking about this. It is a good idea because the taliban and such have many tunnels etc that they will pop out of that probably can´t be done except with an extremely dedicated mapper and modeler. Edit: Not that the PR ones aren´t of course, but I think of it the same way of trying to code fastropes and rotor collisions on helicopterx.[R-DEV]Dr Rank wrote:I'll throw this one out there. How about removing RP's for conventional forces for all the reasons fuzz etc have mentioned, but give RP's to the Insurgents/let the Taliban keep theres?
But isn't this sometimes a legitimate strat?Alex6714 wrote:- Firebases can only be built withing a certain radius of a friendly flag, and that spawn disappears when the flag is taken of the radius with which the firebase is in, or a certain number of enemy are withing a short distance to it. Would probably need to vary map depending. No longer can trucks get past the frontline and somehow build a firebase in your own territory 3 flas away from the fight zone, just to camp. (Muttrah and the docks are a prime example of this). You are also setting up base as you move further along the front, not random ones all over the map.
Okay fair enough, leave the medic revive discussion for a different thread, but needless to say I disagree with you, reviving is a critically important element in PR and I think removing it would bring the game to a much more deathmatch like state. Even games like ACE ArmA have a revive system, and seeing that game played with revives and without I can tell you teamwork is increased greatly with a revive system. I wouldn't be against trying PR without respawns for a release, but I am pretty sure that the result would be mostly negative in the fact that squad cohesion would be much lower than current.CAS_117 wrote:I don't wanna get side tracked so @ all the medic stuff, medics reviving needs to go. Healing is fine, but I'd rather have rally point bags do healing and ammo giving instead. That's all.
And like I've said, very rarely as infantry will you see a black screen, as most of the time you will be on a wounded screen awaiting a medic if you were shot. Black screen maybe accounts for a 10% of infantry deaths?I have no problem with the game being slower paced, but I would like to play the actual game. A black screen is simply not playing anything unless checking my hotmail is a game. But I know that defending is questionable because if you don't attack, the enemies rally point will stay up, so now that their squad has memorized your positions you are probably screwed.
Like I've previously said, appearing at main base and fire bases I have no argument with, but forcing them to appear instantly or near instantly is where I have a problem.But how is having players appear at main and out of the firefight and taking transport back mindless shooter mentality?
Read again I wasn't referring to rallypoints, I'm in support of removing RP, I was talking about having no revive / no spawn time.What would that make automatically reappearing out of a pile of rucksacks during said firefight?
What I mean by team deathmatch is that although yes, there is a team, and that yes you have a squad and are attacking the other team, there is no cohesion, no group tactics or planning, there is just Kill The Bad Guys. Communication playing little part in it, and a general feeling that by grouping and moving together, your more vulnerable and can be killed easier, so its best when your alone as your more mobile, stealthy and deadly. This is a common attitude amongst alot of FPS players, and something that is kind of rare in PR. I don't believe this is a realistic attitude to adopt for infantry tactics nor is it good for community building, teamwork or in my opinion general fun of the mod.I honestly don't understand the "team deathmatch" analogy though. What you're describing sounds like the smartest way to play PR atm for various reasons as I have stated before which include the short view distance (inability to find), the deficiencies of support weapons (inability to fix), and finally the lack of much or any fire support (inability to finish).
I never said that, I've said that spawning on RP can be removed and it would IMPROVE tactical gameplay, not detract from it.I can tell you with certainty that after months of not setting rally points that hearing that spawning at firebases will remove tactics is laughable.
I Agree that it can be frustrating, but use of tactics in current PR i think have some good use however usually must be very conservative and you need to be prepared to fall back ALOT. When fighting an organized enemy it can be really intense and fun, but fighting the disorganized zombie horde usually means you are continuously pulling back and fighting the whole way, and then suddenly the enemy runs out of tickets and you realize you had few causualties while the enemy just literally rushed you the whole time. That kind of gameplay can be fun at times but it does get really competitive and doesn't hold candle to fighting an organised force (With multiple squads working in unison using some tactic).And after spending months in PRT teaching my squad the assie peelback and single envelopements I know that really, all of the effort is wasted because the best "tactic" is to continuously charge at the enemy until you kill them via wave rushing. There is no reason for tactics when you can just pop out of the ground 70m away. If players have to move themselves into wherever they go then there is now ***responsibility*** for their situation.
Well by saying I've gone rounds that I haven't died I want trying to boast about how awesome I was. I'm sure most forum goers here have done it, and I think most agree its an awesome feelingOk see this is where we differ fuzz is because you don't die the whole round because you get revived, I don't die the whole round because I didn't get shot.
Server Admins can only do so much, and making the mainbase such a tempting target means their jobs would just grow extremely strenuous over night. We've been trying to decrease the stress on the server admins by moving the spawnpoints away from mainbase capture zones whenever possible, and wherever feasible adding a large dome of death so its not even possible to get close to the mainbase. However its not perfect, not all maps were designed with this in mind. Also you advocated giving RP ammo earlier, which would make camping these mainbases much easier.Base raping us up to admins. On the other hand, if a squad is that far behind enemy lines (they had to walk there in one piece mind you, because they can't just respawn on an RP), then losing a guy and getting a reinforcement, or running out of ammo would be a serious problem.
Base raping is a problem usually when it's a squad that set a rally point behind a rock 100m away from your main and by the time you've killed enough of them to get close enough that the rounds almost over. And this is why removing spawns on RP's is realistic because supply lines actually almost have a point, and are more logical.
Agreed, removing RP would make transport squads more rewarding, crucial for gameplay, and alot of fun for the guys doing transport. I think overall, RP removal would have a very positive effect on transport vehicle usage.The reason that transport squads don't really last long is because they are needed only until every squad has a rally point set up, rather than constantly. Now they're stuck with no squad the rest of the round and no one to transport.
There is other reasons for a 30+ second spawn time.The spawn time is a big issue not because of the length but because it is so pointless. The only reason to have the 30+ second time is to punish players for dying, and I think that having to walk or transport yourself is a fair enough consequence for dying.
Spawn times go beyond just player spawn times, also vehicle spawn times and other issues. Also server admins are highly competitive and will do WHATEVER IT TAKES to make their server popular. BF2 players flock to low spawn time instant gratification, so it doesn't really support your argument and should be left out of the discussion I think.But if players were so keen on spawn times, then why did we license the server code?
If you have 3 seconds to spawn for example, and 3 of your men have died but you live for a minute longer by staying in your hole like you (realistically) would, of course those 3 players would have already spawned, telling them to "hold their spawn" is no different than having the spawn time in, in the first place if it was such a problem. So the option is to suicide if they all spawned in different areas?Well that's all fine but I don't understand why none of that can be done while everyone is alive?Especially where to spawn, because when I SL I am often the fourth to last person to get shot.
Explain in more detail please..I mean there is this whole pretense that your squad got wiped out. How about we give players fewer features focused on AFTER they die and more features focused on BEFORE? So much of the game has become focused on what to do after dying that I think we we're playing Left 4 Dead.
Indeed 2 medics in a squad right now is a common tactic that is somewhat successful, we've already mentioned the fact that this will be changing in future versions. I think also that talking about medics IS talking about players staying alive, since reviving and healing is 2 aspects of PR that keeps players in the battlefield and alive?And I get worried when I hear some devs saying there should be two medics per squad??? I am sorry but since when was dying a tactic? Why not take all this effort put into the game for dead players and put it into staying alive?
The game and community was ALOT different back then (were talking 2 years ago). I don't think the argument that "the players decided they didn't like the spawn times" applies, especially considering majority on these forums voiced their concern over these servers that behaved nearly identical to vBF2, which I think is one thing I think we both can agree don't want to happen to PR.Look back to 0.5 when we had APC spawns, rally points, and squad leader spawns. Players decided they didn't like the spawn times and decided to lower the timers until it became necessary to force admins to accept it. I mean what is wrong with this picture? The problem wasn't the short spawn times, they only aggravated the addition of 2 mobile spawn points that were easy to exploit. People just want to play the game uninterrupted.
The only thing Im disagreeing here is that the 30 second wait, is actually not that long at all and it does have a purpose other than as punishment.Do we love close spawn points that much? Do we love a black screen that much? Vehicles already spawn from main base (that light vehicle spawn on firebases was funny but annoying in tight spaces), so why can't players just spawn from the maps insertion point, and the subsequent outposts they build?
Well its not necesarily a bad thing (I think I have mild ADHDThat's probably because most people would rather not get called ADHD.
How about spawns on FBs are only possible in range of a flag?Alex6714 wrote:I believe you should secure the area before you can set up a base there.
That said barracuda is a different type of map, that could possibly do with one flag being grey at the start, the other one in chinese hands.
However, maybe instead of in a certain radius of your flag, outside a certain radius of their flag, but I still think how it is now is not quite right.
that's a really interesting idea![R-DEV]Dr Rank wrote:I'll throw this one out there. How about removing RP's for conventional forces for all the reasons fuzz etc have mentioned, but give RP's to the Insurgents/let the Taliban keep theres? The RP's for these OPFOR forces help to simulate greater numbers and allow for realistic tactics i.e. surrounding the BLUFOR and keeping up an almost constant offensive, which is realistic in an insurgency. When it kicks off Insurgents generally keep pouring in for hours. Because the ground on which they fight is generally familiar territory they are able to use that to their advantage, and they are general able to outflank and surround BLUFOR forces with considerable ease, both in Afghanistan, and in recent Iraq. I also think that the OPFOR spawn time should either be less that in currently is, or just not increase with every death. The goal is to create a realistic asymetrical balance, and reducing the OPFOR spawn gives the impression of greater numbers which is generally something that BLUFOR forces come up against when fighting insurgents, and in terms of gameplay this is balanced by the BLUFOR having superior firepower.
My only major concern about removing spawning options for BLUFOR i.e. rally points, is that it increases the liklihood of conventional OPFOR players setting up a perimeter around the FBs and indulging in heavy doses of spawn raping...