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Spawn system feedback 1.3.4
Crafeksterty:
The game has been updateing almost like an MMO. Ide pay for another copy just for the sake of supporting Muse.
But then again this is another bump in the road that we are trying to test out and balance out.
How things stands, a longer spawning timer is actualy beneficial if they get to choose spawns.
In a more complex way you can add different timers to different spawns. But still 15-40 seconds
In its most simple method, the dev app spawn changes that we tested out recently is defenite improvement. The fjords spawn were nice, the dual at dawn spawns were interresting. Canyons was sort of the same. etc etc.
But what i can say is that this Tech could be used for something more like Crazy King or King of the hilll (Please consider making capturing a bit more fun and responcive)
Deathmatch is not really the best match type to allow spawning.
Because in DEATHMATCH dying or killing is the best or worst thing that can happen while Crazy King and or king of the hill is more of a "how can we get the point" type of match.
awkm:
@crafeksterty
Try our CK and KOTH maps on dev app. For CK, the general idea is that each team has side of of the map and therefore has easier access to a portion of the points. Each team is also very far from at least one of the points.
As far as capturing goes, there are a lot of designs floating around but we don't know when we can get to them—one of the engineers left. Hopefully the spawn will naturally improve them. I'll evaluate it after the fixes go live. If it needs work, I'll make sure to prioritize it.
Alistair MacBain:
The system isnt really benefitial for a crazy king game mode.
You can just die on purpose short before the point changes and then rush for the new point before the enemy can get there.
Imo its sort of a abuse of the spawning system. With old spawns you couldnt do this cause of the possibility to get a bad spawn.
@akwm
Not tested in dev app yet, just some quick thoughts.
But then the points have to be designed in a certain way to not be unfair.
First point must always be the middle point where both sides can rush in the same amount of time to.
Second spawn will surely be on one side but the third must be on the opponents side.
Same goes for fourth and fifth.
Else the sides are unbalanced cause the side with the first spawns on its side can just rush that point and be faster at all points on their side while the enemy can watch them capture one point after another.
And yes this is a optimal situation for one side and a horrible for the other but thats what it could lead to.
Richard LeMoon:
Actually, I disagree completely with choosing close spawns being OK on CP. I am sure the hotfix will improve things, but currently, CP matches are terrible. I did not mind the deathmatch ones because you could still use a strategy to win. However, I was in several 3v3 CK matches last night and they were simply frustrating. Whoever gets to the point first always wins that point. There was no turnover. Once a team claimed a point, it was best to just move on to the next one and wait. I was not on a low skill team either. Two of our ships bristled with 7-10 level players, while the third was mid level. The other team had two good ships, and one first day pilot and crew on a poorly equipped Mobula. We ended up losing that match, even though we killed all three ships over and over, and suffered no deaths on our ship at all. Hell, I was not even doing anything most of the game as engineer on a Pyramidian. We just kept killing everything that came to the point. When the time came to start heading to the next point, the other good captains would just let their ships die, and spawn at the next point while the Mobula drifted aimlessly around the active point. Even the Galleon could get back to the point before we could kill the Squid.
I'll try to get on dev app soon to test some of the fixes out.
Tropo:
there no way to fix how bad the cp's are at this stage from what i can se they will never be fair
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