Main > Gameplay
Spawn system feedback 1.3.4
Regule:
--- Quote from: Alistair MacBain on December 09, 2013, 04:05:21 pm ---Either a lucky or a unlucky spawn after an engagement could decide the game for you or the opponent.
Such a luck factor doestn suit competetive gaming.
--- End quote ---
Agreed, however current solution also don't fit into competitive gaming.
Look at it this way, when you are sunk you can show up to battle with new ship
in about 15 seconds. And if enemies are still spotted, and they usually will be
as they are engaging your allay, you can choose to pop onto their blind spots.
It means that getting destroyed, while still costing you point and moving closer
to ultimate defeat, provides you with short time of tactical advantage.
In competitive games you shouldn't gain any advantages from loosing
unless you think about sacrificing units to achieve long term goal in strategy games
but GoI gameplay type don't really fit this sort of tactics.
I think that base system will fix that problem as each map will have sort of safe spot
where you can count on your temmate spawning close, although sadly this solution will
probably make camping more popular.
Also like Dutch Vanya said, it should be optional at least until tested and refined.
Crafeksterty:
I really hate giving this type of feedback to a small group of people who really have created such an awesome game.
But this current spawning system is destroying it. 2 Days ago, i introduced the Competetive side to a friend who has never played goio and said that he instantly sees what is going on and what makes it competetive etc, unlike how league of legends requiers knowledge within the game to see what makes THAT so competetive.
Having a small Blue baloon, or Red baloon to determine which side is which. And ofc to identify where the main spawns are. For example, the fjord spawns are really easy to get lucky spawns at when the fight is at one of the bases. With the concept of having to ONLY spawn at your own side, the MAIN spawns should have colored baloons to remind the enemy team that their enemies can spawn there. All other available spawns should remain invisible to their side.
This will makes things more predictable in a way where the enemy may not want to get close to those enemy baloons when they just have destroyed a ship. OR they want to get close so they spawn kill BUT they didnt choose to spawn at their main bases (oh no!) So all of a sudden you have a bit more predictable and competetive strategy going on with spawns.
HamsterIV:
I have noticed some players choosing to spawn as close to the action as possible even if they are at a tactical disadvantage. This lead to some brutal meat grinding where the loosing side didn't have the chance to regroup and plan the next encounter. I didn't die too often so I didn't get to see the specifics of the spawning system. Is there an exclusion zone around hostile ships so a respawned ship doesn't appear right on top of it? Maybe it should be widened so that there is more intensive to retreat back to your teammate.
Mod Josie:
--- Quote from: HamsterIV on December 10, 2013, 03:22:53 am ---I have noticed some players choosing to spawn as close to the action as possible even if they are at a tactical disadvantage. This lead to some brutal meat grinding where the loosing side didn't have the chance to regroup and plan the next encounter. I didn't die too often so I didn't get to see the specifics of the spawning system. Is there an exclusion zone around hostile ships so a respawned ship doesn't appear right on top of it? Maybe it should be widened so that there is more intensive to retreat back to your teammate.
--- End quote ---
At this time there is not an exclusion zone. Possibly the inclusion of one would give teams some breathing space?
Urz:
How long before people start getting free kills by mining up most likely spawn points?
EDIT: Or people killing themselves at match start to get free respawn somewhere else.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version