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Spawn system feedback 1.3.4
Sammy B. T.:
I've never said the new system is unfair. Instead it is unfun. Exploiting respawns will become a new skill that competitive teams will have to learn. The only tactic being added by choosing spawns at the moment is exploitation of the system.
I'm sorry you put in a feature that is not being well received but love of God, Guns is downright unplayable at the moment to fix an almost non existent problem.
The Djinn:
--- Quote from: awkm on December 10, 2013, 02:32:06 pm ---By moving towards limited spawns and bases, I think we can move the system away from this "extremely fair" situation. Sure, you'll be able to spawn on top of people if they're in your 'base'. Sure, you'll be able to get spawned on top of if you're in their 'base'. This is the only situation where it can tip, if you are in each other's respective spawns. I believe that the coming improvements will focus battles near the center of the two bases.
--- End quote ---
The issues I see with this are two-fold (playing Devil's Advocate here):
Firstly, this strongly encourages zone-camping to retain your home-turf advantage. I can easily see games stagnating as each team tries to remain within the spawn range of their 'zone.'
Secondly...is it really ideal to attempt to force engagements to happen in the middle of maps? I know I personally love much of the map design, and it upsets me that we don't see as many fights in the corners of Canyon Ambush, some of the trickier edges of Duel, and so forth. On some maps (Dunes, I'm looking at you) this is less of an issue, but I feel that many of our maps have fully fleshed out and fully playable edges, so I'm not sure it's really a good idea to place so great an emphasis on fighting in the middle to avoid giving up a spawn advantage. Those combats already happen naturally...I don't like the idea of the spawn system forcing our hand.
Thomas:
Combat often gravitates towards certain areas on maps as is. The one I like the least is canyon ambush, where almost all combat occurs south of the canyon near the blue spawn. (There was some suggestions about moving some clouds out of the canyon and around these areas to promote more players to push into the canyon where they can see better, and not hang around the large open area).
Players tend to move to places where they can maneuver and see better. It might require a little 'motivation' to be put in the spawn areas to help them decide they probably don't want to be there. (Unlike canyon, where the spawns are actually ideal for camping). Some heavy cloud cover or obstacles in the way could easily do the trick, and a lot of maps (all of them) already come with these features. It's just a matter of setting the locations. Although some maps may need to be tweaked (canyon canyon canyon canyon. Because I'm subtle).
Chango:
Maybe take the ship icons out of the Spawn Map (And Smollett''s suggestion of an increased spawn timer is a very good point)
Making it a little harder to spawn right in the middle of the action.
Mattilald Anguisad:
I have tried this on Labyrinth. My blenderfish managed to die at the same time as enemy hwachafish. What happened was that both choose the exact same spawn point. I was pinned to the end of the match there becouse enemy goldfish just kept spawning on that spawn and prevented me from getting to the point (you do NOT let a hwachafish on your tail).
Point of this story: Spawning ANYWHERE is an issue.
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