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Spawn system feedback 1.3.4

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Richard LeMoon:
So, I have tried this out now for a string of games on both the winning and losing side. The main thing I noticed is that matches are confined to very small areas of large maps. As such, old strategies don't work. Pilots are bringing new sets of tools and trying out different loadouts. I actually found the frantic 'brawling riot' a lot of fun, even in my slow-turning Mobula. Team communication is even more key in winning. It is sort of like playing on an even smaller Scrap map without all the scrap in the way. All in all, it is not as terrible as everyone has been saying. It is just different. Rather than turning to engage the next foe with your allies, you often turn to empty air to cover a flank.

Saying that, the cons are that you do ignore most of the map, and there is no time to fix everything while your foe gets a fresh ship. Like most people, though, I would not want to play this style of game all the time. It is just way too frantic.

However, even when spawns are fixed, I would not mind having a new map that actually highlighted this fast-action brawling without too many tricky obstacles (looking at you, Scrap). Something like a larger, flyable version of the Devil's Sinkhole in Texas. But, that is besides the point.

awkm:
The neutral zone in between each line of scrimmage is similar to what it is currently in Dunes.  It should remain similar for all DM maps.

@Richard LeMoon

This is promising.  Hopefully with the coming improvements some of that frantic energy is maintained but also bring back some of the more calculated efforts.  In short, both is good.

Tropo:
i'm just going to repost because it looks like my views are being ignored
and i'm a high level player and have played for a while and i play on avg 20 to 40 matches a day

should not be able to spawn in the middle of the map special if there a battle going on

shouldn't be able to spawn on the same spot straight after some one else

main reason why

mobula: Slow turning speed, primarily long range.
Spire: Weak to close range, slow speed.
Squid: Speed advantage is lessened.
Clouds have less utility in regard to the new spawning system.
Strategy is a lesser part of the game now, and people have been abusing the
system by delaying the spawn and then spawning behind slow ships.


Zyem:
I really dislike the new system.

I was having significant communication and coordination issues with my crew last night (along with terrible loadout decisions on my part) which should have rendered us pretty much completely ineffective. The respawn system allowed us to get some kills that we didn't earn.

It felt very cheaty and it's not the sort of thing where I can just emulate the old respawn mechanics on my own as I would then be conceding a huge advantage to my opponent (if they "cheat" with the new system) and that would be even less fun.

Killing your opponent should never put you in a weaker combat position.

If anything, I would go with the suggestion of having a limited number of respawn points to choose from. Use the same logic that decided acceptable respawns before and just let the top 3-5 preferred by that algorithm be available to choose from. You still might get the "lucky" close spawn, but then you have a choice whether to use it (rather than before when you could end in an immediate 2v1 again!).

That way, you don't get a free "drop" on your enemy when you die (unless you're lucky), but you can sit and wait to deploy and spawn with your ally before engaging again.

I've always seen the respawn system as emulating re-enforcement ships arriving into the battlefield. Perhaps instead of a timer-to-deploy, you can choose your angle of entrance to the map and when you deploy, you actually fly onto the map from outside it? This way, you can be seen being reintroduced as a threat, even if the engagement is right at the edge of the map.

For example, say I die and immediately choose to enter the map from the south. My ship would be spawned off the south side of the map and flown in on autopilot at a speed that would reintroduce me to the match 10 seconds after my death, up to the ships maximum possible speed (i.e. as though moonshine was being used but without the damage). During this autopilot time, nothing would be interactive to prevent "en route" buffing, ammo loadout etc.

If I instead decide to wait, due to knowing my ally is about to die, we can both spawn in together.

Pros:

1) More realistic
2) Ships no longer materialise out of nowhere, let alone right next to you
3) No change to time taken to become "active" in the map (unless you sit at the respawn for quite a while)
4) Enemies get a chance to see your reentering the map and behave accordingly (i.e. disengage and retreat)

Cons:

1) Enemy can camp your reentry point as they can see you while the ship is in autopilot
2) Can lead to being autopiloted into mines at the edge of the map
3) Momentum from map entrance could be used to do ramming damage or end up flying you into terrain
4) May not work on all maps (Canyon Ambush)
5) EDIT: Discourages combat at the map edges

Chango:
Patches with big fundamental changes need more time in Dev App. We push to get our members signed up do testing events. But we need more time to fit these events into our schedule. With such a large change, every map needed to be tested. One week between Dev App to Release is not enough time...

Also, there were lots of concerns on the Dev App forum, but were ignored and told 'I'll let it play out and see what happens.' What happens is you lose casual and competitive players until the next patch. Not a good gamble to make on a PvP game..

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