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Spawn system post 1.3.4 hot fix
awkm:
Okay, the patch went out this morning.
I hope that alleviates most problems. I want to stay with this system, I don't think we gained anything from the old. If camping becomes a serious problem, we can think of ways to deal with it. I'm going to treat this thread similar to how I treat dev app ones, please try the features out first and post feedback on it. Try not to speculate. Post your actual observations and experiences. These kinds of comments are the most helpful for me when revising systems.
Please try the CK and KOTH maps, timings for those changed and I think they're a lot more fun now. Let me know how those go.
ramjamslam:
I am not a fan of both teams being able to spawn in all 4 corners of duel at Dawn (as I said in the dev app). I was on a Spire and died around the same time as the enemy Goldfish. So I spawned and they respawned right next to me taking the score from 1 1 to 1 2 very quickly. I don't want the tactics of this map to be 'wait for the to spawn first.'
I think spawns on this map would be better as either east/west, a random 2 of the 4 corners each time or back to totally random (forced spawn selection).
Velvet:
I think at the very least enemy spawn locations should be somehow marked on the map, something like the spawn zone images that that awkm used in the last discussion.
If there are going to be areas of the map where a certain team has an advantage it should be clearly acknowledged within the game. It's not as if we need more ways of frustrating inexperienced players with unexplained mechanics.
Thomas:
That might be helpful. More competitive players are likely to memorize the spawn points anyways, while newer or just less competitive players won't. Having them marked on the map kind of levels the field, letting players be aware that they're entering enemy territory and such without having to remember all the spawn points.
Jazzza:
I really liked how the Call Of Duty games did spawning in team deathmatch: you would automatically spawn in a kind of circular path around the map as the battle moved forward on that path. It's like you spawn at the top right corner, the battle shifts to the bottom left, you spawn next at the bottom right, and so on.
I can't remember the specifics of the system or if they are still using it, but it was a nice concept and it worked well.
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