People have complained about old spawns for a very long time. People just got used to it and forgot. Here is a review of the feedback we've gotten about the spawns:
- Still able to spawn close to enemy and get killed
- Potentially able to get into spawn limbo (no spawns available, all occupied by enemy)
- Spawn too far away from teammate
- Spawn too far away from capture point
- Spawn system is random, want choice
We've had spawn revisions on the docket for a very long time and it ended up getting done now. And to be honest, I want this spawn system to be in (with improvements, it's just broken right now. We missed things for a number of reasons so that's our fault).
To pull the code will require both client and server side work. It's not just rolling it back to a previous version.
We get it, you don't like it. We hear you. So we're fixing it.Here is what's happening in the hot fix.
Both teams spawn on their line of scrimmage near the center of the map. The distance between the lines of scrimmage is similar to the distance between initial spawns in the old spawn system, so don't worry. They're not any closer than they have to be to allow you to prep up and get a few Spire shots in before brawlers come charging through. Also, in Dunes you have roving sandstorms now so you can't just charge willy nilly.
The space in between the lines of scrimmage is the Hot Zone (I think I called it neutral before but this makes a little more sense). It's hot because it's probably where most of the combat is going to take place? Why? Because spawn points for each team are in their respective areas. Going into enemy zones will be very risky because they can choose a spawn that's in your blind spot. This gives defending players the opportunity to drive offensive players out of their zones. Combat will likely be driven back to Hot Zones where NO SPAWNING CAN TAKE PLACE. In other words, you can never spawn offside or beyond your line of scrimmage or in the hot zone. In Dunes DM, there are four spawns in each team's zone. Some closer to the line of scrimmage, others farther.
These rules are being applied the best they can to all DM maps. CK and KOTH maps do not fit the rules and will vary from map to map based on their capture point and terrain layout.
Why this system is better:
- You will never spawn randomly close to the enemy, if you spawn close to the enemy then they are invading your zone. If they kill you again, you can respawn on them. Basically, you have home team advantage.
- There will never be any spawn limbo since we don't block spawns based on proximity
- You can position yourself to get to your teammate quickly. You may not be able to spawn on your teammate if they are in the hot zone, though.
- You can choose spawns that are closer (or farther depending on your build) to the capture points
- You can choose where to spawn
- You can't spawn on the other side of the map (this wasn't possible before because of a small feature we glossed over, my fault, and it was too late to put the patch in. I made a call and left it this way instead of doing bases with intial spawn very far apart. I thought it would be better to start close to your teammates. I was wrong.)
Again, I get it that people don't like it. It's being changed, you can stop yelling now. Instead, please give me feedback on these proposed changes so I can make changes before this thing goes into the hot fix otherwise you may stuck with it until the next patch in 1.5 months.
I'll let everyone know when this goes into Dev App so people can test the maps.
@Bryon Cavendish
The storms are not random and are less than they were before. They move from left to right. When the cloud reaches the map edge, it respawns on the other side and begins again. Try playing it again and if it's still that bad I can take a look again. Furthermore, it takes less time to capture that point now.