Capturable spawnpoints


(Stumperd) #21

Yes definitely make spawnpoint captures instant with flag like in W:ET.
Also something similar to commandposts should be made in most maps.


(Patriotqube) #22

What you actually are saying there if i get you right

people today are more stupid than they where 10 years ago when they had to learn WET?


(.Chris.) #23

Having to get a grasp of all these layers of complexity is going to put off some I reckon, they tried a similar approach with Brink and I reckon if they fixed some other issues with that game it would have been a great success and introduced a lot of players to this style of game and made them stick around and want more in the long run. Players tend to be a lot less patient these days from what I gather and if they don’t get it straight away they can just move to another game where they can feel awesome, there is a lot more competition these days compared to 10 years ago.

I keep seeing people here asking for ET features left right and centre, often with no justification other than ET!, but you have to ask yourself why haven’t they added in such mechanics in the game already?


(RasteRayzeR) #24

because it is still in alpha ? (Joking)


(Ruben0s) #25

Why would selecting a forward spawn be to difficult for the average player? I agree most new players in ET have a hard time selecting a spawn, but in games like battlefield this is however no problem at all.

I’m a big fan of different spawn places, maps like radar show how it should be done.

If they try to implement different spawn places in DB they should make it easy, just like the class selection. Give the spawns a different letter and press a button like F5 to spawn at point A and F6 to spawn at point B. And then add a cool wall of text when you load a map explaining them how you can spawn at different places.


(Rex) #26

Well as new member you can’t know how many time already passed.


(.Chris.) #27

BF must be doing something different to ET then? (I’ve not played any) You acknowledge there is problem for new players though so there must be something that is difficult for the new players in this type of game. I reckon it’s partly down to that there is a lot already happening in this type of game and takes a while to grasp everything.

I agree, already said it’s my favourite map. :slight_smile:

Something like this could help indeed. Being a F2P game you need to give a good first impression and if not done right adding all these great features could be off putting to some. I think this is why they not added as much things as we long time players would like. I would like to see them added at some point though, they make the maps a lot more fun and add a lot more tactical depth.


(chippy) #28

Another “this”. +1


(RasteRayzeR) #29

And how many more will come until it is ready !

Anyway SD games always take some time to get used to it, but usually you end up playing them like hundreds of hours so spending like 10 or 15 hours at first to get used to it seems normal to me. And players today are not dumber than before. I mean look at games like Starcraft, Tribes or Planet Side, they all require a lot of knowledge before you truly become efficient. Still these games have huge communities and support.

I believe that simplifying DB would be taking the future players for idiots (plus spawn points is basic knowledge for any FPS gamer). I mean come on, even scientists agree that video games are a good training for the brain xD Spawn points will not be a dealbreaker for the gamers. Look at Planet Side : it took an entire afternoon to grasp the feeling of the guns and the general game mechanics, I still play it a lot. And they have a lot more complicated that just spawn points.

Video tutorials also help big time.


(Dthy) #30

Have some rep! I don’t think their has been a thread without this and I’d be fine with it if it was justified properly but that’s not happening.


(Rex) #31

I do think the simplified way would be wrong to go. Because it’s not like these things are more difficult to learn than how to play for objectives. The variety of possibilities would just expand the content and keep up the excitement over time.

[QUOTE=Stumperd;429117]Yes definitely make spawnpoint captures instant with flag like in W:ET.
Also something similar to commandposts should be made in most maps.[/QUOTE]

Seems like someone couldn’t get over ET yet. What if I say instant flag capturing isn’t the right way, but a capturing process would be the best. :tongue: I could also always say implement all the QW features. But why don’t we take the best out of both games and mix it with something new?


(RasteRayzeR) #32

Who could get over ET =? And DB has to be the evolution of the genre created by SD with W:ET.

For the spawn points, why not make it a capturing style like domination ? This exists in many other games and is sometimes even considered as a complete game style (UT, TF2, etc).


(Maca) #33

It is true that people ask way too much features from previous SD games, but what irritates me personally much more, that most of those things are dismissed with notions like “modern gamers won’t learn it” “it’s too complicated”
F2P is unusually good platform for new and odd things, it’s up to presentation and side-material like tutorials to give the players the information, and then people will learn. There is this notion that most gamers are stupid cod kids, but this game is after the F2P crowd, not them. And if this game manages to have some unique hook, it doesn’t need to be dumbed down.
Again, this is just alpha, classes are slightly bland still and so on, but I have this slight nagging feeling that if we don’t actively think about something this game will become too simple, and it won’t have any unique feature, which is crucial for catching the initial attention of F2P crowd.


(Rex) #34

Yep, absolutely right! That’s why I started this thread :wink: And there is even more to discuss.


(.Chris.) #35

But some things can be too complicated, ET:QW was a good example of this, I remember at the time they were many players just really confused as to what to do, there was a lot going on there, the extra stuff made for a good game but it resulted in a huge hurdle for new players to overcome. Sadly for their next game Brink they simplified things way too much in response to that. They need to be even more careful now to get things right in order to grab the attention of players and keep them playing, selecting spawns and such can be daunting at first, I’ve highlighted this to promote discussion to see what can be done to make it less complicated, simply adding the feature and calling it a do isn’t going to cut it in my opinion.


(radi) #36

Having capturable spawnpoints would mean giving the players the option to control their spawn points. I dont think this would happen as it would mean changing map objectives and also adding/modifying code. Not sure if the devs are past that point or if they think its worth while to even consider. A poll would help definitely to get their attention.


(RasteRayzeR) #37

This is still early in the Alpha, this is where everything is possible no ? (Except having purple unicorns running in post-radiation London …)


(BomBaKlaK) #38

[QUOTE=Rex;429103]That is what I always thought! Defenders get a height advantage where they can set up a strong defence. It’s not really a punishment for them losing the spawnpoint.
To be honest in my opinion all maps need a complete reworking to make those capturable spawnpoints possible.[/QUOTE]

totally agree ! we need some space !!!
Still really narrow maps


(alphabeta) #39

“the extra stuff made for a good game but it resulted in a huge hurdle for new players to overcome”

But isn’t that the whole point? I’ve been playing ETQW for 5 years and still find new things about the game; vents I never noticed, skill jumps, etc. That game was both superficial and deep. You could have fun playing it as a lemming noob, or as a million XP player like FrizleFry.


(.Chris.) #40

[QUOTE=alphabeta;429303]“the extra stuff made for a good game but it resulted in a huge hurdle for new players to overcome”

But isn’t that the whole point? I’ve been playing ETQW for 5 years and still find new things about the game; vents I never noticed, skill jumps, etc. That game was both superficial and deep. You could have fun playing it as a lemming noob, or as a million XP player like FrizleFry.[/QUOTE]

That’s not the same though, when you first join a server you are presented with forwards spawns, different vehicles, multiple side objectives, different deployable types, the main objectives, multiple classes with varying weapons. It’s a lot to take in at once, I remember Locki during Brink’s development mentioned this put off a lot of players. I’m not quite suggesting we remove all this stuff and make a boring game but come up with ways to ease players into this style of game and make sure they are aware of the basics quite early on. I know DB doesn’t have a few of the stuff just mentioned but the same applies I reckon, with us all being ET and ET:QW players we all take for granted we generally know what to do from years of experience in those games, how would new players to this sub genre cope?