DB = Diced Beef


(potty200) #41

There is no reason to change it on ET on any part of the maps. Mainly because the balance is almost perfect hence why it’s still being played today. I think in DB they’d have to swapa few spawn locations and slightly alter the map routes to perfect it but 30/20 seems one of the best options as you’l be able to time the enemies spawn and counter act spawn kiling with well prac’d pushes.

ET publics you can have whatever spawn time you like. Some servers its insta-spawn but then again this type of servers have double jump rapid fire and cannons that fire goblins at peoples faces while playing music form the 80’s.


(Hundopercent) #42

[QUOTE=Protekt1;444668]I think the issue of spawns is more than just how long the spawn timer is for each wave. The distance to the objective is a much harder variable to account for since it will be changing from objective to objective. I don’t think we can ever reasonably expect each objective to be perfectly timed and I think it could work for every time variable as long as the distance/objective placement is accounted for. Perhaps instead of increasing the spawn rate, the spawns could be pushed back slightly.

One thing I noticed is that people seem to be ping ponging between 15s and 30s spawn rate. That is a huge change and I wonder why people aren’t suggesting a smaller change like 20s. Doubling the spawn downtime seems like a huge leap.[/QUOTE]

Rarely do you ever sit through a full 15s spawn. Doubling the spawn time would be like adding 10 seconds since most the time you will not die right at 30 seconds. With a timer on the HUD you will also be able to time your attack also minimizing your downtime. Offense should have a slightly shorter spawn than defense giving them time to complete the objective while defense try’s to secure the objective. Moving spawns could help, but it would also add more dead areas with no combat that aren’t necessary and it still doesn’t fix the issue of players spawning so fast that they come in in waves of 1 - 2 players constantly. Rather than a whole team every 10 - 15 seconds.


(Samurai.) #43

All this discussion around the spawn times… right now it’s pretty messy.

[ul]
[li]A starting point is displaying the spawn times of your team on the HUD.[/li][/ul]
Once we understand how they are working, and can trust them then we can start tweaking some things.

[ul]
[li]If you miss the spawn wave, you miss it and wait for the next wave rather than spawn whenever you want. [/li]

[li]Introduce appropriate forward spawn positions of maps (i.e re-do the layout of certain maps to incorporate more forward spawns) and in general work out the location of spawn points that we are sticking with for the final game - make the spawn area’s smaller: right now quite a big variation in where you are positioned within the spawn area.[/li][/ul]

  • Start to alter spawn times on an obj basis, i am thinking a default starting point would be A:15’s D: 25’s… then refine times for each obj tweaking in increments of +/- 5’s.

(montheponies) #44

I’d generally be against dynamic spawntimes. i remember playing church on RTCW which had a switch that, if operated by the offense, would extend the defense spawntime - still recall our team /kill’n just as the switch got operated and we sat in spawn watching the round loss :slight_smile: I can envisage similar problems when your near an objective completion.

Generally 20s offense, 30s defense would go someway to reducing the meatgrinder feeling, but i moreso feel the maps are just too cluttered with serial objectives.

Example, mp_frostbite - one objective - get up, grab docs and run them home. This could be completed right from the off. It was helped by the secondary objectives - blowing the lower door, blowing the corridor door, grabbing the forward spawn flag - and arguably blowing the rear wall (helped defense get to the transmitter though) - but these weren’t critical to the completion of the primary objective.

Not a large map, but it felt less claustrophobic than the likes of Waterloo - mainly because the DB maps are chopped up into mini map sections, which as soon as they are complete make that part of the map redundant. This makes both offense and defense spawns always feel very close. First and second stage of Camden is the exception (last stage is back to both offense and defense spawning within grenade throwing distance of the objective).


(potty200) #45

Got a screenshot here of my HUD to add an idea if they were to use like 15 sceond or 25 second spawn times as it is IMPOSIBLE to keep track of when the enemy’s next spawn time is:

The big that reads “/bind <key> timerset” means you are able to have a second count down on your screen. This was IDEAL for using on Frostbite as the attackers spawned every 25 seconds. By having “/bind arrowup timerset 25” bound I was able to smack that button the second I saw them /kill out or respawn. Having a rough idea on my screen when they were next spawning. For those who have never used this, it was build INTO ETPro and is commonly known around the Competitive scene. Most players used it on frostbite, others used it on every map. I personally only used it on Frost.


(Bloodbite) #46

I gotta say, 30 second spawns are too long. Anyone remember getting stuck in a succession of full respawns during pugs and you knew your contribution was the one thing that would propel the team past the current objective?.. like literally doing THE objective.

Regardless of whether you were doing suicide runs as an engy or nabbing gold… or you were being taken out by friendly fire air strikes, the frustration rose up.

Now think about where we are now. DB is a much more deliberate style of gameplay than RTCW/W:ET. It is meant to be more focused and less suicidal, or at least that’s where I see things headed. Also take into account 2 types of people that will play this game. These 2 are not the only demographics present but they are a reflection on the majority of the real FPS community (read: NOT voiping tween arseholes that have an obsession with all things ‘gay’)

Firstly you have non-kids like myself. Those of us that have real world obligations, don’t live at home with parents, not full time students, etc. That translates into less tolerance now than ever when it comes to flaws in games. We have limited time to devote to gaming nowadays, and it burns a mighty hatred within when we have our time wasted. Whether its waiting in unreasonably long spawn ques over and over, dealing with haxors, or just struggling to find a server that will connect properly (**** you BF3… **** you with a big battlelog stick).

Second you have everyone else that has enjoyed, in some form or another, the modern twitch shooter. Too rapid a CoD spawn death is just as annoying as waiting too long to get back into the fight. Most gamers want more gratification, less waiting for anything.

Perhaps a variation on the spawn times can be applied to different phases/areas on a map. Like if the defenders are an equal distance from the objective as the attackers, spawn timing is equal per side. Whoever is closer should get the +time wave penalty.

As for explosive charges, they do need to be reduced dramatically. 15 to 20 seconds sounds about right to me. Spawn waves between 15 to 20 seconds… 25 for those rarer, extreme circumstances.


(pulley) #47

bloodbite is right…

if you look at cod bo2 there are more players on non SD Servers… But SD is the std. for comp. play…
So i see no way past splitting DB or at least have Serversided Settings like Spawntime and Limitations…


(zeroooo) #48

maybe this will be the game we want to have :slight_smile:


(pulley) #49

yeah that sound great XD


(Samurai.) #50

[QUOTE=potty200;444786]Got a screenshot here of my HUD to add an idea if they were to use like 15 sceond or 25 second spawn times as it is IMPOSIBLE to keep track of when the enemy’s next spawn time is:


[/QUOTE]

Apart from me hating that HUD design in ET (maybe as it’s just not normal to me + old graphic design), yes i agree, in ETQW Pro we also have this feature to put the spawn time of enemy team on our own HUD based off our own binds. Here is a picture of my ETQW Pro HUD, which to me looks wayyy nicer :wink: & we could do with something very similar in DB.



(Ruben0s) #51

Sweeeeet. Seems like a game that is not bound by modern warfare and realistic shizzle. But it’s Bethesda, they will most likely **** it up.

And I don’t know why, but Wolfenstein sounds so much better in my ears, than Dirty Bombs. I’m already hyped, but I know that I will be disappointed, again.

//youtu.be/BPRTJ3cgsPw


(Dragonji) #52

[QUOTE=Samurai.;444915]Apart from me hating that HUD design in ET (maybe as it’s just not normal to me + old graphic design), yes i agree, in ETQW Pro we also have this feature to put the spawn time of enemy team on our own HUD based off our own binds. Here is a picture of my ETQW Pro HUD, which to me looks wayyy nicer :wink: & we could do with something very similar in DB.


[/QUOTE]
You can edit your HUD in DB:

But I agree more info should be drawn on HUD (spawn timer, time to the next team respawn, HP in numbers and probably something more I forgot).


(Seanza) #53

Learning spawntimes requires a degree of skill, and I think it should be kept that way. Being told when you’re enemy spawns is a bit boring.


(Rex) #54

[QUOTE=zeroooo;444909]http://www.gamespot.com/news/wolfenstein-the-new-order-revealed-6407979

maybe this will be the game we want to have :)[/QUOTE]

[QUOTE=Ruben0s;444916]Sweeeeet. Seems like a game that is not bound by modern warfare and realistic shizzle. But it’s Bethesda, they will most likely **** it up.

And I don’t know why, but Wolfenstein sounds so much better in my ears, than Dirty Bombs. I’m already hyped, but I know that I will be disappointed, again.

[/QUOTE]

I hope you guys know that this game is all about the single player. Putting hopes on this being one of your old favourite games (by SD) is a bit naive.

But back to topic now…


(rookie1) #55

[QUOTE=Ruben0s;444916]Sweeeeet. Seems like a game that is not bound by modern warfare and realistic shizzle. But it’s Bethesda, they will most likely **** it up.

And I don’t know why, but Wolfenstein sounds so much better in my ears, than Dirty Bombs. I’m already hyped, but I know that I will be disappointed, again.

//youtu.be/BPRTJ3cgsPw
[/QUOTE]
OO sound very very interesting +20 teaser …need this for PC
and a jimi Hendrix music +20
cant wait to see more :slight_smile:


(Breo) #56

[QUOTE=Ruben0s;444916]Sweeeeet. Seems like a game that is not bound by modern warfare and realistic shizzle. But it’s Bethesda, they will most likely **** it up.

And I don’t know why, but Wolfenstein sounds so much better in my ears, than Dirty Bombs. I’m already hyped, but I know that I will be disappointed, again.

//youtu.be/BPRTJ3cgsPw
[/QUOTE]

Take cinematic trailers with a pinch of salt :wink:
I’m the only one who thinks that the Wolfenstein franchise has no clear direction? Seems like it’s a future game with mechs this time :confused:


(Protekt1) #57

[QUOTE=Rex;444921]I hope you guys know that this game is all about the single player. Putting hopes on this being one of your old favourite games (by SD) is a bit naive.

But back to topic now…[/QUOTE]

SD never made a wolfenstein sp. Each sp has been developed by separate dev studios.

This one is being made by machinegames. Its all apparently the same narrative.


(Seanza) #58

[QUOTE=Protekt1;444930]SD never made a wolfenstein sp. Each sp has been developed by separate dev studios.

This one is being made by machinegames. Its all apparently the same narrative.[/QUOTE]

He basically just said it won’t be like the game we all know and love, which was made by SD (W:ET) and that the SP will be the main focus of this version.


(Rex) #59

Oh really?


(Protekt1) #60

Well we don’t know what the focus of the new wolfenstein will be. RTCW definitely had a huge singleplayer focus and yet had an amazing MP. Can’t really judge anything but a teaser trailer and the limited information provided. Chances are there will be some kind’ve MP since every wolfenstein since RTCW has had one.