I just need to share this...


(PixelTwitch) #41

[QUOTE=krokodealer;497420]SpawnWave system is great in ET/ETQW.

And no other spawnsystem will work anybetter with bad or broken maps.[/QUOTE]

I just wish that rather then everyone telling me that the spawn system in them games is great… I want them to tell me why its great…

Like the elephant in the room here is that you could do the greatest push in human history as an attacker totally wipe out the enemy team and start planting the bomb within a 2 second window! But because you killed them just at the wrong time… your whole push is wasted because they just so happened to be getting killed when its 3 seconds till next respawn.

The system I am suggesting would at least allow you as an attacker when you have a player get picked off on the way to the point can choose to push in regardless and respawn when the guy that got picked off respawns in 20 seconds… OR you can hold up wait till 15 seconds have passed then bum rush the defenders triggering their 30 second respawn on 1 or 2 players and then have all your players back up at the same time.

adds a whole level of tactics… Makes pushing as attackers more viable and makes kills mean so much more…

Please enlighten me…
What was/is so great about the ET/ETQW way of handling it that I am missing?


(Glottis-3D) #42

[QUOTE=PixelTwitch;497424]
Please enlighten me…
What was/is so great about the ET/ETQW way of handling it that I am missing?[/QUOTE]

there you go!

  1. Both teams spawn at initial spawns. Defenders have a forward spawn as initial. Attackers have a forward Spawn uncaptured, so they spawn at base. both have 20 secs waves.
    01-19. until 19 seconds Defenders push forward for the “Attackers’ Forward spawn” and dont let them capture it! other wise a whole team will respawn at 20 right at the forward spawn, easily kill defenders and make those pity loosers lie dead for another 20 —>>> attackers push for Objective = DANGER!!
    01-19 until 19 seconds Attackers HAVE to push for forward spawn if they dont want to loose another 20 (or more) seconds, resping at initial. So they capture the FSpawn
    20 Both team resp.
    21-39. Attackers push to the “Defenders’ forward spawn” so that they capture it and push defenders back. so that it is easier for them to attack the objective. They do it.
  2. Both teams resp. defs forget the Engie. (class-dependant objectives. Only Engie defuse)
  3. Attackers plant the bomb at the object. and wipe the defenders.
    1.00. the defenders reasp at Base as 4 medics.
    1.01-1.19 the push like mofo’s to the Forward spawn and capture it!
    1.20 Two of them /kill+resp as engies at forward.
    1.21-1.38 Defenders kill the enemies at Object and Last engie defuses the bomb at last secondsomfg!
    1.39 Cum is sprayed all over the pants.

this is mostly 1st Object game from Area22 map from ETQW.

it was all about seconds and milliseconds. the amount of drama was enormous. you should try it.

tl;dr.
The Forward spawn + Class-Objects + /kill tactics. + a very well paced layout of the maps. (you have to be very swift to be in time with all that resp/defuse/selfkill/push/capture stuff)


(davidemo89) #43

[QUOTE=PixelTwitch;497424]I just wish that rather then everyone telling me that the spawn system in them games is great… I want them to tell me why its great…

Like the elephant in the room here is that you could do the greatest push in human history as an attacker totally wipe out the enemy team and start planting the bomb within a 2 second window! But because you killed them just at the wrong time… your whole push is wasted because they just so happened to be getting killed when its 3 seconds till next respawn.

The system I am suggesting would at least allow you as an attacker when you have a player get picked off on the way to the point can choose to push in regardless and respawn when the guy that got picked off respawns in 20 seconds… OR you can hold up wait till 15 seconds have passed then bum rush the defenders triggering their 30 second respawn on 1 or 2 players and then have all your players back up at the same time.

adds a whole level of tactics… Makes pushing as attackers more viable and makes kills mean so much more…

Please enlighten me…
What was/is so great about the ET/ETQW way of handling it that I am missing?[/QUOTE]

Just in few words:
In this game is very important to stay near your team. And it was a lot more important in et or qw as every objective only one type of class was able to complete it.
So it is important if many members of the team died to respawn everyone at the same time.


(PixelTwitch) #44

[QUOTE=davidemo89;497435]Just in few words:
In this game is very important to stay near your team. And it was a lot more important in et or qw as every objective only one type of class was able to complete it.
So it is important if many members of the team died to respawn everyone at the same time.[/QUOTE]

what I am suggesting is to actually make sure that everyone all respawns at the same time more often >.<


(Glottis-3D) #45
  1. your first dead always waits for like a lot of time. so…
    -you cannot just resp to change merc quickly.
    -you cannot push forward to the enemy spawn and then resp quckly to get back to your team. (mostly as defender.)
  2. your system has a very strong execution (or cs) feel to it. more segmented instead of fluent game.

i may seem a little bit closeminded. but i just want first things to be first. fix the freaking STOPWATCH spawn wave system, like it worked perfectly in ET/ETQW (just play those games to get the right feeling) and then Make some different stuff - for more blablabla with some unique blabla and awesome blabla.


(PixelTwitch) #46

[QUOTE=krokodealer;497480]1. your first dead always waits for like a lot of time. so…
-you cannot just resp to change merc quickly.
-you cannot push forward to the enemy spawn and then resp quckly to get back to your team. (mostly as defender.)
2. your system has a very strong execution (or cs) feel to it. more segmented instead of fluent game.

i may seem a little bit closeminded. but i just want first things to be first. fix the freaking STOPWATCH spawn wave system, like it worked perfectly in ET/ETQW (just play those games to get the right feeling) and then Make some different stuff - for more blablabla with some unique blabla and awesome blabla.[/QUOTE]

lol if it was up to me you would play the whole round with one merc but I understand that people would spit their dummies out at the very idea.

You use the word fluent… I like to call it constant…
My idea also does have more fine details that I have not gone into here… like how revives would effect the spawn timer and a 5 second buffer at the end of a respawn timer (so if someone dies within 5 seconds of the rest of the team respawning he could instantly respawn without starting a fresh timer.).

I see it all over the forums about how well they want this game to do in the mainstream and as an esport.
What I do not see is enough people willing to make the small sacrifices necessary to improve the game from both a causal and spectator view point.

in its current state I see absolutely no reason to tune in and watch the matches played unless you are an active member of the competitive community…


(DJswirlyAlien) #47

It f***ing happened to me again tonight! Why do I always get landed on the zergling team that doesn’t understand spacing.

Vas OP, triple headshot 1 bullet OP! Nerf Zerg rush.


(PixelTwitch) #48

was that me again? I got a few today :smiley:


(DJswirlyAlien) #49

No this was the 3am CC american play session. Unless you are like the Stig and have a Pixel’s American Cousin or something.


(PixelTwitch) #50

if the player was called DeadlyEthics_cc or XXXXXXX then yea… it was me :smiley:


(DJswirlyAlien) #51

[QUOTE=PixelTwitch;497493]if the player was called DeadlyEthics_cc or XXXXXXX then yea… it was me :D[/QUOTE]… oh f*** you. YOU are officially my Dirty Bomb nemesis. GRRR!


(PixelTwitch) #52

you know what else is funny… I am in Manchester also >.<


(Glottis-3D) #53

[QUOTE=PixelTwitch;497483]lol if it was up to me you would play the whole round with one merc but I understand that people would spit their dummies out at the very idea.

You use the word fluent… I like to call it constant…
My idea also does have more fine details that I have not gone into here… like how revives would effect the spawn timer and a 5 second buffer at the end of a respawn timer (so if someone dies within 5 seconds of the rest of the team respawning he could instantly respawn without starting a fresh timer.).

I see it all over the forums about how well they want this game to do in the mainstream and as an esport.
What I do not see is enough people willing to make the small sacrifices necessary to improve the game from both a causal and spectator view point.

in its current state I see absolutely no reason to tune in and watch the matches played unless you are an active member of the competitive community…[/QUOTE]

as i stated above - those ideas are fine.

but i just think, you just dont believe me, that simple spawnwaves work greatly. with good balanced maps.
i’d even go as far as saying that - if a map is awesome, then i am sure, that no other spawn system can be as good as spawnwave et/etqw. that doesnt take away, that your ideas are nice though.


(spookify) #54

Oh, You Crazy Canadians

:rolleyes:


(onYn) #55

[QUOTE=PixelTwitch;497424]I just wish that rather then everyone telling me that the spawn system in them games is great… I want them to tell me why its great…

Like the elephant in the room here is that you could do the greatest push in human history as an attacker totally wipe out the enemy team and start planting the bomb within a 2 second window! But because you killed them just at the wrong time… your whole push is wasted because they just so happened to be getting killed when its 3 seconds till next respawn.

The system I am suggesting would at least allow you as an attacker when you have a player get picked off on the way to the point can choose to push in regardless and respawn when the guy that got picked off respawns in 20 seconds… OR you can hold up wait till 15 seconds have passed then bum rush the defenders triggering their 30 second respawn on 1 or 2 players and then have all your players back up at the same time.

adds a whole level of tactics… Makes pushing as attackers more viable and makes kills mean so much more…

Please enlighten me…
What was/is so great about the ET/ETQW way of handling it that I am missing?[/QUOTE]

Dunno if this one has been adressed allready. And even tho I am not sure it was the bestand most efficient way spawn were taken care off, I think it was atleast a verry good way.
While attacking you had to think about cancelling a push, and starting with a whole new wave, or just maybe wait for one or two people to respawn. Also you had to keep the enemy spawn in mind, and timing your attacks to the spawn of your enemies. While defending you had certain people to respawn, because no amo, really low health or you needed an specific objective… There were so many ways, how you could play arround with the spawn… it was allways like in ice hockey - and the better the team was, the more fluent the respawns and coordianted pushes or defenses were. Of course you can do the same, the way you described it, but it won´t be a hard decission anymore, or at least in many cases it will be just “oh whatever we have same spawn anyways”.
Also what you forget, is that you sometimes have to respawn for a good reason, like you need more amo, one more medic or maybe to get the right class to do the objective as fast as possible. There are many reasons, why you want to just respawn, and then you have to wait for 30secs? I sould rather push out, try to kill/gib someone, until my respawn timer hits 0, and then respawn. Thats just one example, and I dont see how this opens more tactical options, it at most gives the same, and just cuts off some of the “old” spawn mechanics.

And if it comes to “oldschool players” ideas, I doubt someone who hasn´t played objective based FPS for thousands of hours can give the same kind of feedback. Telling SD not to listen to it, is like telling everyone who just tries to help, that he is not being objective about this, what would be rather generalized.
Without those people, who are actually one of the few you see normally in those forums, and also in the game, the game wouldn´t be the way it is, and how you enjoy it (± things you see different, or what SD hasn´t changed yet). I don´t want to imagine, how this game would look like, without those old players. We would play some stupid ass objectives, with instagibing weapons (well thats the case anyways somehow^^), with a movement system where a jump equals you hiting an invisible wall and stuff that is common in popular shooters like CS, BF or CoD but simply doesn´t work in a objective based fast paced game like Xt was supposed to be from the start.

This whole spawning discussion, is actually a good example. Many people don´t imagine how much you can work with those spawns and spawn timers, as a team and how much tactical depth it gives to the game while not hurting pub or casual aspects of the game. I at least think that pub play will be much more of a grindfest, once you have all the players at once on the map. coming in in one wave lol, the maps will brake apart :)… But how the game is working out right now, I totally feel like any intersting spawn mechanic will be replaced with something straight forward, that no one has to think off, just like what you suggested… like they did with objective classes allready.

Rather then any spawn, or minor gameplay changes, I´d like to see some maps that can actually allow 10-16 players to experience the game at it´s highest potential. This would actually really help :slight_smile:


(PixelTwitch) #56

This whole spawning discussion, is actually a good example. Many people don´t imagine how much you can work with those spawns and spawn timers, as a team and how much tactical depth it gives to the game while not hurting pub or casual aspects of the game. I at least think that pub play will be much more of a grindfest, once you have all the players at once on the map. coming in in one wave lol, the maps will brake apart … But how the game is working out right now, I totally feel like any intersting spawn mechanic will be replaced with something straight forward, that no one has to think off, just like what you suggested… like they did with objective classes allready.

Actually I feel with the system I am suggesting there is much more to think about. Gibbing an attacker that is running in alone means that you KNOW as a defender that its now a 4vs5 for at least the next 15-20 seconds… The attackers also know its 15-20 seconds and as they are now out numbered they have a few choices…

1, Attack as normal and try and complete the objective regardless of the 4vs5 in order to hopefully save time.
2, Wait till there is 7-5 seconds left till the respawn and push in hopefully killing and gibbing a couple of defenders that would leave them down for 30seconds meaning that you all respawn and all of a sudden you have a 25ish seconds on 5vs2/3/4
3, Play “defensive” and hope for a couple of picks that you can exploit for when your team is back up to full strength.

The current system (depending on respawn times yet to be set) for example lets say attackers 15 and defenders 20 just for now…

[00:00] - Both teams spawn.
[00:10] - Attackers could attack now in the hope of gibbing at around 15 seconds for instant respawn. Defenders would have 5 seconds down.

This system means thought the match there are certain times that you should attack at…
In this example time the best time to push is 40seconds into each min… 01:40 - 02:40 - 03:40 and so on.
[##:40] - Attackers respawn in 5 seconds defenders in 15.

What my concept would do is increase tension, swing balance towards the attackers favour and make the game easier/more fun to view as a spectator.

Also, I would like to point out that “objective based game” comment while true if you are only meaning ET and ETQW… I should point out that I have 3000+ hours of Left 4 Dead 1/2, 500+ hours of Brink, 1000+ of Counter Strike 1.6, 1000+ of Shootmania and 1000+ of Public TF2. While I often see the “objective is different” statement thrown around, I have to be honest… I really do not see the difference from a gameplay standpoint. In fact… I think this game and others from Splash Damage has an awful lot more in common with Call of Duty and Battlefield than some of these “old school guys” would like to believe.


(Glottis-3D) #57

oh. c’mon. just play ETQW - with some guys from the forum for example. you cannot describe why Mona Liza is a masterpiece, you just need to see it.
:slight_smile:

+your system is much more complex for it to be an easy to follow and easy to use in a pubgames.
who on earth in a pub game would know whether that was first kill or second or how much time already left since first-of-the-wave kill ?

and once again. i agree that in xt respawn system right now suck balls. but that has to do with obj-travel time being too small. both spwn-times overlap at the objects. thats not how it needs to be for smoothgame feel.

-increase travel2obj time for like ~10 seconds (make maps bigger in scale)
-introduce a brandnew forward-spawn system from ET (:cool:)
-balance out attack-defense spawn-wave times.

when those 3 are done - “its a bingo!” © (keeping in mind we have good maps, and not CW or TY)


(PixelTwitch) #58

[QUOTE=krokodealer;497551]oh. c’mon. just play ETQW - with some guys from the forum for example. you cannot describe why Mona Liza is a masterpiece, you just need to see it.
:)[/QUOTE]

I have played both ET and QW just not a lot of each… I have however watched a whole tank full of games from when dignitas was in ET.
I do understand why you people like the system…

I am trying to be honest here…
The current spawn system may be better for competative and stuff SLIGHTLY…
However a different system (not only mine) would work a whole load better for spectator viewing and public play.

As people hope (like I do) that this game will be BIG in esports and get a really big solid community around it…
I do not see it doing so in its current format because its simply just not as fun to watch (unless you are a hardcore player) as it could be,


(Glottis-3D) #59

there were several thread about spawn system.
i cant find the one with Fana’s suggestion. which seem a little bit similar to yours.

there was mine about different respawn times for different selectable spawnpoints.
http://forums.warchest.com/showthread.php/39952-Selecting-your-Spawn


(RasteRayzeR) #60

The only difference is my pc getting a bit hotter honestly … :slight_smile: