respawning TIME!


(AdamHankes) #1

hi all, FROM START I think everyone affected by the seconds we wait after death Player! I mean you just respawn and I get kill and I have to wait about 25 seconds{ 14 or 20 sec} ??? with out kill anyone, just running to the objective and soo far it s not soo fan to spend 2 min , of game watch ing from spectator camera !! COMONNNN

my opinion is to cut some seconds and you’re enjoying the game so far!!
sorry by the english:D


(Rex) #2

I agree, as it’s even 30secs.


(montheponies) #3

30s is fine for defense, I’d have less for offense. You’re team should support you with revives.

This isn’t TDM.


(potty200) #4

Longer spawn times = more times set by attackers. Lessen the spawn times and you take away the team based objective feel and have more a death match/free for all.

I love the longer spawn times. They are really noticeable playing 5 vs 5 games.


(Glottis-3D) #5

spawn times are map-dependand, even OBJ-dependent. because these times compensate travel times.
some maps/objects have awesome flow with 20/20, others have better flow if they have 20/30 or 25/30.

so. untill we have realy greatly balanced maps (which we dont) i am OK with 30-30 because it just doesnt matter, untill we get good maps.


(INF3RN0) #6

[QUOTE=potty200;514885]Longer spawn times = more times set by attackers. Lessen the spawn times and you take away the team based objective feel and have more a death match/free for all.

I love the longer spawn times. They are really noticeable playing 5 vs 5 games.[/QUOTE]

20s spawns for attackers would help even more though since defenders tend to live a lot longer anyway.


(prophett) #7

Would like to try the 30/20 split. Not sure why SD seems hell bent on doing everything but this proven method…


(warbie) #8

Defenders with a longer spawn time?! That’s so crazy it might just work.


(spookify) #9

SD created ET just put in the ET spawn times and running clock!

SD also created fun objectives in ET that DB is lacking!


(BomBaKlaK) #10

[QUOTE=potty200;514885]Longer spawn times = more times set by attackers. Lessen the spawn times and you take away the team based objective feel and have more a death match/free for all.

I love the longer spawn times. They are really noticeable playing 5 vs 5 games.[/QUOTE]

Same I feel this much better


(INF3RN0) #11

I’d also like to see at least one forward spawn on every map, and in a separate mid-area location from the obj. It ought to give the attackers the opportunity to have a better chance of building momentum against a full obj camp defense. And defenders should want to risk a little over-extension to prevent attackers from capturing a forward if they can help it. And why doesn’t dome have forwards yet???


(Glottis-3D) #12

very nice =) laughed hard at this (though it is mostly sad =((()


(MrFunkyFunk) #13

I think we should start to use reverse psychology to make suggestions since obviously the stuff that makes sense, or that players previously liked, never makes it into the game.

"- LONGER SPAWN TIME SUCKS!

  • WHY SHOULD IT BE DIFFERENT FOR ATTACKERS AND DEFENDERS?
  • NOBODY LIKES FORWARD SPAWNS ANYWAY!"

(“classless objectives are the best thing that happened to this game!”)


(spookify) #14

Totally Agree!!!

Map progression, Forward Spawns, One Way Doors and much more…

Honestly One Way Doors might be the biggest thing to the maps… SD is always QQ’ing about secondary Objectives and a One Way Door that can be haxed by the attacking team would almost be a must if the map is lied out right… This of it as a security hax on the door…

All this talk about 5 v 5 and Balance and Comp play and ranked play is very odd… Why arent we testing it now in death? It is because match making isnt ready? The Server structure isnt ready?

SD you have a little over a month to xmas and 2015! Whats going to be that next step? USA servers are again deader then dead and the game is one huge spam fest in pubs with many different kill level.


(Anti) #15

Simply put we’d prefer something less random. When you have staggered times you inherently get occasional spawns that are more out of sync than others, enough that the attackers almost inevitably get the objective done. If possible we’d prefer to get to a point where that isn’t needed and team work/coordination is what results in success, not chance.

There are a bunch of ways we can do that, and we’re not yet there. Staggered spawns might still come in, but it’s not our preference. If it worked in other games or not is here nor there, we think we can do better.

Similar goes for forward spawns. Adding them likely means top down maps, spawn selection, confusing position changes for some players etc, they’re not a particularly nice mechanic. Do they make good secondary objectives? Yes, but we can achieve that in other ways. Do they change up map flow? Yes, but that can be done in other ways as well and comes with its own balance issues anyway.

In both cases I imagine we’re likely to explore fixes via map changes or other systems first, before we consider adding these.


(chippy) #16

I think the question then becomes: When can we start expecting significantly enough chances to test this in order to give you feedback on the “appropriate” aspect of the respawn times? It’s clear that simply changing the numbers are not effective enough even though it did make a positive difference. At least inte draft games so far.


(Anti) #17

Well 30/30 was a bit of a test, we’ve seen how it’s gone and we’re deciding what to do next. In the mean time we’re not going to stay on 30/30, we feel that isn’t quite right, so in the short term (not sure exact date) we’ll be looking to go to a 25/25 until we decide on the next step.

Why does the decision process take so long? Well, some solutions can require more work and we have a limited capacity as to what the dev team can take on at any one time, so any delay comes down to who would do the work and when can they do it. Ultimately though we’ll test any systems with you folks first before there is any ‘final’ decision made to stick with any particular system.

So sorry, can’t give you an exact date as I don’t know one right now, hopefully sooner rather than later :penguin:


(Violator) #18

There are more fundamental flaws in the spawn system than timings currently:

Dynamic attacker spawns. As the game progresses, the attacking team’s spawn moves forward. This seems like a sticking plaster to counter tight choke points which the attacking team simply cannot break. The worst example of this is the wall choke on Terminal. The defending team have the high ground on either side of the narrow wall breach + the opposite tunnel area. The only way this gets broken (unless the teams are very imba) is when the spawn changes to beyond the wall - smack in the middle of the defenders. I’ve been accused of spawncamping in this situation - am I supposed to /kill or run away? If we do have to have this system, then it should ensure that the majority of defenders are not in the immediate vacinity. A better solution for this is to allow attack access to the top floor from outside the wall once its blown via a side-objective maybe (ET Oasis had the team-door, plus it wasn’t as chokey the other side of the wall and attack had some upper ground. The choke there was the tunnel which was around half-way between the two spawns, plus we had the pump…).

Defenders spawning on top of objectives. Been on about this before so won’t go into it again here.

For timing, I do feel that attack should have a slightly smaller spawn time otherwise it ends up as attrition, certainly in SW mode. This worked in ET / QW so not sure why its being dismissed as ‘random’ here?


(Glottis-3D) #19

[QUOTE=Anti;514928]Similar goes for forward spawns. Adding them likely means top down maps, spawn selection, confusing position changes for some players etc, they’re not a particularly nice mechanic. Do they make good secondary objectives? Yes, but we can achieve that in other ways. Do they change up map flow? Yes, but that can be done in other ways as well and comes with its own balance issues anyway.
[/QUOTE]

i am looking forward for these “other ways” it is just… HOW forward are they from now??


(Sun_Sheng) #20

[QUOTE=Anti;514928]
Similar goes for forward spawns. Adding them likely means top down maps, spawn selection, confusing position changes for some players etc, they’re not a particularly nice mechanic. Do they make good secondary objectives? Yes, but we can achieve that in other ways. Do they change up map flow? Yes, but that can be done in other ways as well and comes with its own balance issues anyway.

In both cases I imagine we’re likely to explore fixes via map changes or other systems first, before we consider adding these.[/QUOTE]

When you do look at it…

The wonderful thing about an alternative spawn is that it allows for so much more in the way of tactics. One example from ET would be where we’d send 4 guys to the CP and two to the main gate. From a defenders pont of view that means at least 2 or 3 need to cover the main gate or we’re through. Taking those two away from the CP though, doesnt just gives us a better option for capture there, it also means that when we do a full team /kill and send all 6 to the CP which gives a massive advantage to that side of the map that can only be balanced by bringing over the two now ‘out of position’ guys. They do that, the right side is weakened and an attack can be quickly switched there.

That’s just one example, but that sort of fluidity and facility to change seems to be sadly lacking from DB. If forward spawns and such aren’t brought in to create it, then whatever is, needs to have the same sort of effect. moving people further up the only road through the village doesn’t really help.

At least im(rarely)ho :wink: :slight_smile:

As a further slight aside, old habits sometimes die hard so whilst we’re tweaking spawn times and potentially making them more important, is it possible to change the setting that gives me a death and someone else a free kill every time I /kill? At the moment it seems to be based off whether any damage has been taken recently or if you are at full health, but sometimes i’ll /kill for ammo and still be awarded the death, or i’ll go on a suicide run a few seconds before respawn, knowing i’ll die, but the opposition don’t kill me quickly enough so i’ll go for the /kill so aas not to miss the spawn wave