Spawn time why increase it ?


(rand0m) #21

[QUOTE=rookie1;447199]increasing respawn = will give a death penality and Give Med a pupose to revive you to avoid this (ok)
What if the 'waiting, doing nothing ,penality, looking a timer ’ was replace in part by something usefull but as the same effect ,but give the impression your doing something rather then wait and dont do nothing

Like i said if a part of the waiting was replace by respawing somewhere where you have to climb stairs (or whatever) At least you would have the impression your doing something

spawn time increase + further back respawing + Waste time action penality (stairs, doors what ever) = total time[/QUOTE]

So now were adding purgatory? No offense…but there are many more players out there that can do a better job shaping this game then some of the slop I see put out on this forum.


(rand0m) #22

Instead of bickering. Lets just go back to what worked for 6-7 years in rtcw/et. Maybe that makes the most sense?


(BomBaKlaK) #23

OK you dont like it ! it’s a fact !
But it’s the only way to balance this type of game, and 90% of the forum over here want this !
So please cool down and try it before


(Protekt1) #24

More propositions based on “it worked in X game” so it should be here. Kinda weak argument considering they are 2 different games.


(Humate) #25

^I think you underestimate the degree people in this alpha understand those games.


(Jamieson) #26

The current respawn times and the fact revived people don’t have revive shields means medics are pretty useless on the revive front, especially when attacking since there is no incentive for people to wait and every reason for them to tap.


(Ashog) #27

I wanna specteam cam when gibbed, now that spawn times will be increased. Staring at yr own dead body for 15 seconds is not much fun!!!


(sunshinefats) #28

I would appreciate this feature too actually.


(tokamak) #29

Longer spawn waves means people will treat their lives less frivolously. It means that every kill becomes a bigger gain and every death a greater loss. All in all it means that it’s much less rewarding to be a deficient clown.


(iwound) #30

this link will magically transport you to all the answers.
http://forums.warchest.com/showthread.php/34361-Spawn-Waves?highlight=spawn+waves

thread started 31st Jan


(tokamak) #31

No it doesn’t. The length of the spawn rate is an entirely different discussion than the choice between collective and individual spawn timers.


(rookie1) #32

This ^^


(iwound) #33

have you read that thread. im trying to help you out.


(tokamak) #34

Yes. It only marginally touches upon the rate. It’s worth having it as a stand alone discussion.


(rand0m) #35

How is it a weak argument when it had already worked in 2 VERY similar games.


(tokamak) #36

That they worked is not the argument, why they worked in those games and why that same can apply to DB is the argument.


(rand0m) #37

They worked then because gamers actually enjoyed that type of game, and tolerated it. Now gamers are all mostly from consoles and give easy mode pl0x games now and NEED it now, and have 0 patience. This game to me is going to fail just as brink did if it continues on the path of dumbing it down for next gen gamers and console like aesthetics. I’ll keep trying to give my input and alpha test until the day of release of course. But you say you guys are trying to make a “classic” fps…remove the console crap!

BACK OT…spawn timers need be adjusted. It’s the only way to synthesize class cohesion and team actions in this game. Right now people spawn every 10-15 seconds and just attack alone. The way spawns are now does not create a team environment and makes medics useless. You say you get bored when you die? Too bad. Don’t die. Play as a team. If you do die that’s why there are medics. Those of us that played rtcw/et know how this works. If you die and get gibbed, time to spec until the next spawn wave when it’s try #2. Hoping this next patch gives us most of what we need to see to make this game compete in today’s “market”.


(Protekt1) #38

Spawn times should increase but not simply because it worked in other games. There is also more than 1 way to skin a cat, as the saying goes.


(ras) #39

[QUOTE=rand0m;447389]They worked then because gamers actually enjoyed that type of game, and tolerated it. Now gamers are all mostly from consoles and give easy mode pl0x games now and NEED it now, and have 0 patience. This game to me is going to fail just as brink did if it continues on the path of dumbing it down for next gen gamers and console like aesthetics. I’ll keep trying to give my input and alpha test until the day of release of course. But you say you guys are trying to make a “classic” fps…remove the console crap!

BACK OT…spawn timers need be adjusted. It’s the only way to synthesize class cohesion and team actions in this game. Right now people spawn every 10-15 seconds and just attack alone. The way spawns are now does not create a team environment and makes medics useless. You say you get bored when you die? Too bad. Don’t die. Play as a team. If you do die that’s why there are medics. Those of us that played rtcw/et know how this works. If you die and get gibbed, time to spec until the next spawn wave when it’s try #2. Hoping this next patch gives us most of what we need to see to make this game compete in today’s “market”.[/QUOTE]

Well put. +1


(rookie1) #40

In this thread Im not refering about Spawn waves/Spawn trickle
but about spawn time increase, (wave or trickle) in certain objs could lead on unwanted results
and if time is increase too much …wont be good imo …some dont mind some do mind …for the ones that mind (like me) …I was sugessting a way to make it less apparent .Many things as to be look upon in the spawning …and SD is aware no doubt