but the access to the objective for the defending team should be “quite” safe so no spawn killing occurs. Pretty raging if I spawn and can’t get even near the objective to defend.
Having the timer be activated from the first death in that period would make the spawn waves less artificial, and more about what’s happening in the game, but unless a visible spawn timer is shown, it would be very random for pubbers, and comp players would have to keep up with another set of comms. And it would make it so that comp players can’t just /kill and immediately respawn to change tactics if no one on their team has died in the recent past. Making dying less a bad thing in some situations.
But despite those things it’s an interesting idea IF there is a visible spawn timer.
It does happen in practice and not just talking about clan matches, it’s not hard to learn what the opposite side’s spawn timer is, they fall out of the sky in most maps which is hard to miss, you can use this knowledge to devastating effect, combine it with the knowledge of how long it takes a DMC or hammer to get from a deploy spot to a forward spawn and you can rack up a lot of kills. On volcano for example I would often spawn at the ‘useless’ side spawn on GDF, put down a hammer, study they strogg spawn wave, sneak behind and retake the forward spawn and aim a hammer at my feet, by time they try and retake the spawn the hammer should have hit them.
Attackers are also at the mercy, there is a time limit to adhere to.
shirosae’s suggestion is a nice compromise though, seemed to have missed it when he posted it…
People playing clanwars are also the people most critical to games, as they know what they needs to get a war going, and they knows it from both the attacker and the defence site
They where the first people to ditch Brink tbh
There are some basics that just need to be in order togehter with movements and gunhandlings, this is one of them.
Tbh Spawnwawes has worked with success in W:ET and ET:QW, Question should be why fix it if it aint broke?
Bad thing about the suggestion is that it allows “tactical abuse.” A player could sacrifice himself to set a spawntimer for his team. So the defenders could effectively set their own spawntimer. And with no global visible spawntimer, that could make it even harder for the attack to penetrate.
Anti already answered this, I shall paraphrase but it was something like this…
“We need to improve how it worked in the past to make pub play more acceptable, also we need to try things that are generally more accepted to more than just our current playerbase if we want to have a platform to build on and increase the community and longevity of the project, what served us well in the past is not necessarily what will serve us well going into the future.”
Okay so he never actually said exactly that, as it’s more of a mish-mash of several comments all lumped together with my own interpretation, I’m sure someone will jump in and let me know if I’ve completely got it wrong.
[QUOTE=Runeforce;424861]Bad thing about the suggestion is that it allows “tactical abuse.” A player could sacrifice himself to set a spawntimer for his team. So the defenders could effectively set their own spawntimer. And with no global visible spawntimer, that could make it even harder for the attack to penetrate.
Seems overly complicated and not newb friendly.[/QUOTE]
True, or even grieving by having players self-kill at inappropriate moments.
Still the intention is great. Player still want to spawn in clusters. So having say, all players that die within a window of three seconds spawn together after a certain amount of time would be the actual compromise. Anyone that dies after the three seconds will be fitted in a new cluster. And as Shirosae already conceived, clusters-windows only start counting after the first death in a silent period.
This gives more flexibility without players feeling lost by being the only person spawning. Because that isn’t pub-friendly either. Either way it seems to be a more elegant way of handling the defence side.
Well, logistics mostly. It’s difficult to do. That’s why you can further fine-tune it and put the players into clusters. That way you don’t have this huge 15 second window for people to use exploits.
A bigger disadvantage is that you now have something that is even harder to convey to casual gamers. Then again, as long as players see that they’re spawning in (small) groups there probably is less need to explain things anyway.
W:ET also proved that not having a global disarm bar in the hud is pubfriendly yet it considerably enhanced the gameplay when ETQW went ahead and added it anyway.
Colour me unconvinced, and considering it’s the comp crowd that keep longevity going, it’s more than just me you need to convince… and it’ll take more than the ramblings of a theory gamer that doesn’t play comp, or really the game itself tbh.
You may also want to look into the idea behind stopwatch mode, because I don’t think you’re grasping it.
Then again, there isn’t much use in listening to someone who consistently points out that he has no intention of discussing matters like these either. Come on man, we know you have a lot more to bring to this debate.
A setback of 15 seconds on the attackers part doesn’t ´t directly translate to a loss. For defenders it does.
tokamak, there is no debate. As soon as this game goes live 1000’s of ET players are going to scramble to download it, they’ll be setting up matches, probably the very same day, and they’ll go ape-**** when they release the spawn mechanism has changed, after 12 years, for no good reason. And, to use DA’s apt description, the fact a “theory” gamer from the SD forums says it’s a good thing is going to mean diddly-squat.
Well there you go, now you’re arbitrarily cherry picking elements which should be kept. Using an ad populum like that is highly unhelpful when the discussion is about which type of gameplay is ideal. No innovation would be possible if it kept on being trumped by whatever people are accustomed to. Masses of people often have no idea what they want. Nobody called for an Iphone before it was invented.
I hope we can agree on that what Sd and not to forget We need now is a great game
I dont know where your comming from, But where i come from We consider it to be a great idea to build on a succes, W:ET has definatly been a succes, so why not re use those parts that made it that?
Movements, Gunhandling, objective based classes, balanced games, then ofc the final touch like the possibility to edit your hud like changing croshairs, show lagometer, spawntimer etc etc list goes on, these are the things that made WET great (idc much about ETQW tbh, but only because i dont like vehicles )
And I have the same considerations as kendle has, Im also sure that It will be WET Players that will download this game from day one, and theyll all be expecting to see a WET2 (which i know it aint) and if they are happy and satisfied with the game, then we will have the activity on servers which is needed to attract COD and BF ppl to join in and stay.
again why fix it if it aint broke? i really dont get that