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PSU: the red pill was a placebo
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2012-06-20, 11:50 PM | [Ignore Me] #1 | ||
First Sergeant
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I clocked it from the E3 video. I am happy to see there IS in fact any respawn time at all, but 10 seconds to come back doesn't seem like it makes death much of a consideration at all. Taking out someone doesn't seem to satisfying or even important, since they just pop right back out in a few seconds. What does everyone think?
I hope they make it something like 20 seconds. Not disruptive to people wanting to get back into the action, but it will make those same people think for a moment before rushing in headlong ad nauseam. An alternative to a 20 second respawn time is a ticket system, where having many respawns has a negative effect on the player and/or faction that is constantly dying. |
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2012-06-20, 11:53 PM | [Ignore Me] #2 | ||
Major General
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i Imagine galaxys as repsawn points wont be as common as AMS's meaning that people will meanly rely on fixed, base, tower or outpost spawns. depending on where the fighting is between these points it could take considerable time to get back to the fight if you don't squad spawn. 10s is acceptable.
also ticket system is open to exploits, a faction should not be punished because they have players been farmed. |
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2012-06-20, 11:56 PM | [Ignore Me] #3 | ||
Colonel
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Death is its own penalty. It should be 15-20 second standard, but that has NOTHING to do with making people slow down, or think, or anything like that. And considering that the 10 second respawn is NOT for squad spawning, that means by default, there is a long runback every death. What beta needs to do is figure out how low we can get the squad spawn reuse timer, it should be as low as possible. If people want to play aggressively they should be allowed to. And if they want to play slow and cautiously that should be allowed too.
Last edited by Stardouser; 2012-06-20 at 11:57 PM. |
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2012-06-20, 11:57 PM | [Ignore Me] #4 | ||
Colonel
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Did you notice where they are respawning each time and the long counters for certain respawns? Also remember this was during a special E3 demo. I wouldn't trust anything until beta. That's when the actual testing and fine tuning will be happening with more players.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-06-21, 12:04 AM | [Ignore Me] #6 | ||
First Sergeant
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Aye, that and, if your team doesn't have a galaxy or a forwards respawn point, there's no way for them to get back into the base quickly. The E3 demo had those points because it needed to focus the action.
Once one side starts loosing, they'll feel it. Trust me. And with a 2-4 minute respawn timer for the Squad Spawn, plus the huge flaming drop pod coming from the sky should thwart a lot of that. |
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2012-06-21, 12:11 AM | [Ignore Me] #7 | ||
Colonel
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Nah just pointing out that there is variable spawning different places. Squad spawning has its own, but there's no reason to say that during beta we won't see complex spawning mechanics based on where people spawn. As far as I can tell the little outposts people were spawning at were uncapturables that the developers placed in the game for each of the 3 factions.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-06-20, 11:58 PM | [Ignore Me] #8 | ||
First Sergeant
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that use of that alien guy meme in this situation doesn't even make sense. Apparently image + text does not equal comedy gold
Anyway, I know it could change, but I am wondering about the design direction in terms of this. Do we have reason to believe it will change? |
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2012-06-21, 12:04 AM | [Ignore Me] #9 | |||
First Sergeant
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2012-06-21, 12:25 AM | [Ignore Me] #11 | ||
First Lieutenant
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Those spawn point seem to be capturable spawn points that add the the facilities capture. Also, 10 second respawn is just fine. With the size of the maps, distance back into the fight is punishment enough. Also, some people just suck but still want to play and some are casual gamers. These people would be put off from a high respawn timer. I think Battlefield 3 had it right (except squad spawn). 10 seconds is perfect.
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2012-06-21, 12:26 AM | [Ignore Me] #12 | ||
First Sergeant
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"casual players might get hurt feelings" is not a valid argument. The only relevant arguments here is what respawn timer is optimal to make the strategy, tactics, kill/death satisfaction/aversion and flow of the game optimal. The game should be design with its high level of strategy motif in mind. Contradicting this to not alienate people who don't care about what makes the game unique is ludicrous
Last edited by super pretendo; 2012-06-21 at 12:29 AM. |
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2012-06-21, 12:35 AM | [Ignore Me] #13 | ||
First Lieutenant
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More players = higher population = more money for SOE = longer game lifespan
If you want a game to go big, you have to make a couple concessions. The market demands it. I think a standard 10 second respawn timer is fair. It gets people back into action faster, accommodates the bulk of the shooter market, and doesn't jeopardize the game itself. |
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2012-06-21, 12:43 AM | [Ignore Me] #14 | ||
Sergeant
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Not the spawn timer itself is the problem.
The only issue with respawning is how long it takes you to get back into battle. In Battlefield 3 (as i think it's a well known title) every time you spawn you're right in the action again. Flags are clustered and in worst case you can always spawn on your squad mates. So lowering the respawn there, it's like fighting zombies because as soon as you wiped out a squad, it will be back up again. So if you got a 5 seconds respawn timer in PS2, but can only spawn in base which takes you at least 30 seconds to be back in action, it makes the actual respawn time not that much of an issue. The only thing: If PS2 forces us to spawn far away, then there need to be LOADS of transport vehicles availabe. There should be always a vehicle around when someone spawns. P.S. The "death penalty" thing ... LOL You think you can punish them by adding 5 seconds to the respawn timer ? That doesn't matter. The punishment is the death itself. No matter if respawn time is 5 seconds or 120 seconds. If respawn timer is too long people will simply drop the game as they spend more time on the respawn screen than in actual fighting. Last edited by xnorb; 2012-06-21 at 12:46 AM. |
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2012-06-21, 12:59 AM | [Ignore Me] #15 | ||
Corporal
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I think a variable spawn time based on how far away each spawn is relative to the death would be a good middle ground so it would take a similar amount of time to get back to where you were from either spawn. This time depends on whether or not you decide to respawn near a vehicle pad or not.
For example, you die and decide to spawn near a vehicle pad, this time will be shorter within a reasonable area than if you decided to spawn at a point closer to your death, such as a galaxy spawn. This would also help to keep momentum in the action by having units come consistently to the battle without making it a complete meat-grinder. The exact value of the spawn time plus travel would have to be tested in beta so it's not too long or short. I would also be completely fine with a base respawn of ten seconds to keep faction numbers potentially non-linear and having convoys/aircraft fleets coming in bursts. |
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