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2012-06-21, 01:55 AM | [Ignore Me] #31 | |||
Major
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I do not care personally about it ill probably wipe out half of a squad before ill die ! I care about the sucess of the game So iam agains it ! Regular people dont ahve much skills they have around 0.4 to 1 KDR and they die more than they kills Look at every massive game boards at the end of the games 12 kill 40 dead 5 kill 15 dead and so on thats the 80 % of the players the other 20 % went positive and around 2 to 3 % get like 2 kdr+ and much more points than anybody in objective modes ! So in order for this game to suceed all the (( spawn restriction )) dont have to existe because its an extra punishement for people who are already average or bad players ! most people dont want to spend their time in a count down screen they want to play the game Do you get me ?? Do you ? |
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2012-06-21, 02:01 AM | [Ignore Me] #32 | ||
Corporal
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Like someone mention short respawn time seriously promote stalemate because the defending team pop back out right next to the action where the attacking team potentially has to walk.
I'm the kind of person who if the respawn time are really short will gladly have the most reckless action I can, doesn't matter if I die 20 sec after spawning, I'll be back soon. Heck if the time is short enough I woudln't even mind sticking explosive on me/vehicule and just kamikazing. Death is not a punishment by itself, most of the time those super reckless strategy are even good for you're k/d ratio while also allowing you to have a really high amount of enemy kill, which prob will mean more exp. I think the best system would be like a CD on respawn CD SO if you die, you respawn in 10 sec, but if you die in the next 20 sec, you're respawn is longer, and if you die again very quickly, it's even longer. That way it stop stalemate, actually discourage farming since pretty quickly the flow stop and force people to think with survival in mind. Maybe have some sort of regional thing for the longer respawn CD, like if you want to respawn here, you gotta wait 30 sec, but further away it's just the normal 10 sec. |
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2012-06-21, 02:06 AM | [Ignore Me] #33 | |||
Either way I think you need to keep people in the game world when it's possible. Maybe don't allow super fast spawns on all locations but you should always have the option to spawn almost instantly [I somewhere[/I] like at another uncontested base to pull a vehicle or things like that. If you have to travel to reach the fight you shouldn't have a long wait to spawn.
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2012-06-21, 03:03 AM | [Ignore Me] #34 | ||
Sergeant
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Don't know about you, but if i get something to do while i'm dead, i don't
really notice the time it takes to respawn. Checking the map for example is an important thing for me to get an overview - especially if the map is extremely huge and it's possible to avoid direct battle but still contribute to the team. (flanking big style) Same goes for loadouts / skilltree. The most horrible thing in BF3 is the forced killcam and the 50 seconds end-of-round screen. Simply because you can't do anything during those screens. |
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2012-06-21, 03:18 AM | [Ignore Me] #35 | ||
Sergeant
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a ten second rsepawn timer would give the medic something like a 5 second time to start the revive process from time of dying (estimated from what they seem to want to make the revivelength to be like).
i think this would be a terrible idea how long the timespan is is dependant on when the game becomes unprofitable, with a small factor being how likely they think they are that they can make it profitable again, to what extent and how long it would take |
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2012-06-21, 03:24 AM | [Ignore Me] #36 | ||
Staff Sergeant
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10s is borderline fine. Anything more is frustrating, imo.
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"People assume that time is a strict progression of cause to effect, but actually, from a non-linear, non-subjective viewpoint, it is more like a big ball of wibbly-wobbly, timey-wimey... stuff." |
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2012-06-21, 03:28 AM | [Ignore Me] #37 | ||
Private
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10 second respawns are perfectly fine.
You seem to be forgetting about travel time to an objective, or resource costs for a new vehicle. The people who die often and respawn quickly are punished way harder than you are making out. I can see a lot of people, rushing into a fight, getting killed, respawning, buying a Mosquito/Reaver/Scythe and flying as quick as possible to the fight. These players will very quickly starve themselves of resources, and will not be able to sustain their wasteful ways. They will learn over time, that to run in and die, has impact on their resources. 10 seconds is long enough for a player to feel like they are missing out on a fight, and that's not including travel time. Don't feel the need to raise timers up so high. It is a game after all, and missing out on half of the games intricacies because I'm too busy staring at a respawn screen is a waste of time. Tl;DR 10 seconds is long enough because there is more than timers to worry about, and it wont break gameplay. Last edited by FluffyMilk; 2012-06-21 at 03:30 AM. |
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2012-06-21, 07:25 AM | [Ignore Me] #40 | ||
Sergeant
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hmm..well, your average time to die should be much MUCH higher than in the e3 demo for starters..that was just a compressed clusterfuck to get the adrenaline flowing ...in no way indicative of how the game will be "most" of the time (/disclaimer , of course it could get that way sometimes, but I digress)
Based on PS1, you could play for 3 or 4 hours non stop , and perhaps have died..what..4 times?... Not having insta spawn is not a negative...you will not spend you time waiting for a counter (unless you count the HART!), you will spend your time getting back to your squad from the nearest available spawn point (which could be 3 or 4 minutes run time away easily). |
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2012-06-21, 09:28 AM | [Ignore Me] #41 | ||
First Sergeant
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Personally, I would not advocate for a ticket system. However a 20 second re-spawn timer I do support, not to make people be more careful in future or to consider the consequences, but to make you kills matter more. But the main reason is just to make sure that an attack on a base does not end up being a continual stream of fighting but more a wave system, and to encourage more tactile thinking, as the remaining forces has to survive for double the time to sustain the assault, and if they cannot then it's likely that the re-spawn won't be happening anywhere near the action, and another wave and tactic will need to be developed.
20 seconds is a good round number, personally I would have something like a 1-2 minute re-spawn timer like in Project Reality but I would not advocate it for this game because I know it would scare a lot of people off, so I'd settle for 20. Last edited by MrKWalmsley; 2012-06-21 at 09:31 AM. |
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2012-06-21, 10:09 AM | [Ignore Me] #42 | |||
Private
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2012-06-21, 11:43 AM | [Ignore Me] #43 | ||
Private
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I think if it's your first death in a while then the respawn button should pop straight away.
next quick death is a 5 second countdown. next quick death is a 10 second countdown. And for every subsequent quick death after it stays locked at 10 seconds. I honestly don't believe in arbitrary game systems punishing players, I believe that it is the role of the player to punish the other players and it is important that whatever rage you may feel for having been killed gets directed to the faction that killed you. It's important that players, after they have been killed, have the ability to get back on their feet and get on with the fight quickly so they can channel those emotions in a constructive way. different strategies will quickly evolve that will incorporate whatever spawn times gets used; but worse than bases that are too hard to take are bases that are too easy. If you have long countdown timers, then people are just gonna bail from any action that has the numbers stacked against them, because if you're outnumbered you're gonna die more often and your faction will have less people in the fight. If you're playing to win than it will actually change the culture in the game from engagement to avoidance and that's not good. |
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2012-06-21, 11:49 AM | [Ignore Me] #44 | |||
Master Sergeant
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