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PSU: When does this round end?
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View Poll Results: What do you think | |||
Yes | 63 | 37.50% | |
No | 96 | 57.14% | |
Longer!! | 24 | 14.29% | |
Shorter!! | 17 | 10.12% | |
Multiple Choice Poll. Voters: 168. You may not vote on this poll |
Thread Tools | Search this Thread | Display Modes |
2012-06-11, 12:03 PM | [Ignore Me] #1 | ||
Staff Sergeant
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I think its ok for a cod game or some small game that is close corners for you to die contently but this game has a 64 square kilos and you should be punished for dieing, not for 5 mins, but around 40 seconds to a 1min. so way to make people to slow down and think instead of going Rambo and so that people can capture points with out being harassing.
Opinions, Poll vote please haha |
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2012-06-11, 12:05 PM | [Ignore Me] #2 | ||
Staff Sergeant
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No. Besides, things cost resources.
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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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2012-06-11, 12:06 PM | [Ignore Me] #4 | ||
Second Lieutenant
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i'm not gonna vote since you do not have an option for exponential spawn times
1st death : 5 seconds 2nd death : 10 seconds 3rd death : 20 seconds ofcourse the timer would degrade over time if you live longer you get where im going with this edit : its not so much about punishing dieing rather then making base caps work better. if you had no spawn timer what so ever, then taking a base would be a total mess since everyone can just spawn in again instantly, so after pushing te enemy back into a single room you would be stuck cause they would keep spawning. a better way of saying it is punishing bad defense Last edited by megamold; 2012-06-11 at 12:10 PM. |
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2012-06-11, 12:08 PM | [Ignore Me] #5 | ||
Staff Sergeant
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yes
I hated the sometimes painfully long respawn times (if you happened to die a lot in a row in a short amount of time).. The timer on squad spawning is a very good idea, though.
__________________
"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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2012-06-11, 12:09 PM | [Ignore Me] #8 | ||
Lieutenant Colonel
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Personally I liked the way PS1 did it. A lot of ppl didn't care for it but I thought it was a nice touch. If you played smart and didn't die every 5 seconds you didn't get hit with a respawn timer. If you played like shit and did die every 5 seconds you got hit with a timer that increased with the frequencies of death. It went down the longer you lived..
Another reason I liked it is because it gave the assaulting force a chance to gain ground or lose it.... Last edited by Hmr85; 2012-06-11 at 12:11 PM. |
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2012-06-11, 12:10 PM | [Ignore Me] #9 | |||
Staff Sergeant
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2012-06-11, 12:12 PM | [Ignore Me] #10 | ||||
Colonel
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Anyway, this is going to go the same way the Prone thread did. Let's skip to the end - this forum will vote mostly for yes, though SOE knows that won't win over new players. Arclegger already stated there won't be punishing respawn timers(except we know squad spawn is prenerfed). It was in the Day 2 E3 feed. People oppose prone because this isn't a tactical realism sim but now we need punishing respawn timers to promote playing with better tactics?
Last edited by Stardouser; 2012-06-11 at 12:14 PM. |
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2012-06-11, 12:16 PM | [Ignore Me] #11 | ||
Staff Sergeant
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"...Let's skip to the end - this forum will vote mostly for yes..."
The earlier thread had it the other way around
__________________
"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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2012-06-11, 12:17 PM | [Ignore Me] #15 | |||
Staff Sergeant
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here
__________________
"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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