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Old 2013-10-10, 05:31 PM   [Ignore Me] #1
typhaon
Sergeant Major
 
Spawn Logic is Bad


I'd venture to say that normal spawn and instant action spawn logic has never been in a worse state than right now.
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Old 2013-10-10, 06:08 PM   [Ignore Me] #2
AuntLou
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Re: Spawn Logic is Bad


I believe there is a fix on test.
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Old 2013-10-10, 10:51 PM   [Ignore Me] #3
typhaon
Sergeant Major
 
Re: Spawn Logic is Bad


I think you're right. I might've even posted something like this before.

I was just really annoyed a bit ago. Consider it a therapeutic post
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Old 2013-10-10, 11:08 PM   [Ignore Me] #4
Mordelicius
Major
 
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Re: Spawn Logic is Bad


It is bad atm. IIRC, the current condition is 3 adjacency + 1 closest Major facility.

Had an Esamir Alert last week. NC was hemmed in, losing Andvari Biolab with only fallback to Andvari Barracks with no other major facility.

I try to redeploy from Andavari Biolab (no chance for resecure and they got the SCU). What are the options?

- Advari Barracks is the only adjacency. So that's the only spawn.
- Closest Major facility is the Biolab itself lol (since NC has no other Major facility; Freyr is owned by TR).

So that's it, one spawn, despite have 7 other facilities close to the Warpgate plus 2 that are cut off.
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Old 2013-10-11, 04:17 AM   [Ignore Me] #5
Selerox
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Exclamation Re: Spawn Logic is Bad


What annoys me the most is that they fixed this. The spawn system was actually working pretty well a little while ago. Then they decided to fuck with it, leaving people high and dry.

Being unable to spawn in useful places absolutely makes the game less fun. It also makes a lie of SOE's statement that they want new players to be able to find fights as easily as possible.

When a player clicks on Instant Action they should not ever get the message "Instant Action is currently unavailable".

Last edited by Selerox; 2013-10-11 at 04:19 AM.
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Old 2013-10-12, 12:52 PM   [Ignore Me] #6
Violin
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Re: Spawn Logic is Bad


+1
This is my #1 reason for logging off lately.
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Old 2013-10-13, 01:59 PM   [Ignore Me] #7
typhaon
Sergeant Major
 
Re: Spawn Logic is Bad


Selerex - the other side of the coin, is that not so long ago - defensive respawning was absurd. An entire outfit/faction could respawn just about anywhere they wanted, with less than a minute's notice... whenever they wanted.

My main issue is with Instant Action. <-- I'd get rid of it. Make this some kind of skill/s 'Insertion Drop' or 'Defensive Drop' whatever.... Start it at 1 hour timer, able to reduce to 30 mins... allow people to drop to any friendly controlled territory OR any contested territory....
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Old 2013-10-13, 02:38 PM   [Ignore Me] #8
Babyfark McGeez
Captain
 
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Re: Spawn Logic is Bad


Currently defensive spawning is simply atrocious, more often than not i only have the next bases on the current lattice line avaible, which means if i want to spawn at a facility close by but not on that line, i'm screwed. I often find myself just spawning at the warpgate and flying to my desired destination instead. But if there is going to be a fix, then i'll just wait and see how that one turns out.

As for instant action, i'd say it should be ONLY for friendly facilities under assault, not for enemy bases. That's what spawn beacons are for, and it's just annoying when you cleared all beacons and people still keep dropping on the roof of your tech plant for example.
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Old 2013-10-14, 10:27 AM   [Ignore Me] #9
Rolfski
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Re: Spawn Logic is Bad


It's horribly broken atm and I was hoping for a hotfix as Malorn has supposedly already fixed it.
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