Spawning logic/timer & Players getting back too fast
#1
Posted February 14 2014 - 01:36 AM
We were not all in agreement of what the solution was but we felt that something needs to be done about how quickly dead players affect the flow of battle after death. We feel it is most definitely a problem emanating from either spawn timers or spawning logic.
What do you think of spawning logic and/or spawning timers_
Dew, on April 04 2014 - 01:15 PM, said:
#2
Posted February 14 2014 - 01:44 AM
#3
Posted February 14 2014 - 01:47 AM
DerMax, on February 14 2014 - 01:44 AM, said:
Low TTK coupled with longer respawn might make the game pace feel slower. I propose a movement speed increase to counter that!
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#4
Posted February 14 2014 - 01:50 AM
Back2topic: My opinion:
- The spawning in Siege is fine.
- The spawning time in DM is a tad too fast but the spawn locations are fine.
- The spawning time in TDM is also a tad too fast. Sometimes I am spawned on the other site of the map and when I try to to regroup with my teammates I get intercepted by multiple enemies (quite annoying).
- Haven't played much Missle Assault lately so I won't comment on that game mode.
Edited by ReEvolve, February 14 2014 - 02:02 AM.
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#5
Posted February 14 2014 - 05:56 AM
Alternatively, increase the spawn time but show players a whole map view of what is going on and potentially where they are going to spawn to so they can make tactical decisions about what to do when they do respawn.
Edit: a more elegant solution than empty fuel tanks would be a mini (short) version of what happens at the beginning of a match currently with all the boot up screens. So when you spawn, your boost systems take a few seconds to warm up and become usable.
Edited by DennisKnightPC, February 14 2014 - 05:58 AM.
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#6
Posted February 14 2014 - 08:38 AM
So now I play mostly Siege, no more uncontrolled spawning on really bad places.
#8
#9
Posted February 15 2014 - 06:31 PM
Those few times per game in which this happends can easily be the deciding factor between a win or a loss.
Edited by FuryMonster, February 15 2014 - 06:33 PM.
#10
#11
Posted February 15 2014 - 11:45 PM
Dew, on April 04 2014 - 01:15 PM, said:
#12
Posted February 15 2014 - 11:55 PM
I honestly don't know the best way to go about fixing it :/
[HWK]ZamboniChaos, on December 10 2013 - 05:29 PM, said:
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#13
Posted February 16 2014 - 07:35 AM
#14
Posted February 16 2014 - 02:52 PM
Exeon, on February 15 2014 - 11:45 PM, said:
And I shall provide!
Basically, enemies and teammates each exert "influence" on spawn points around the map. For example, an enemy might equal -100 influence and a teammate equals +100 influence. These influences are calculated for each spawn point when you hit the Launch button. Other factors such as line of sight, distance, etc. modify these influence values. Once all the points are totaled up, we have a rating for each spawn on the map and pick the "best" one.
FuryMonster, on February 15 2014 - 06:31 PM, said:
What you're seeing with the above example is intentional with the spawning system. We do not want to spawn players back into the middle of a large team fight which could degrade into lopsided death balls. My suggestion when you find yourself spawning by yourself in TDM is to hang back a bit before rushing off. Remember, *you* are exerting positive influence on the spawn points for your teammates who are about to hit the Launch button. That's my pro-tip for the day .
As some of the veteran players can tell you, this seems to have worked much better than the basically pure random spawning that Hawken used a year ago. That being said, I would LOVE to try out wave based spawning. I think it's a great system for a lot of games - I just haven't had time to prototype it since I started working on CoOp. Let me know if you have any other questions!
#15
Posted February 16 2014 - 04:20 PM
[HWK]Hoogs, on February 16 2014 - 02:52 PM, said:
Exeon, on February 15 2014 - 11:45 PM, said:
And I shall provide!
Basically, enemies and teammates each exert "influence" on spawn points around the map. For example, an enemy might equal -100 influence and a teammate equals +100 influence. These influences are calculated for each spawn point when you hit the Launch button. Other factors such as line of sight, distance, etc. modify these influence values. Once all the points are totaled up, we have a rating for each spawn on the map and pick the "best" one.
FuryMonster, on February 15 2014 - 06:31 PM, said:
What you're seeing with the above example is intentional with the spawning system. We do not want to spawn players back into the middle of a large team fight which could degrade into lopsided death balls. My suggestion when you find yourself spawning by yourself in TDM is to hang back a bit before rushing off. Remember, *you* are exerting positive influence on the spawn points for your teammates who are about to hit the Launch button. That's my pro-tip for the day .
As some of the veteran players can tell you, this seems to have worked much better than the basically pure random spawning that Hawken used a year ago. That being said, I would LOVE to try out wave based spawning. I think it's a great system for a lot of games - I just haven't had time to prototype it since I started working on CoOp. Let me know if you have any other questions!
Thanks for the explanation, I was always very curious as to how the spawning logic worked.
#16
Posted February 18 2014 - 01:50 AM
#17
Posted February 18 2014 - 03:14 AM
[HWK]Hoogs, on February 16 2014 - 02:52 PM, said:
Exeon, on February 15 2014 - 11:45 PM, said:
And I shall provide!
Basically, enemies and teammates each exert "influence" on spawn points around the map. For example, an enemy might equal -100 influence and a teammate equals +100 influence. These influences are calculated for each spawn point when you hit the Launch button. Other factors such as line of sight, distance, etc. modify these influence values. Once all the points are totaled up, we have a rating for each spawn on the map and pick the "best" one.
FuryMonster, on February 15 2014 - 06:31 PM, said:
What you're seeing with the above example is intentional with the spawning system. We do not want to spawn players back into the middle of a large team fight which could degrade into lopsided death balls. My suggestion when you find yourself spawning by yourself in TDM is to hang back a bit before rushing off. Remember, *you* are exerting positive influence on the spawn points for your teammates who are about to hit the Launch button. That's my pro-tip for the day .
As some of the veteran players can tell you, this seems to have worked much better than the basically pure random spawning that Hawken used a year ago. That being said, I would LOVE to try out wave based spawning. I think it's a great system for a lot of games - I just haven't had time to prototype it since I started working on CoOp. Let me know if you have any other questions!
I've been in many games where the first party wipeout decides the final score because thereafter the deathball rolls around the map at high speed picking off all of the scattered spawnees with ease
it wouldn't make much difference by lingering at a spawn point in the hope of having a team mate or two also spawn at your location because anything less than a full team is not going to be able to halt the rolling deathball, and thus the roflstomp carousel continues
some sort of hybrid wave-base / individual spawn system might hold the answer
for example, spawning waves only occur every 10 seconds but the point chosen for that team respawn works using the same priority system that's currently in place
(better still, allow dead players to defer respawning by _one_ wave slot)
I don't know, I'm just throwing stuff at the fan and seeing where it lands, but the current system makes TDM a crapshoot in competitive terms after the first party kill and that's not desirable
Edited by Muffintrumpet, February 18 2014 - 03:20 AM.
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#18
Posted February 18 2014 - 02:57 PM
#19
Posted February 18 2014 - 05:13 PM
Retorrent, on February 18 2014 - 01:50 AM, said:
Muffintrumpet, on February 18 2014 - 03:14 AM, said:
it wouldn't make much difference by lingering at a spawn point in the hope of having a team mate or two also spawn at your location because anything less than a full team is not going to be able to halt the rolling deathball, and thus the roflstomp carousel continues
Yes, unfortunately there are so many variables in play that can alter a spawn that it's extremely hard to choose a perfect spawn location. In TDM it's still possible to spawn say, right next to an enemy if you're not in line of sight of them. Being in line of sight of an enemy generally has a large enough influence that you should never spawn there. The exception is in Deathmatch where you only have enemy(negative) influences, thereby the whole spawn system can get thrown out of whack if ALL spawns are being negatively influenced severely (a reason why we reduced the max players to 10 for DM).
For certain problem areas, a designer can alter some properties on a spawn point in the UE3 editor. This is to handle things such as low obstacles which might block line of sight to a spawn point, but would still be considered a bad spawn irregardless of line of sight. So with all this tweaking I think we're in a better state than a year ago. I think wave spawning would definitely help in pub games to encourage team work, although I think organized play has adapted to the spawn system as it stands (correct me if I'm wrong!).
#20
Posted February 18 2014 - 05:27 PM
[HWK]Hoogs, on February 18 2014 - 05:13 PM, said:
Eh, not so much. It's not impossible to recover from but it gives the enemy a large advantage.
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