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Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2012.07.01 10:08:00 -
[1] - Quote
It's been brought up before, and last phase, one person (and I regretfully forgot their name) had a simply BRILLIANT idea.
Make the timer count UP, instead of down.
The moment you press O to suicide and you arrive at the map to respawn, your timer starts counting up.
10 seconds on the clock, and you can spawn at a CRU/drop ship/default/objective spawn 15-20 seconds later, you can spawn on a drop uplink. (possibly sooner if the uplink is a prototype version or whatever)
This eliminates a few issues I currently have with the spawn mechanic (I can only speak for myself)
1. Trying to hero spawn on a lettered objective and being denied at the last second would no longer lead to yet another 10+ seconds to spawn (taking into consideration choosing a new spawn point).
2. Choosing a spawn point would no longer be taken into your spawn timers consideration, thus no longer "penalizing" someone for actually trying to pick a good strategic spawn point.
3. It would make it possible to actually communicate with team members and, when your squad/teams timers are all appropriate, have a team mate drop an uplink, and "Hot Drop" all at the same time. (Currently the 20 second timer AFTER the uplink is dropped seems a bit... non-spontaneous)
When I initially heard this idea, it was like a moment of clarity. It's such a simple solution. I understand why CCP has the 10 seconds in place, in order to pace the game, and make it so we aren't perpetually respawning the moment we die... but I think 10 seconds is good enough, 20 for a bit of a field advantage. It's great. but any more than that is just tedious, particularly when spawn-camping is such an issue currently. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.01 10:33:00 -
[2] - Quote
Totally agree. The current system leads to unnecessary extra waiting. If you already waited 10 seconds, then you shouldn't be forced to wait another 10 seconds extra if something cancels your spawn and forces you to pick another spawn point. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.01 15:55:00 -
[3] - Quote
Orin the Freak wrote:It's been brought up before, and last phase, one person (and I regretfully forgot their name) had a simply BRILLIANT idea.
Make the timer count UP, instead of down.
The moment you press O to suicide and you arrive at the map to respawn, your timer starts counting up.
10 seconds on the clock, and you can spawn at a CRU/drop ship/default/objective spawn 15-20 seconds later, you can spawn on a drop uplink. (possibly sooner if the uplink is a prototype version or whatever)
This eliminates a few issues I currently have with the spawn mechanic (I can only speak for myself)
1. Trying to hero spawn on a lettered objective and being denied at the last second would no longer lead to yet another 10+ seconds to spawn (taking into consideration choosing a new spawn point).
2. Choosing a spawn point would no longer be taken into your spawn timers consideration, thus no longer "penalizing" someone for actually trying to pick a good strategic spawn point.
3. It would make it possible to actually communicate with team members and, when your squad/teams timers are all appropriate, have a team mate drop an uplink, and "Hot Drop" all at the same time. (Currently the 20 second timer AFTER the uplink is dropped seems a bit... non-spontaneous)
When I initially heard this idea, it was like a moment of clarity. It's such a simple solution. I understand why CCP has the 10 seconds in place, in order to pace the game, and make it so we aren't perpetually respawning the moment we die... but I think 10 seconds is good enough, 20 for a bit of a field advantage. It's great. but any more than that is just tedious, particularly when spawn-camping is such an issue currently.
I personally love the idea of it counting up. The idea to actually have 1 guy go out at the beginning to "hotdrop" the rest of the guys in is something i'd really love to see, it give a real element that other games would never be able to come close to.
The fact that i could try spawning at a letter and it wasn't fast enough before the timer got to 0 and then have to wait another 10 or 20 seconds, and still possibly lose that CRU or drop uplink is frustrating and literally makes it so you cannot play, and what fun is that? You need to be able to spawn after 10 secs after death to keep engagements going.
CCP should really consider doing this or something similar |
Mike Gunnzito
111
|
Posted - 2012.07.01 16:46:00 -
[4] - Quote
Sounds like a great idea. Can't tell you how many times I've died, try to respawn, only to have an assets captured/destroyed. Then have to wait through the full spawn timer AGAIN!!! |
Tyrone Ryker
Circle of Huskarl Minmatar Republic
5
|
Posted - 2012.07.01 16:54:00 -
[5] - Quote
Mike Gunnzito wrote:Sounds like a great idea. Can't tell you how many times I've died, try to respawn, only to have an assets captured/destroyed. Then have to wait through the full spawn timer AGAIN!!!
This frustrates me as well. I would love to see a drop in the spawn counter. 10 seconds is way too long
|
Tor M Kallon
Seituoda Taskforce Command Caldari State
6
|
Posted - 2012.07.01 18:38:00 -
[6] - Quote
+1
Love the current timer amounts, but also feel like counting up would be better.
The way it currently works feels almost artificial if your dirt attempt cancels. Like a session change timer. |
Kiso Okami
Militaires Sans Jeux
19
|
Posted - 2012.07.01 18:46:00 -
[7] - Quote
I have a subversion of this idea.
Instead of using a number counter, we could have an up-link meter... well, two of them actually. One bar would signal you that you have gained access to the already predetermined drop zones, while the other would signal you that you are able to spawn in tactical drop zones. Once meter fills, a UI element would signal you which drop zones are available for you by making their drop markers appear on the map.
Maybe your spawn zones are colored white/gray until you are able to spawn there so that there is a good way of knowing. |
Tempus Paradoxium
Zumari Force Projection Caldari State
33
|
Posted - 2012.07.01 18:55:00 -
[8] - Quote
Absolutely brilliant idea. It also shows you just how long you've spent waiting, when you should be fighting. It could even give the player a visual indication when they've waited too long where the timer turns red as you exceed a certain amount of time, since the game auto-kicks you at a certain point. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2012.07.01 19:36:00 -
[9] - Quote
Tempus Paradoxium wrote:Absolutely brilliant idea. It also shows you just how long you've spent waiting, when you should be fighting. It could even give the player a visual indication when they've waited too long where the timer turns red as you exceed a certain amount of time, since the game auto-kicks you at a certain point.
Funny, I was thinking the EXACT same thing while writing this post, hoping someone would bring it up! +1! |
Mako LandSharkX
Goggles Inc.
48
|
Posted - 2012.07.01 19:42:00 -
[10] - Quote
Kiso Okami wrote:I have a subversion of this idea.
Instead of using a number counter, we could have an up-link meter... well, two of them actually. One bar would signal you that you have gained access to the already predetermined drop zones, while the other would signal you that you are able to spawn in tactical drop zones. Once meter fills, a UI element would signal you which drop zones are available for you by making their drop markers appear on the map.
Maybe your spawn zones are colored white/gray until you are able to spawn there so that there is a good way of knowing.
I like the OP's idea too, but this one would be ideal imo. |
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Winst Quailo
Osmon Surveillance Caldari State
3
|
Posted - 2012.07.01 19:51:00 -
[11] - Quote
Orin the Freak wrote:It's been brought up before, and last phase, one person (and I regretfully forgot their name) had a simply BRILLIANT idea.
Make the timer count UP, instead of down.
The moment you press O to suicide and you arrive at the map to respawn, your timer starts counting up.
10 seconds on the clock, and you can spawn at a CRU/drop ship/default/objective spawn 15-20 seconds later, you can spawn on a drop uplink. (possibly sooner if the uplink is a prototype version or whatever)
This eliminates a few issues I currently have with the spawn mechanic (I can only speak for myself)
1. Trying to hero spawn on a lettered objective and being denied at the last second would no longer lead to yet another 10+ seconds to spawn (taking into consideration choosing a new spawn point).
2. Choosing a spawn point would no longer be taken into your spawn timers consideration, thus no longer "penalizing" someone for actually trying to pick a good strategic spawn point.
3. It would make it possible to actually communicate with team members and, when your squad/teams timers are all appropriate, have a team mate drop an uplink, and "Hot Drop" all at the same time. (Currently the 20 second timer AFTER the uplink is dropped seems a bit... non-spontaneous)
When I initially heard this idea, it was like a moment of clarity. It's such a simple solution. I understand why CCP has the 10 seconds in place, in order to pace the game, and make it so we aren't perpetually respawning the moment we die... but I think 10 seconds is good enough, 20 for a bit of a field advantage. It's great. but any more than that is just tedious, particularly when spawn-camping is such an issue currently.
A developer needs to be ALL OVER THIS! Seriously, it's one of the reasons I signed up for the forums because I'm so sick of the timer they've got currently. Just don't reset the thing is a good start. All of the other ideas listed here are excellent too. |
Renzo Kuken
Seraphim Initiative. CRONOS.
369
|
Posted - 2012.07.01 21:05:00 -
[12] - Quote
KAGEHOSHI Horned Wolf wrote:Totally agree. The current system leads to unnecessary extra waiting. If you already waited 10 seconds, then you shouldn't be forced to wait another 10 seconds extra if something cancels your spawn and forces you to pick another spawn point.
should only be a rest of a timer with the clone bays
just think you need 10 secs to upload your essence into another clone...if its taken then you need to re link to another clone bay
now with spawning on objectives the MCC will need a clone bay so we can drop out and land where ever we want (section 8) just get rid of spawning on objectives all together |
Constable Jones
Royal Uhlans Amarr Empire
22
|
Posted - 2012.07.01 21:26:00 -
[13] - Quote
Fantastic idea. +1 |
Etero Narciss
Seraphim Initiative. CRONOS.
112
|
Posted - 2012.07.01 21:35:00 -
[14] - Quote
Tyrone Ryker wrote:Mike Gunnzito wrote:Sounds like a great idea. Can't tell you how many times I've died, try to respawn, only to have an assets captured/destroyed. Then have to wait through the full spawn timer AGAIN!!! This frustrates me as well. I would love to see a drop in the spawn counter. 10 seconds is way too long This made me cringe. 10 seconds is not too long. 10 seconds is long enough. |
Mordu's Spy
Doomheim
40
|
Posted - 2012.07.01 21:59:00 -
[15] - Quote
Etero Narciss wrote: This made me cringe. 10 seconds is not too long. 10 seconds is long enough.
|
Nite Terrors
Algintal Core Gallente Federation
5
|
Posted - 2012.07.01 23:00:00 -
[16] - Quote
there needs to be a universal countdown timer. with this select spawn timer if you select a spawn and it gets over run then it reses your timer because you have to pick another spwan. this becomes irritating. |
MiZoHrNy DuDe
Seituoda Taskforce Command Caldari State
0
|
Posted - 2012.07.02 00:02:00 -
[17] - Quote
The countdown timer is there probably to provide time for the textures to load. Because there is a large area to render and it IS a beta it takes time. |
Baal Roo
Subdreddit Test Alliance Please Ignore
811
|
Posted - 2012.07.02 00:06:00 -
[18] - Quote
Etero Narciss wrote:Tyrone Ryker wrote:Mike Gunnzito wrote:Sounds like a great idea. Can't tell you how many times I've died, try to respawn, only to have an assets captured/destroyed. Then have to wait through the full spawn timer AGAIN!!! This frustrates me as well. I would love to see a drop in the spawn counter. 10 seconds is way too long This made me cringe. 10 seconds is not too long. 10 seconds is long enough.
If anything, 10 seconds is too short. The longer they make spawn times, the more strategy and tactics we will see in game since death will be a bigger tactical disadvantage. |
Kitt 514
Osmon Surveillance Caldari State
94
|
Posted - 2012.07.02 00:08:00 -
[19] - Quote
Mordu's Spy wrote:Etero Narciss wrote: This made me cringe. 10 seconds is not too long. 10 seconds is long enough.
QFT |
Winst Quailo
Osmon Surveillance Caldari State
3
|
Posted - 2012.07.02 01:56:00 -
[20] - Quote
10 seconds isn't the problem, it's having it reset after you've made a choice and rejected that choice. It should only count 10 seconds and then add you to the game whenever you're ready. Not 10 seconds, reset dropsuit choice, a new 10 seconds. |
|
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2012.07.02 03:29:00 -
[21] - Quote
Winst Quailo wrote:10 seconds isn't the problem, it's having it reset after you've made a choice and rejected that choice. It should only count 10 seconds and then add you to the game whenever you're ready. Not 10 seconds, reset dropsuit choice, a new 10 seconds.
This.
I agree with the statement "10 seconds is not too long, 10 seconds is long ENOUGH"
If the timer, or bar, or whatever started "counting up" the moment we enter the map after bleeding out, it would still be 10 seconds to spawn, but ONLY 10 seconds (on average)
Currently it takes upwards of 15 seconds to spawn, maybe longer if you take a while to choose a drop suit and location.
I am not arguing with the spawn time. 10 seconds from the moment of death is fine. It seems a bit lengthy sometimes, but it gives you ample time to calm down a bit so you don't go in hot headed. |
Zach Shanna
Algintal Core Gallente Federation
77
|
Posted - 2012.07.02 03:37:00 -
[22] - Quote
MiZoHrNy DuDe wrote:The countdown timer is there probably to provide time for the textures to load. Because there is a large area to render and it IS a beta it takes time. I completely agree that there must be a reason for the timer. The rendering for these maps take forever and even once youve spawned, it has to continue rendering for a few seconds
I wouldn't get so annoyed if there were a cinematic or something along those lines rather than a counter, even if it was still 10 seconds |
jecs90
Algintal Core Gallente Federation
8
|
Posted - 2012.07.02 03:46:00 -
[23] - Quote
Orin the Freak wrote:It's been brought up before, and last phase, one person (and I regretfully forgot their name) had a simply BRILLIANT idea.
Make the timer count UP, instead of down.
The moment you press O to suicide and you arrive at the map to respawn, your timer starts counting up.
10 seconds on the clock, and you can spawn at a CRU/drop ship/default/objective spawn 15-20 seconds later, you can spawn on a drop uplink. (possibly sooner if the uplink is a prototype version or whatever)
This eliminates a few issues I currently have with the spawn mechanic (I can only speak for myself)
1. Trying to hero spawn on a lettered objective and being denied at the last second would no longer lead to yet another 10+ seconds to spawn (taking into consideration choosing a new spawn point).
2. Choosing a spawn point would no longer be taken into your spawn timers consideration, thus no longer "penalizing" someone for actually trying to pick a good strategic spawn point.
3. It would make it possible to actually communicate with team members and, when your squad/teams timers are all appropriate, have a team mate drop an uplink, and "Hot Drop" all at the same time. (Currently the 20 second timer AFTER the uplink is dropped seems a bit... non-spontaneous)
When I initially heard this idea, it was like a moment of clarity. It's such a simple solution. I understand why CCP has the 10 seconds in place, in order to pace the game, and make it so we aren't perpetually respawning the moment we die... but I think 10 seconds is good enough, 20 for a bit of a field advantage. It's great. but any more than that is just tedious, particularly when spawn-camping is such an issue currently. Good idea dude!! |
Garis Turaun
Circle of Huskarl Minmatar Republic
6
|
Posted - 2012.07.02 08:29:00 -
[24] - Quote
I dont fully dissagree nor agree with the whole count up timer deal but heres a point to consider.
There are different classes of Drop uplinks. The chief difference between them is that the better the uplink drop, the shorter time it takes to respawn on that beacon.
You make it a count up timer and you negate this aspect, cause when you die you'll just sit there for 12 seconds or whatever sippin your tea or pop and then insta-spawn wherever. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2012.07.02 18:49:00 -
[25] - Quote
Garis Turaun wrote:I dont fully dissagree nor agree with the whole count up timer deal but heres a point to consider.
There are different classes of Drop uplinks. The chief difference between them is that the better the uplink drop, the shorter time it takes to respawn on that beacon.
You make it a count up timer and you negate this aspect, cause when you die you'll just sit there for 12 seconds or whatever sippin your tea or pop and then insta-spawn wherever.
I don't quite see the validity of your argument. for starters, you'll be actively looking for a spawn point, or perhaps just "sitting there", which isn't a bad thing either.
you say insta-spawning, but isn't that already what you do? you click a spawn, wait for the timer, and insta spawn.
I'm just suggesting the reverse. wait for the timer, then click a spawn and insta-spawn. it's the same timer either way, just one is a lot more user-friendly and spontaneous. |
Lephis Phoenix
Algintal Core Gallente Federation
24
|
Posted - 2012.07.02 18:55:00 -
[26] - Quote
Respawning is a major Problem in every Shooter.
There isnt a single developer that has bring a good respawn system on the market.
I think the real problem is to set on a strict timer, why 10 Secons? because its a nice number?
Good people should get faster respawns, bad player higher timers, lonw wolfs the highest, spawn camping should reduce the timer. and so on.
Also: Respawn protection if spawn camped. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2012.07.02 22:17:00 -
[27] - Quote
Lephis Phoenix wrote:Respawning is a major Problem in every Shooter.
There isnt a single developer that has bring a good respawn system on the market.
I think the real problem is to set on a strict timer, why 10 Secons? because its a nice number?
Good people should get faster respawns, bad player higher timers, lonw wolfs the highest, spawn camping should reduce the timer. and so on.
Also: Respawn protection if spawn camped.
Hmm.. your ideas seem...
broken. :P |
Steven Fujiwara
Immobile Infantry
6
|
Posted - 2012.07.02 23:16:00 -
[28] - Quote
Orin the Freak wrote:Lephis Phoenix wrote:Respawning is a major Problem in every Shooter.
There isnt a single developer that has bring a good respawn system on the market.
I think the real problem is to set on a strict timer, why 10 Secons? because its a nice number?
Good people should get faster respawns, bad player higher timers, lonw wolfs the highest, spawn camping should reduce the timer. and so on.
Also: Respawn protection if spawn camped. Hmm.. your ideas seem... broken. :P
Don't forget "terrible." |
theseus sarasti
Algintal Core Gallente Federation
11
|
Posted - 2012.07.02 23:21:00 -
[29] - Quote
I like these ideas... Spawning does need to be less of a problem than it is now. A timer counting up wouldn't make short-time uplinks unusable, the overview map would just have to incorporate some sort of system that shows which spawn points would be available at which time (color changing idea mentioned)...
Being penalized another 10 seconds for a capture point or a destroyed dropship is not an enjoyable experience and seems to take away from the overview map experience and idea. It could be really fun and almost a mini game of its own once its done right.
If it's a graphical issue with rendering maybe ccp can do something different with the rendering if the spawn point changes at the last second... maybe something like a black and white fade in or a pixelated texture fade in. Something more like the visor coming online to compensate for loading. I'm not even sure this is possible - just an idea. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2012.07.04 00:02:00 -
[30] - Quote
I don't think it's a loading issue. You load the map when the game first starts. Pretty sure it stays "loaded" throughout the whole time the game goes. the only thing it has to update are player/vehicle locations, and points captured. but yeah... I don't think the 10 seconds is loading time. it's for balance issues I'd assume.
10 seconds is fine, but if it counted up, it'd help streamline the game so much, AND it'd be totally different than any other FPS game I've every played. |
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