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Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2013.01.16 08:31:00 -
[1] - Quote
Now, I don't know what to think of the "new" ambush spawn mechanics. Actually I do, but if I said what was really on my mind, I would probably get banned again.
What I would like to know is what was the thoughts behind the current incarnation of spawning, especially in Ambush? I mean really, what I always dream about is being gang raped by 9 of the 16 members on the opposite team when I spawn, losing my gear, my dignity, my money, and my patience. Was this implemented to just grind the gears of any sane person that chooses to jump into the meat grinder?
You now that alone has great potential in dissuading future players from this game alone.
EDIT: More to continue. On the grind |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.16 08:39:00 -
[2] - Quote
Yes its terrible, and they know it from the countless threads about it. Its better to try to offer solutions. https://forums.dust514.com/default.aspx?g=posts&t=48771&find=unread I'm trying this here. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
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Posted - 2013.01.16 18:49:00 -
[3] - Quote
The base idea seems like it could fix the issue, yet I played MAG and have gotten red-lined back to the base at the beginning before. It would seem the idea of "Sky Spawning" would be the best solution to the problem.
This would put the decision into the players' hands, making the match more to their responsibility and mitigate the QQ'ing in the forums. At least, hopefully. |
Lady Hyuna
Amarr Templars Amarr Empire
29
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Posted - 2013.01.16 19:54:00 -
[4] - Quote
OMG fix the spaming of this stupid thread topic!
read what I put in all these posts https://forums.dust514.com/default.aspx?g=posts&t=51491&find=unread
the spawn is fine, freaking live with it... You don't even know what ambush means... I will admit I made this thread at first... but someone explained to me how it was... STOP making these stupid threads... use search please |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.16 20:00:00 -
[5] - Quote
Kazeno Rannaa wrote:The base idea seems like it could fix the issue, yet I played MAG and have gotten red-lined back to the base at the beginning before. It would seem the idea of "Sky Spawning" would be the best solution to the problem.
This would put the decision into the players' hands, making the match more to their responsibility and mitigate the QQ'ing in the forums. At least, hopefully. From what I understood, the sky spawning idea was for spawn points like default base spawns and spawns on objectives. If it was applied to Ambush, you would still get spawn killed, just after making a flashier entrance. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.16 20:07:00 -
[6] - Quote
Players on the same team could be initially be spawned as a big group, and all following spawns could be in the largest group of friendlies that are furthest from enemies. Protection in numbers, let your team be the spawn point. |
Cade Orion
Tronhadar Free Guard Minmatar Republic
27
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Posted - 2013.01.16 21:46:00 -
[7] - Quote
KAGEHOSHI Horned Wolf wrote:Players on the same team could be initially be spawned as a big group, and all following spawns could be in the largest group of friendlies thare furthest from enemies. Protection in numbers, let your team be the spawn point.
Like this idea |
Terry Webber
Gothic Wars Consortium
35
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Posted - 2013.01.16 23:59:00 -
[8] - Quote
I would rather have base spawn points and also a temporary shield around the player-placed spawn points. Getting shot down after you spawn is NOT fun. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2013.01.17 01:15:00 -
[9] - Quote
KAGEHOSHI Horned Wolf wrote:Players on the same team could be initially be spawned as a big group, and all following spawns could be in the largest group of friendlies that are furthest from enemies. Protection in numbers, let your team be the spawn point. Definitely one of the best ideas. Makes respawning teammates feel like reinforcements, and you're guaranteed some degree of safety on a spawn-in. A smart spawning system could be implemented, that looks at team density (how many people on what side in what area at a time) in a PI-style heatmap, then calculates the best locations based on three factors: >Nearest high-ally density. (near most of your buddies) >Furthest from high-enemy density. (Away from most of the enemies) >On the map's accessible areas, marked by a "Green Map" - prevents people from spawning inside the mesh of a structure (imagine that happening in the Gallente base map!) The scanning system can use the Overview Map system to plan its location. If you wanted to get fancy, you could make it a TACNET system that only draws enemy density based on "spotting" locations within the last 10 seconds. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2013.01.21 06:18:00 -
[10] - Quote
Lady Hyuna wrote:OMG fix the spaming of this stupid thread topic! read what I put in all these posts https://forums.dust514.com/default.aspx?g=posts&t=51491&find=unreadthe spawn is fine, freaking live with it... You don't even know what ambush means... I will admit I made this thread at first... but someone explained to me how it was... STOP making these stupid threads... use search please
When multiple threads are initiated and that they don't come up in searches, one must start a new one. That is unless a person uses more adult terms to communicate the existence of any other such threads.
And actually, as defined by the US Army, I do know what ambush means. An AMBUSH is when an element of troops arrives at a predetermined location in order to attack an incoming element of OPFOR. This would involve redeployment of said ambush unit BEFORE the OPFOR gets there. Developing and implementing a kill box with intersecting lanes of fire.
IT DOES NOT include random spawning with not one side having an established intelligence, geographic, or tactical advantage over those that they are lying in wait to AMBUSH.
Actually Webster's Dictionary defines it as:
"ambush |-êam-îbo-¥oSH| noun a surprise attack by people lying in wait in a concealed position: seven members of a patrol were killed in an ambush | kidnappers waiting in ambush . verb [ with obj. ] make a surprise attack on (someone) from a concealed position: they were ambushed and taken prisoner by the enemy."
Historically the roots of the word are:
"ORIGIN Middle English (in the sense GÇÿplace troops in hiding in order to surprise an enemyGÇÖ): from Old French embusche (noun), embuschier (verb), based on a late Latin word meaning GÇÿto place in a woodGÇÖ; related to bush. The noun use dates from the late 15th cent."
So, please, Lady Hyuna, before one makes accusations, one must first make sure that their ears are clear AFTER removing ones head from their lower posterior (i.e., their sphincter and their LARGE COLON).
Any discussion is not a stupid one. If you don't like reading about it, then don't read the thread. Your inability to maintain an adult conversation is NO EXCUSE to be crappy to others, to be disrespectful, nor to marginalize or invalidate the points that they bring up.
How would you feel if someone walked up into you conversation and decided to **** on you? You wouldn't be all that happy, I am sure. So what gives you the right to crap all over this conversation? As my grandmother used to say, "If you can't say something constructive or nice, shut your mud hole!"
EDIT:
Plus, if the spawn mechanics are so great, why are SO MANY PEOPLE QQ'ing about it, or attempting to figure out a better solution? |
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Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2013.01.21 06:22:00 -
[11] - Quote
Zat Earthshatter wrote:KAGEHOSHI Horned Wolf wrote:Players on the same team could be initially be spawned as a big group, and all following spawns could be in the largest group of friendlies that are furthest from enemies. Protection in numbers, let your team be the spawn point. Definitely one of the best ideas. Makes respawning teammates feel like reinforcements, and you're guaranteed some degree of safety on a spawn-in. A smart spawning system could be implemented, that looks at team density (how many people on what side in what area at a time) in a PI-style heatmap, then calculates the best locations based on three factors: >Nearest high-ally density. (near most of your buddies) >Furthest from high-enemy density. (Away from most of the enemies) >On the map's accessible areas, marked by a "Green Map" - prevents people from spawning inside the mesh of a structure (imagine that happening in the Gallente base map!) The scanning system can use the Overview Map system to plan its location. If you wanted to get fancy, you could make it a TACNET system that only draws enemy density based on "spotting" locations within the last 10 seconds.
This is definitely an idea CCP should look at the possibility of implementing. Nice thought process. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2013.01.21 06:29:00 -
[12] - Quote
KAGEHOSHI Horned Wolf wrote:Kazeno Rannaa wrote:The base idea seems like it could fix the issue, yet I played MAG and have gotten red-lined back to the base at the beginning before. It would seem the idea of "Sky Spawning" would be the best solution to the problem.
This would put the decision into the players' hands, making the match more to their responsibility and mitigate the QQ'ing in the forums. At least, hopefully. From what I understood, the sky spawning idea was for spawn points like default base spawns and spawns on objectives. If it was applied to Ambush, you would still get spawn killed, just after making a flashier entrance.
actually I disagree. Given the relative detail available on the tact map, I think that you could create a greater possibility of some sort of survival for the player spawning in, while at the same time mitigating the forum complaining due to the fact that they would have no one to blame but themselves.
I still think it is a valid option. And it goes with the lore presented in the opening film to Dust. Look at the deployment of the Amarrian Templars (i.e., the heavies with laser rifles and HMG's). |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2013.01.21 08:12:00 -
[13] - Quote
KAGEHOSHI Horned Wolf wrote:Kazeno Rannaa wrote:The base idea seems like it could fix the issue, yet I played MAG and have gotten red-lined back to the base at the beginning before. It would seem the idea of "Sky Spawning" would be the best solution to the problem.
This would put the decision into the players' hands, making the match more to their responsibility and mitigate the QQ'ing in the forums. At least, hopefully. From what I understood, the sky spawning idea was for spawn points like default base spawns and spawns on objectives. If it was applied to Ambush, you would still get spawn killed, just after making a flashier entrance. The Sky Spawning idea was for default spawns, but that INCLUDES the random-location default spawns on Ambush maps, so you'd has a spawn point in a random location ABOVE the battlefield, dropping down with partial control as you're falling.
That means you'd have visibility on any enemies near the designated landing area. As a result, you'd have fair warning about any enemies near your spawn location, and a chance to reposition yourself, potentially escaping an ambush. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2013.01.21 11:07:00 -
[14] - Quote
meh... just use freakin drop uplinks. that's what they're for. |
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