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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
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CCP Frame
C C P C C P Alliance
470
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Posted - 2013.02.28 08:51:00 -
[1] - Quote
Dear players,
During todayGÇÖs downtime we applied a hotfix that improved spawn mechanics and added new spawn locations for Ambush game mode with biomass or communication outposts on maps. However, our job is far from over. We are looking for your feedback on this new system for these specific types of maps and we are constantly working on expanding and improving this system to the entire ambush game mode, as stated by CCP Draco right here.
Thank you for your cooperation and feedback, we are looking forward to it! |
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Beren Hurin
OMNI Endeavors
189
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Posted - 2013.02.28 13:02:00 -
[2] - Quote
I'm showing your CCP Draco link as broken? |
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CCP Frame
C C P C C P Alliance
471
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Posted - 2013.02.28 13:19:00 -
[3] - Quote
Beren Hurin wrote:I'm showing your CCP Draco link as broken? Apologies, this is now fixed. |
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Abimelech Mahatan
Commando Perkone Caldari State
0
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Posted - 2013.02.28 15:14:00 -
[4] - Quote
First off, I really like the direction the changes have taken. It was not too enjoyable to spawn with an enemy already at your back. I have run into a few strange situaitons that the new spawn system created when i was playing. The first is that i saw an enemy spawn in the middle of the rest of my team. Then as one or two popped up, others started to spawn there as i assume the threat level decreased for them as more of their allies came in. They were quickly and unfairly wiped out though as they did show up unexpectedly in the middle of all of us. The other situation is when a group gets cornered but not overrun, their allies continue to spawn in the same corner with them. If you set up a line of fire from multiple angles on the same position then it can start to feel like a spawn camping situation. If there was a way to judge when not to spawn in a trapped corner that would be beneficial. This stuff only happened in 2 out of about 10 games i played so its hardly a common situation but it did happen. |
v3k3v
Imperfects Negative-Feedback
24
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Posted - 2013.02.28 15:29:00 -
[5] - Quote
Spawning at the edges of the map would seem to work better. It might be too complex to take the data but areas with cover and 2nd: areas not in the line of site by enemy clones. Seems to be rather simple.
Honestly we should always be able to drop into the map from above and kinda glide into the location we feel safe. That way our spawn hit point is always under our control. Plus just like the good old laser rifle you will be able to see guys shooting down onto the map so we will know generally where they landed. This is obviously more realistic for the game. Clones jumping out of spaceships above the battle field. Unlike the MCC though where you just drop straight down. You could easily create invisible slick like shapes on top of the structures you dont want people landing on so if you were to aim for that given location you would just be diverted to a normally obtainable ground or building location. |
Gunner Nightingale
Internal Error. Negative-Feedback
247
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Posted - 2013.02.28 15:53:00 -
[6] - Quote
Persoanally this makes it even easier to spawn camp as the maps are simply not large enough for players to spawn in out of danger.
The result me and my squad move in a circle we get eyes on one new enemy spawning and we zerg and usually the whole team follows us since we all know the ENTIRE enemy team will be there shortly
Given the way players spawn in with the clone appearing prior to mind transfer and our ability to damage them during this initial process we can wipe out clones BEFORE the player has CONTROL.
Im not going to bash this as i applaud the effort. It just needs to factor in map size and player count.
The most notorious map for abuse is manus peak(bowl map/merc events map)
Here once a team is spreads out like a fan around the bowl the rock peak to the North east and the larger two rock formation opposite side.
The algorithms only "safe" spawn is the clearing opposite the bowl to the left if you are facing out from the bowl towards the two rocks where enemies often spawn.
Actually ill use the map coordinates from the feedback page to be more specific.
https://forums.dust514.com/default.aspx?g=posts&t=48086&find=unread
Team has players positioned at [C/D 3-4; C/D5-6 and D/E 6-7] only safe spawn is E/F 4-6. This is a open clearing and basic a spawn lock that cannot be defeated.
That said it seem Line Harvest and Skim junction maps that have more cover and more playable space this algorithm works better but again we can still move in a circle and zerg an area and cut off escape because once we see one player spawn there we know the whole team is going to spawn there its utterly predictable and can be easily gamed. Where it fails is Manus Peak and Ashland as these maps are much smaller in terms of useable map space and thus easier for a 16 person team to cover.
I for one liked the old setup because even though the spawns were random they were fixed so once you knew where they were you tactical awareness made sure you were covering your flank if you were running and gunning.
Moreover i found if i delayed my return to battle for about 15 seconds it gave the algorithm time to spawn me in a realtively "safer" spawn point. This also held true for me in the beginning as i would wait 30-45 seconds before spawning or until i saw at least a handful of enemy reds before spawning in.
However that works on an individual scale but if everyone did it would still create that initial ambush since everyone is spawning together the algorithm cant use all its variables to adjust for spawns. My solution to the "first spawn" spawn problem of the old algorithm is create is so first spawn is all team spawn together and on the two farthest points on the map. After which let the old spawn mechanic take over, and get the word out it needs 15second to find a proper match. Then test this for a month and see if the result hold true.
Moreover the playerbase needs to get out of the COD mentality of rapid return to combat. The reason clone counts drop so fast is becaue 8-10 people die and they all hit respawn instead of waiting to be revived. IGN comments on the live feed so many QQ about 10second timer on respawn as if its a bad thing. The game should be frantic but theres a different between chicken with its head cut off type of pace and disordered ordered caos pace.
Moreover uplinks can drop respawn time to 5 or less seconds.
My advice CCP is you need to build up your own YouTube channel and starting creating "advanced" features videos that shows how as you progress how the gameplay evolves and the "tools" of the trade that will allow for that. I apoligize for this slightly off topic rant but i feel it all ties together as the primary complaint over ambush spawns comes from players not understanding the system and an overeagerness to return too quickly to combat. |
v3k3v
Imperfects Negative-Feedback
24
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Posted - 2013.02.28 16:03:00 -
[7] - Quote
You need to take into account if a team mate died in the area. If you dont include that data with a spawn point then the system is fail. The smaller map with just hills is nasty. I killed at least 3 guys in a small area and more team mates just kept spawning in the same area.. then same thing with the other corner of the map.. went 23/1 just running from the east to the west. on the bottom of that map. |
WR3CK HAVOC
SVER True Blood Unclaimed.
12
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Posted - 2013.02.28 16:07:00 -
[8] - Quote
How about a NEW SPAWN SYSTEM for ambush. You get 3 choices .
1 New hot drop anywhere on map. The disadvantage is obviously people will see you come in and you will be disoriented. 2 unlinks 3 random spawn.old system. |
martinofski
Rebelles A Quebec
18
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Posted - 2013.02.28 16:21:00 -
[9] - Quote
Nice post Gunner, I agree with most point.
I am not sure I liked the old spawn version as it was, it just needed some tweeking.
I noticed that the new spawn mechanic has a good side. - It bring the team together for better team work and more involving fights instead of 1 vs 1 - I don't need to cross the complete map to regroup with my squad.
The big downside I see is that once a team get killed by the other teams, it all go wrong.
Playing a few ambush last night, I notice I ended up looking at the red arrow(ennemy location) after a bunch of reds got killed, since once someone spawn, we can see is red arrow for like a second and I knew all is team would spawn there too.
So in the end, it ended up being a group of blueberry chasing the new spawn location of the other team, knowing exactly where it was.
I think we shouldn't see those when people spawn. Can't play tactical when the other team know you just appeared on the other side of the building.
Maybe a stupid idea, but people in ambush could act as CRU. You select the one you want to spawn to. For the first spawn, do just like Gunner said, all the team together. Then you select the blue you want to appear with. This way you don't get any spawn killing and you chose if you want to appear right into the ennemy fire or on a safer location where your squad is waiting for you. You don't need to be awared where are those spam point and make sure you don't get hit in the back from a freshly spawned guy. I do understand though that it make the droplink somehow useless in ambush. but even there, they would have their function : spawn in a place where you were before, maybe alone like snipers, maybe on a building roof were you were previously, etc. |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
97
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Posted - 2013.02.28 16:27:00 -
[10] - Quote
Gunner Nightingale wrote:Persoanally this makes it even easier to spawn camp as the maps are simply not large enough for players to spawn in out of danger. The result me and my squad move in a circle we get eyes on one new enemy spawning and we zerg and usually the whole team follows us since we all know the ENTIRE enemy team will be there shortly Given the way players spawn in with the clone appearing prior to mind transfer and our ability to damage them during this initial process we can wipe out clones BEFORE the player has CONTROL. Im not going to bash this as i applaud the effort. It just needs to factor in map size and player count. The most notorious map for abuse is manus peak(bowl map/merc events map) Here once a team is spreads out like a fan around the bowl the rock peak to the North east and the larger two rock formation opposite side. The algorithms only "safe" spawn is the clearing opposite the bowl to the left if you are facing out from the bowl towards the two rocks where enemies often spawn. Actually ill use the map coordinates from the feedback page to be more specific. https://forums.dust514.com/default.aspx?g=posts&t=48086&find=unreadTeam has players positioned at [C/D 3-4; C/D5-6 and D/E 6-7] only safe spawn is E/F 4-6. This is a open clearing and basic a spawn lock that cannot be defeated. That said it seem Line Harvest and Skim junction maps that have more cover and more playable space this algorithm works better but again we can still move in a circle and zerg an area and cut off escape because once we see one player spawn there we know the whole team is going to spawn there its utterly predictable and can be easily gamed. Where it fails is Manus Peak and Ashland as these maps are much smaller in terms of useable map space and thus easier for a 16 person team to cover. I for one liked the old setup because even though the spawns were random they were fixed so once you knew where they were you tactical awareness made sure you were covering your flank if you were running and gunning. Moreover i found if i delayed my return to battle for about 15 seconds it gave the algorithm time to spawn me in a realtively "safer" spawn point. This also held true for me in the beginning as i would wait 30-45 seconds before spawning or until i saw at least a handful of enemy reds before spawning in. However that works on an individual scale but if everyone did it would still create that initial ambush since everyone is spawning together the algorithm cant use all its variables to adjust for spawns. My solution to the "first spawn" spawn problem of the old algorithm is create is so first spawn is all team spawn together and on the two farthest points on the map. After which let the old spawn mechanic take over, and get the word out it needs 15second to find a proper match. Then test this for a month and see if the result hold true. Moreover the playerbase needs to get out of the COD mentality of rapid return to combat. The reason clone counts drop so fast is becaue 8-10 people die and they all hit respawn instead of waiting to be revived. IGN comments on the live feed so many QQ about 10second timer on respawn as if its a bad thing. The game should be frantic but theres a different between chicken with its head cut off type of pace and disordered ordered caos pace. Moreover uplinks can drop respawn time to 5 or less seconds. My advice CCP is you need to build up your own YouTube channel and starting creating "advanced" features videos that shows how as you progress how the gameplay evolves and the "tools" of the trade that will allow for that. I apoligize for this slightly off topic rant but i feel it all ties together as the primary complaint over ambush spawns comes from players not understanding the system and an overeagerness to return too quickly to combat.
Excellent post thank you for sharing this it pretty much covers everything.
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Kromestien
Lost-Legion
0
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Posted - 2013.02.28 17:04:00 -
[11] - Quote
I can't say anything for the spawn mechanics but it terms for CRU/uplinks, i think that a lore friendly solution it having a high rate scanner that will warn you on the spawnin map how close and how many enemies are camping it. maby 10-15 meters for CRU, 5-10 ferr a uplink? I mean it's the damn future. we can have scanners in them things right? |
martinofski
Rebelles A Quebec
18
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Posted - 2013.02.28 17:19:00 -
[12] - Quote
Kromestien wrote:I can't say anything for the spawn mechanics but it terms for CRU/uplinks, i think that a lore friendly solution it having a high rate scanner that will warn you on the spawnin map how close and how many enemies are camping it. maby 10-15 meters for CRU, 5-10 ferr a uplink? I mean it's the damn future. we can have scanners in them things right?
Maybe proto uplink could have a built in scanner to detect the surrounding yes, but militia is like walmart stuff |
Tiel Syysch
Imperfects Negative-Feedback
641
|
Posted - 2013.02.28 18:25:00 -
[13] - Quote
If this is the ambush spawn system we had since yesterday, it is good for the first wave of spawns, but is too easily gamed later into the match by a team that has an upper hand. As a result, I regularly saw way more spawn camping yesterday than before due to this spawn system.
Once one blob overruns another blob, they have free access to spawn camp the enemy team. This seems to happen because the camping blob is actually spread out on the map (maps being part of the problem, way too small for this system), making the rest of the map seem hostile - half the team is doing the camping, a quarter still running to join in on the camping, and the other quarter roaming around wondering if they're spawning somewhere else yet. The camped team sits there spawning in the same spot, especially if the camping team is killing from a distance, and partly because there are still their teammates nearby as they're trying to spawn (even if those nearby are about to be gunned down instantly, they're still "in the area" according to the algorithm). |
Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2013.02.28 18:54:00 -
[14] - Quote
I also experienced the problem of the outgunned team starting to spawn all in the same area, creating a spawn trap for them. Nobody can get out of there because the whole enemy team is camping around the area.
I think the algorithm should make sure that there always exists a minimum random distribution of both teams on the map. I.e. never spawn 99% of one team in the same area. If 50% of one team is huddled up in one place, the rest of them *must* start to spawn in other random locations, which would ideally result in the creation of multiple "hot spots" for team spawning.
In other words, at some point the weight of "team players nearby" needs to be reduced dramatically, until another hot spot for spawning begins to emerge where people can spawn in relative safety. |
Telcontar Dunedain
Imperfects Negative-Feedback
336
|
Posted - 2013.02.28 19:13:00 -
[15] - Quote
These maps are simply too small.
At some point you chose to shrink the redlines in on these maps.
This was a HUGE mistake.
Since then the spawns have been problematic so you fiddle with the spawns trying to fix your previous HUGE MISTAKE IN SHRINKING THE AMBUSH MAPS IN THE FIRST PLACE.
This new system is AWFUL.
You can't fix it with clever code.
We will camp spawns and make this terrible for people.
The maps+spawns are substantially more teamfire blob boring.
Learning to teamfire is something squads need to learn to do together. It shouldn't happen automatically because the map is too small and the spawns bad.
Most of the verbal feedback from vets I've heard is "yah they are trying to make this game like COD, its just dumb". |
Argo Filch
BetaMax.
0
|
Posted - 2013.02.28 20:40:00 -
[16] - Quote
I'd add two things to the algorithm.
First, as was mentioned by others before me, take into consideration death of players near the spawn points... it should be considered less safe if tons of people died near it recently.
And the second one would be, have some kind of cap for how many people spawn in a "safe" location to keep people from spawning all in the same location. If the cap is reached have them spawn at the second safest location. Something like that.
Those both things would reduce the spawing and respawning in the same location problem.
my 2ct |
Cross Atu
Conspiratus Immortalis
779
|
Posted - 2013.02.28 20:52:00 -
[17] - Quote
Tried the game show matches today, was spawned into a HAV basters stream of fire 4 times. The qualifier is of course that since the map used for the game show is so small the spawning mechanics may have been struggling to deal with their constraints (there were 2x blaster HAVs on the field after all).
Will report back in when I've played more games (and game types) to provide a broader spectrum of experience for feedback.
Cheers, Cross |
BGoat
DUST University Ivy League
6
|
Posted - 2013.02.28 21:49:00 -
[18] - Quote
Honestly, does anyone even test these changes before pushing them out? I know that part of participating in the Beta is to do some of that testing ourselves, but if anyone at CCP played even a few games with these spawn "improvements", it would have been immediately clear that it has huge flaws and is even worse than what we had previously.
Now I have to make sure I put a Drop Uplink down in some out of the way location so I can escape the spawn camp of death. At least before, I could choose to spawn randomly at one of the fixed points. Now, I'm forced to continually spawn back into a bloodbath if there are no Drop Uplinks elsewhere. SMH... |
Knarf Black
Subdreddit Test Alliance Please Ignore
412
|
Posted - 2013.02.28 22:58:00 -
[19] - Quote
I think the above mentioned hybrid system (new style spawn initially, then old style as the match progresses) makes a lot of sense.
As annoying as it was to spawn next to a red at the start all the time (for the reds, at least ), it generally became much less of a problem as the match progressed. The old style spawns were also more tactical, letting the more coordinated, communicative team blob up faster. |
Sloth9230
Reaper Galactic
279
|
Posted - 2013.03.01 02:20:00 -
[20] - Quote
Use the current system for the initial spawn, but use the old random system after that.
Beren Hurin wrote: Another issue that may be a factor is vulnerability. Technically, I believe that our body is killable before we can even see on the field, let alone move. This could be a client server latency issue, but I don't think so. I don't know if these are intended mechanics, but it is frustrating that we can't move until 2-3 seconds after we are actually vulnerable.
In Eve when you spawn in through a gate, you actually can't be targetted (or target others) for a few seconds. I'm wondering if we could either make us unable to kill/be killed for a second or two after we spawn. As fun as it is to camp a CRU and kill the half materialized bodies before it has a chance to turn, it might be more fair to do it some other way. Lore wise...not sure this would make sense though.
We really do need some invulnerably while spawning, I'll finish spawning and I'm already half dead |
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noname warrior
DUST University Ivy League
4
|
Posted - 2013.03.01 05:17:00 -
[21] - Quote
CCP Frame wrote:Dear players, During todayGÇÖs downtime we applied a hotfix that improved spawn mechanics and added new spawn locations for Ambush game mode with biomass or communication outposts on maps. However, our job is far from over. We are looking for your feedback on this new system for these specific types of maps and we are constantly working on expanding and improving this system to the entire ambush game mode, as stated by CCP Draco right here. Thank you for your cooperation and feedback, we are looking forward to it!
I'm not seeing it. I jumped into three ambushes tonight after work and each one of them was a slaughter, like with the reds winning with 50 or more clones left and pretty much farming kills the moment the blues rezzed. Not fun. Not at all fun. I try and remain positive about being a noob and trying to learn how to fight in this game by gaining experience but when I'm redlined repeatedly the moment I rez without even a chance to return fire and that happens in three straight instant ambushes and the blues are getting creamed by more than 50 clones in each one of them, then I'm thinking you've pretty royally screwed the matchmaking algorithm to the point where it's a nerf on steroids. Makes me not want to come back anytime soon because that was totally not enjoyable. |
Cross Atu
Conspiratus Immortalis
779
|
Posted - 2013.03.01 05:33:00 -
[22] - Quote
Further testing will be required be after playing the day initial impressions are as follows. (Testing was done in all match types, both quick battle and merc tab. testing was also conducted both in and out of squads).
The smaller the map size the greater the likelihood of spawn camp issues, in the same vein the fewer possible spawn locations (both fixed and random) the greater the probability of spawn camping.
Simply put these factors combine to make the new system more likely to cause trouble in an ambush than a skirmish. Ambush maps are typically smaller, lack the value of static null cannon spawn points, more often lack static CRU spawn points (depending on ambush type) and less frequently see the deployment of uplinks (due to a host of factors).
Despite the problems within the new system my impression is that it's a step in the right direction. Refinements must be made to avoid the creation of the default spawn traps others have described in this thread. Judging by the first days testing I would say weighting the spawns more heavily away from hostile forces than [i]toward]/i] teammates would be helpful, and within the team spawn adding extra weight to spawning near your squad members would also improve things. Further the new system has solve (or at least mitigated) various static spawn traps that existed within skirmish maps. So on balance a step in the right direction, albeit one that requires some polish as well as a more robust system to acount for the size scaling of the map.
0.02 ISK after first days testing Cross
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2-Ton Twenty-One
Imperfects Negative-Feedback
239
|
Posted - 2013.03.01 05:51:00 -
[23] - Quote
Peoples gameplay will adjust to the new system just like we did for the old one. CCP will wait a month or 2 before readjustment of the new spawn system and rightly so.
Its growing pains and first day patch go and change it back? why? wait till the players have to adapt their game before doing anything.
And seeing as how dust 514 has one of the most stubborn knuckle-dragging playerbase of any game i have been the part of (IE See anti Tank and anti heavy). It will take like 3 months before most pull put their heads out of their butts and try to adapt to the new system anyway.
CCP has no point and no reason to listen to any of you at this stage of the patch, they will and should wait for the players to have to adapt and overcome, just like AV and fighting heavys.
Sadly, you could literally change everything and most players will do the same old thing they have always done, just banging their head on that brick wall over and over and over and over and over.
The sheep make the most noise in the pasture after all. |
Centurion mkII
SVER True Blood Unclaimed.
13
|
Posted - 2013.03.01 05:58:00 -
[24] - Quote
I like the new system. The old one was more chaotic and had its fun points. Currently though its like there is two points and you run towards each other. Id prefer if we spread out more along the side of a map and met in the middle. So like 3 spawn points per side. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
138
|
Posted - 2013.03.01 06:28:00 -
[25] - Quote
Honestly I just want to RAGE Flame this posting. Several games - spawned into the blue dot death pit. Guys falling left and right and i keep spawning in the middle! Broken! Sure I'm a little sore from losing each time, at least the random spawns gave a mechanic of flow to the system of spawning and tactically opened up an new avenue of attack.
Sure, if i was on the winning side - slaying hundreds is always fun but it still shows the error of the setup - especially when the calculation relies on random blue dots. Broken spawn system... still. This is worse than before. at least last time i just planned on cooking a grenade when I spawned in order to deal with the attackers, but now i don't even get cover - except for that small moment where the enemy is reloading.
not cool |
Raze Minhaven
Caffeine Commodities Company
1
|
Posted - 2013.03.01 08:03:00 -
[26] - Quote
I think the new spawn system is a little to safe. People seem to be ok not using wel placed / protected drop uplinks which really hurts us logis. I know not a lot of people really play logi but its things like this (and the whole getting points only half the time when you rep) that make people say f' it to the logis.... |
rpastry
Carbon 7
29
|
Posted - 2013.03.01 08:28:00 -
[27] - Quote
I don't know if it works any better. huge gluts of red dots seem to get massacred frequently at spawn, pretty much defenceless. It can mean meatgrinder moments of 3-6 easy kills, whereas previously you maybe get one unlucky player. Can see what its trying to do, and when it does work its cool.
I'd add what others have said and go for 3 sec invulnerability at spawn, or player selectable drop area.
OR random spawning could be removed completely - player either uses an uplink or has an 'aimed' drop (with possibility of accuracy modifiers and restricted areas)
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Monkxx
Ikomari-Onu Enforcement Caldari State
22
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Posted - 2013.03.01 09:24:00 -
[28] - Quote
Mkay, what if you add Orbital Spawn for this kind of matches? To balance the things with the Droplinks Orbital Spawn will look like Space Marine capsule :). It will be available only when you are in Squad and your full squad is dead. So basically you spawn all together in one place with cool effects like Killzone3 and you are able to choose the place to be dropped :P If you want instaspawn - use the Droplink. |
KalOfTheRathi
CowTek
173
|
Posted - 2013.03.01 11:14:00 -
[29] - Quote
So far it has been better.
I don't play Ambush but did get into one in the game show server.
The Ambush OMS was fine and it was in Skim Junction. I played there several times and it was an enjoyable time.
Some of my squad mates like to play Ambush so I am sure we will have more feedback later this week. |
A'Real Fury
The Silver Falcon Federation
7
|
Posted - 2013.03.01 12:04:00 -
[30] - Quote
I agree after the initial spawn a certain amount of randomness would be nice. It would be highly useful if the spawn software were to monitor the death rate at a given spawn point I.e if people are dying at a given spawn point within 2-3 seconds and it occurs 2-3 times in a row or if there are a large number of deaths (4 +) within a small time period (10 secs) then that spawn point should be ignored as it is being camped and another spawn point selected.
The only times this should be ignored is with uplinks as players have the ability to choose whether to use one or not.
If you want to get fancy then you could add grids to the map, each grid covering quite a large area, and players can select which grid to spawn in but not the specific area within the grid. However, this choice should only occur after the 1st death and not the initial spawn. |
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noname warrior
DUST University Ivy League
5
|
Posted - 2013.03.01 14:11:00 -
[31] - Quote
Perhaps maybe the only answer to these instant ambush spawn farming kill issues is to make the default spawn point a safe zone so that when you finally rez you have a moment to scan the map, get oriented to cover points and threats and then take the fight to the enemy. I will tell you this, when I'm looking at the deployment screen and I see a swarm of red dots camped on the default spawn point, I'm smart enough to not deploy into instant death. What's the point? It makes absolutely no sense to spawn into certain death over and over and over again. That's a flawed spawning system and makes playing this game absolutely not at all fun. |
Pilgrim Plymco
Better Hide R Die
12
|
Posted - 2013.03.01 15:24:00 -
[32] - Quote
CCP Frame wrote:Dear players, During todayGÇÖs downtime we applied a hotfix that improved spawn mechanics and added new spawn locations for Ambush game mode with biomass or communication outposts on maps. However, our job is far from over. We are looking for your feedback on this new system for these specific types of maps and we are constantly working on expanding and improving this system to the entire ambush game mode, as stated by CCP Draco right here. Thank you for your cooperation and feedback, we are looking forward to it!
The spawning in Ambush is a ton better than it was before. I have already figured out where a few of the spawns are though and they can be camped with a sniper/laser rifle pretty easy. That being said it is still a VAST improvement over the way it spawned before. This is my opinion after 6 games.
You guys are on the right track with the spawning now! |
Thor Thunder Fist
Better Hide R Die
81
|
Posted - 2013.03.01 15:47:00 -
[33] - Quote
[quote=Pilgrim Plymco The spawning in Ambush is a ton better than it was before. I have already figured out where a few of the spawns are though and they can be camped with a sniper/laser rifle pretty easy. That being said it is still a VAST improvement over the way it spawned before. This is my opinion after 6 games.
You guys are on the right track with the spawning now![/quote]
I like the new spawns as well it's nice having 2 fronts colliding and having hell break loose but I would suggest adding to the formula either bullets fired or blue dots killed in said area give - points like having a red dot there |
Neb Khonak
Pro Hic Immortalis RISE of LEGION
4
|
Posted - 2013.03.01 16:52:00 -
[34] - Quote
The new ambush system has created a single spawn camped cru. Although it was too random, I think the old system was more effective. |
Zyrus Amalomyn
Militaires-Sans-Frontieres
31
|
Posted - 2013.03.02 01:53:00 -
[35] - Quote
This new system of spawning actually made me want to play Ambush again, before, it was stupidly random. Now, people spawn next to each other for the most part.
This has pros and cons, and any decent squad can take advantage of the new system quite well: Which is a plus.
Go back to the original system, and you lose me as an ambush player. Simple as that. |
Panther Alpha
Blueberries United
67
|
Posted - 2013.03.02 09:33:00 -
[36] - Quote
I love them, playing Ambush is enjoyable now. To be honest i use to avoid that game mode before, because the spawn issues. But is alot more fun now.
Thanks CCP. Nice job. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
139
|
Posted - 2013.03.02 20:29:00 -
[37] - Quote
Playing the new mode for a bit now and I have a few other observations to offer.
First, the battles are missing the ebb and flow of warfare that they once had, the movement of battles to new areas around the maps. Sadly There begins an inherent clustering to the battle, and the two sides are essentially entrenched. While a random player or two might escape to the sidelines it seems to be a rule that once the shooting starts in an area it stays in the same place for the duration of the battle or one entire group is wiped out. At that time a new random spawn is chosen - where all the new clones then cluster and again entrench themselves. Gone are the days of searching for battles, stragglers, posies or even for cover, better placement, tactical advantages, finding teammates to group with, etc. No more do I need to watch my back or try to find enemies or teammates. Enemies spawn across from me, teammates spawn beside me.
The randomness and varied placement of the older system helped create variations to the battles, movement, excitement, clustering of small groups and more map wide battles - which i believe were preferable as they made the participant be aware of surrounding, realizing that anyone could be around the corner or spawn somewhere close. Now there is no worry. Once the "camp" has been established neither side seems to move, regardless of the benefit or disadvantage of the positioning as spawning keeps them entrenched to the same space. Ambush feels like a grind and not as exciting as it used to be.
Second, while i like the initial spawn outside of the battle area it is a one time deal, no chance to spawn there again. The locked in spawning of forced camaraderie in death and life (forced spawning with teammates whether they live or die) restricts positioning. Other players have offered ideas of more random spawns, choosing where you would like to spawn, or dropping in from the sky with a general area of placement, I feel that all of these ideas could be incorporated in some fashion for a better experience.
The randomness of the old spawning gave the player independence. You either had to survive until you found your team or use your new surrounding to position yourself as a lone wolf. Now I have no choice to be apart from the group. It is not so bad that I CAN spawn with my group but I hate being FORCED to spawn with them. When they are being slaughtered my spawning and subsequent death will not help them, I would not choose to spawn there. From observations on the battle map and also from my experience on the ground I would certainly be able to make an educated decision of where I would like to spawn, or at the very least a good place not to spawn. Even if my choice resulted in my death at least it was my choice to begin with. Currently I am forced to spawn with the group - winning or losing - it should still be my choice.
An option to choose to spawn with a group or a random placement would even be better than the current situation. I thank CCP for the effort of creating a program, running the calculations, and working to make ambush better. I still feel that there is still work to be done to make the spawning better. I think the new system system is part of it but should not be the whole of it. There is work to be done, it is still incomplete. |
Eskel Bondfree
DUST University Ivy League
76
|
Posted - 2013.03.02 21:33:00 -
[38] - Quote
Not sure if it's a general bug or related to the new spawn system, but in an ambush match today I spawned inside the red zone, some distance away from the actual red zone border. Don't know if I could have sprinted out of the red zone in time, the match ended before I could find out. |
BGoat
DUST University Ivy League
7
|
Posted - 2013.03.02 23:06:00 -
[39] - Quote
I posted this in another thread, but it really belongs here:
There seems to be too much weight being put on spawning near squad/teammates. So much so, that it completely overwhelms the piece of the formula that is supposed to take into account enemy infantry, vehicle and installation proximities. I believe this balance needs to be flipped, so that spawning safely (not near enemies) is given the highest priority.
My suggestion for spawn priorities would be the following:
1) Identify possible safe spawn points based on proximity to enemy infantry, vehicles and installations 2) If there are teammates/squad members near any of those safe spawn points, choose the point nearest teammates/squad members (preferring squad members over other teammates) 3) If no teammates/squad members are near any of the safe spawn points identified in step 1, choose the safest available spawn point
I really think if the CPP Devs can translate those priorities into the proper weightings in the spawn point formula, the system will work great. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
323
|
Posted - 2013.03.03 00:02:00 -
[40] - Quote
So far the new system is an improvement over the old. However the problems that others have pointed out are likely going to get worse (not better) as more players learn to take advantage of them.
The biggest problem is the spawn cluster scenario where one team is forced into a small area and constantly respawning on each other. The expression "like shooting fish in a barrel" comes to mind here. Also the new behavior of spawning players into the largest group of friendlies makes Precision Strikes all the more deadly.
I agree with others that less emphasis needs to be made on spawning players next to team mates and more on keeping us spread out and away from reds on spawn. Having to regroup after spawning in is not a bad thing. If any attempts are to be made as far as spawning us close to players it should only be near squad members. |
|
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
139
|
Posted - 2013.03.03 01:56:00 -
[41] - Quote
BGoat wrote:I posted this in another thread, but it really belongs here:
There seems to be too much weight being put on spawning near squad/teammates. So much so, that it completely overwhelms the piece of the formula that is supposed to take into account enemy infantry, vehicle and installation proximities. ...
I really think if the CCP Devs can translate those priorities into the proper weightings in the spawn point formula, the system will work great.
I can certainly agree with this. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
139
|
Posted - 2013.03.03 01:59:00 -
[42] - Quote
Moonracer2000 wrote:So far the new system is an improvement over the old. However the problems that others have pointed out are likely going to get worse (not better) as more players learn to take advantage of them.
The biggest problem is the spawn cluster scenario where one team is forced into a small area and constantly respawning on each other. The expression "like shooting fish in a barrel" comes to mind here. Also the new behavior of spawning players into the largest group of friendlies makes Precision Strikes all the more deadly.
I agree with others that less emphasis needs to be made on spawning players next to team mates and more on keeping us spread out and away from reds on spawn. Having to regroup after spawning in is not a bad thing. If any attempts are to be made as far as spawning us close to players it should only be near squad members.
I cant tell you how many times I was worried that the reds had a precision strike, it would have been game over in 5 seconds. While it has never happened to me it is a problem. |
Alderstaz
Mannar Focused Warfare Gallente Federation
5
|
Posted - 2013.03.03 03:28:00 -
[43] - Quote
Total randomness was actually good for the current maps. Required actually. Adding invulnerability until clone was playable might be better solution.
Except for the very nicely designed hills map, all the other maps have key areas that whoever's blob is closer to, should/will win, unless there is some serious imbalance.
The randomness(except for whole squads coming in as one player) was needed to counter the design choice.
Maps need to change if you only have one spawn strategy.
I have no experience with Skirmish due to AFKers...
I do however really like the fact that folks are actually able to play together and the different weapon/equipment/roles are finally coming out/playable. Blobs are kinda nice. I'd like this method if the other maps were redesigned.
|
Panther Alpha
Blueberries United
74
|
Posted - 2013.03.03 14:20:00 -
[44] - Quote
I posted this in here:
https://forums.dust514.com/default.aspx?g=posts&t=61904&find=unread
As a response to dazlb72 idea of "spawn on my squad leader". I think i may also work as possible feedback.
Quote:"The squad leader can find a "safe" place, for their squad members to spawn. Maybe as an addition to the new spawn system?
That will open new tactical options, and make Ambush more appealing to Corporations." |
Jericho Crawford
Kameira Lodge Amarr Empire
0
|
Posted - 2013.03.04 06:07:00 -
[45] - Quote
Panther Alpha wrote:I posted this in here: https://forums.dust514.com/default.aspx?g=posts&t=61904&find=unreadAs a response to dazlb72 idea of "spawn on my squad leader". I think i may also work as possible feedback. Quote:"The squad leader can find a "safe" place, for their squad members to spawn. Maybe as an addition to the new spawn system?
That will open new tactical options, and make Ambush more appealing to Corporations."
This can be taken from Battlefield if you played it basically wherever the squad leader is your squad mates can spawn on you granted there is room and if they are alive, plus you are able to see in a 3rd person perspective to get an idea whether or not its a good idea to spawn on them.
Scenario A) Everything looks clear and he seems to be reloading safe *spawn*
Scenario B) Taking enemy fire is in a room with enough cover to hold a few people in it he is currently reloading *spawn*
Scenario C) Running away from a tank *I'll stick with something else*
Something like that would greatly be appreciated.
As spawning goes its better but its more of a cluster now a well placed grenade or a random nade can kill 2-3 people intentional or not, you still get that random red spawning next to you or him behind you, but not as bad as it was before as all they seem to do was spawn around you.(Or maybe i was just around their spawn point i dunno)
Looking at different spawn systems they have for something like this, its never truly perfect however the added uncertainty adds to the thirll the mode offers not knowing that enemy spawning could be a HMG user or a pistol wielding scout. Though since you lose your dropsuits and such i think a small invulnerability would be nice a 2-3 second invulnerability on spawn could work. |
Cross Atu
Conspiratus Immortalis
785
|
Posted - 2013.03.04 08:01:00 -
[46] - Quote
Thanks to RedBleach LeSanglant for sparking this idea. In the weighting of the spawn system where threats are taken into account a tally should be made of friendly deaths (or friendly deaths/hostile deaths) within a given area (within a certain time frame) giving it a higher "hostility" rating and thus a lower likelihood of spawn.
I believe this would help to maintain the ebb and flow of battle more fully while still retaining some of the positive features of the new system.
Cheers, Cross |
Panther Alpha
Blueberries United
77
|
Posted - 2013.03.04 10:14:00 -
[47] - Quote
Jericho Crawford wrote:This can be taken from Battlefield if you played it basically wherever the squad leader is your squad mates can spawn on you granted there is room and if they are alive, plus you are able to see in a 3rd person perspective to get an idea whether or not its a good idea to spawn on them..
Sorry if re-quoting, but i feel like i need to clarify this.
I know what the Battlefield games does, but that is not what i mean. ;
Squad members automatically spawn in their Squad leader, when using the default "X" spawn. None Squad team members, spawn with the current system. So you have two different groups ;
1- Squad Spawn
2- None Squad Spawn.
|
Spec Ops Cipher
UnReaL.
16
|
Posted - 2013.03.04 23:13:00 -
[48] - Quote
I personally don't like the new system, to the point of avoiding ambushes because of it. A raspberry respawned in front of me, then another 4 dropped in next to him. Happens all the time now. |
Mortal Maximus
KNIGHTZ OF THE ROUND
14
|
Posted - 2013.03.05 12:44:00 -
[49] - Quote
Spec Ops Cipher wrote:I personally don't like the new system, to the point of avoiding ambushes because of it. A raspberry respawned in front of me, then another 4 dropped in next to him. Happens all the time now.
True, but i mean come on ppl like u, when given the opportunity, would make juice out of us rasberries sometimes. :3 |
EnIgMa99
Imperfects Negative-Feedback
232
|
Posted - 2013.03.05 14:40:00 -
[50] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=594660#post594660 |
|
Garrett Blacknova
Codex Troopers
1862
|
Posted - 2013.03.06 10:36:00 -
[51] - Quote
Definitely a MASSIVE improvement, but needs work.
The system is good, but how things are weighted needs to change.
Order of importance should be Enemy vehicle > Enemy infantry > Friendly vehicle = Squadmate > Teammate.
Squadmates are already prioritised over other teammates - good move, that one. But it doesn't seem to weigh the threat of enemy proximity to the spawn location as having nearly enough importance. It's WAY too easy to use the default spawn and appear in the middle of a killing field where the entire enemy team has a line on where you and all your teammates are showing up. It's way too easy to take advantage of this scenario when the enemy team gets stuck in this situation. Also, I think there should be a cap on how much weight allies can provide in favour of a particular spawn location, but the same should NOT be true for enemies. Teammates outnumbering the enemy doesn't really make an area safe, because a LOT of players know to look out for a player who's mid-spawn for an easy kill. |
Johnny Guilt
Algintal Core Gallente Federation
52
|
Posted - 2013.03.06 19:32:00 -
[52] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=62321&find=unread |
Niccolo deLuce
Zumari Force Projection Caldari State
1
|
Posted - 2013.03.07 13:40:00 -
[53] - Quote
On Skim Junction a couple minutes ago, we had no Uplinks or captured points so it was default for every spawn. I spawned in the exact same corner with red heavies and a shotgunner 4 times in a row, and died before my screen even switched from the overview. Watching from the overview spawn screen, my entire team was dead except for our two tanks who drove to the edge of the map and went afk. Every blue would spawn and die instantly. It was making the entire team spawn in the same place repeatedly until about 45 clones had been used up and we lost. Nobody was alive on our team for longer than 1 second, yet it still dropped us all in the same spot ad nauseum. |
Ong Baek Shu
Tronhadar Free Guard Minmatar Republic
0
|
Posted - 2013.03.08 18:11:00 -
[54] - Quote
I believe the patch fixed the problem on the original spawn point. I'd say 8/10 now I am not spawning in the middle of a pack of enemies on the very first spawn. Seemed to happen very frequently before.
What it hasn't fixed on ambushes is that people are learning where the new "random" drop points are and are camping them. Now, for a player that has dropped a portable drop unit, fine. After all you have this blue glowing thing on the map that anybody can see so if an enemy finds it and camps it, more power to them.
But, it is rather frustrating that after you've already been taken out legitimately, to die 3-4 more times after that because of being popped as soon as you spawn and before you even have control of your character.
Some fixes? Well, I am not a game programmer so I don't know what is possible or what might break the game but I will just toss some ideas out there.
1) Cover for the spawn locations: Some of the places I spawn on the map are out in the middle of nowhere with no cover spots anywhere near me. I am a sitting duck until I have control of my character and by the time I can start running for cover something usually gets me. Is there a way that wouldn't break the game to have a spot that provides cover to spawn?
2) Temporary shielding: Not sure how this could work, but while you are spawning on screen you should not be able to get killed immediately. I'm not sure what kind of delay this should have on it because obviously you can't have a guy running around invincible because you could exploit that.
3) Cloaking device while spawning. Sort of like the shield idea, you can't be seen on the map until you actually are able to control your character and perhaps a second or two after that? Again, this would give you a ninja style approach to get a kill if the spawn point was near the action.
I would just like to note that I do like this game. I am new to FPS and really haven't spent any time with one before playing this. It can be fun at times and I know that I am going to get killed because I am just not a good FPS player at this point and time and maybe I never will be. But I don't need help getting killed by insta-death. |
Panther Alpha
Onikanabo Brigade Caldari State
99
|
Posted - 2013.03.08 23:09:00 -
[55] - Quote
It seems to work all most perfectly in the "Ambush OMS" mode, as for the maps are bigger, and the spawn points harder to predict. But in the normal Ambush mode, where the maps are smaller, the spawn points are to predictable. I already seen few corps exploiting this in battles.
Possible solution ;
Make the normal Ambush maps, as big as the OMS ones. |
Vin Vicious
Sinq Laison Gendarmes Gallente Federation
30
|
Posted - 2013.03.08 23:11:00 -
[56] - Quote
new spawn mech basically says CCP is cool with spawn camping. expect people to start leaving matches half way through |
Zhul Varju
Templars Old Guard
0
|
Posted - 2013.03.09 17:06:00 -
[57] - Quote
Easy solution: Spawn points that are "safe" and can't be camped with multiple exits to cut down on door camps.
If CCP wants people interested in playing (and supporting the game with microtransactions) they need to make sure they are having fun. Being spawn camped is NOT FUN. Dying as soon as you spawn and before you can even react makes me not want to play the game at all. |
Garrett Blacknova
Codex Troopers
1928
|
Posted - 2013.03.10 17:33:00 -
[58] - Quote
When someone's camping a specific spawn location (not an area) - either because your spawn area is the main concentration of your teammates who are all getting slaughtered, or because they know how to play the game's spawning algorithm and know the exact spawn positions well enough to be waiting before you appear, that's a problem with the game.
This happens, so it's a problem with the game.
When someone's camping a spawn area or a Drop Uplink because they know it's a designated location in which you can spawn, but don't know for sure that someone IS going to spawn there, then your team's job is to realise that point is being spawned and to spawn somewhere else (or bring something to tank a few hits and kill anyway) and re-secure the position.
Anyone who repeat spawns on an Uplink or CRU that has a group of enemy Shotgunners standing around it deserves to die. It's the same reason that anyone who spawns on point B in Skirmish when there are no blue dots and 5+ Red Dots is likely to be dead soon.
I DON'T like the idea of cloaking or invulnerability for spawning players. At all. It violates the lore and the attitude of New Eden. "HTFU" and all that other good stuff. Those approaches are easier than making a better spawn system, but they won't feel RIGHT for the way the universe is portrayed.
The IDEA behind this current system is a brilliant one, but the importance of different elements needs to be reconsidered.
I'm sticking by my previous suggestion here. At the moment, I think the game weighs the proximity of enemies and the proximity of allies to each spawn location about equally, then gives a bonus to your squadmates. What it probably SHOULD do is place a higher "spawn here" value on a squadmate than a regular team member, but an even higher "don't spawn here" value on any enemies in the area. This way, if enemies have control over the area your team is spawning into, you WON'T be thrown into a situation where you're surrounded and outnumbered. |
Johnny Guilt
Algintal Core Gallente Federation
53
|
Posted - 2013.03.10 20:15:00 -
[59] - Quote
added
So I went Afk for afew matches and just wached the blue and red dots fight it out and i notice that if one team is stomping the other team and just mob rushing,the losing team just dies in cycles, flips to the other side of the map then get's hit with a obtrial strike because the spawns always spawn in groups,rirse and repeat. That was only the case in Wide open maps with little cover.The new spawn system works "better" in CQC maps(expect the CRUs get camped very often here so nothing even here),there's lots of cover to flank and be sneaky to get away if the fight isnt going your ways;it isnt the case with more open maps like line harvest and mantis peak. |
m621 zma
Seraphim Initiative. CRONOS.
22
|
Posted - 2013.03.11 21:24:00 -
[60] - Quote
May I please request that you look at removing this 'fix' during the next 'extended down time'?
apart from the spawn camping failure this fix has become - it has made the game even more of a boring, predictable, grind. |
|
Croned
Crysx
0
|
Posted - 2013.03.16 22:54:00 -
[61] - Quote
Why don't people just choose where they spawn? If the goal is realism, then I would think that if clones can be randomly spawned anywhere on the battlefield, then they can also select anywhere to spawn. With that kind of system, people could decide whether to spawn in saftey or right in the middle of the action. At least they'd know what they'd be going into and could *hopefully* be prepared. Spawn kills would be the fault of the person spawning. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.17 18:26:00 -
[62] - Quote
Maybe, when you spawn, you have some sort of energy field around you that protects you, but keeps you from shooting. Not for long, just so you can get your bearings |
scourge phoenix
In Exile. Imperial Outlaws.
0
|
Posted - 2013.03.21 06:52:00 -
[63] - Quote
The current spawn arrangement is very 1995. Spawning into heavily camped areas with no spawn protection at all, in a game where losses cost you currency, is just terrible, un-fun design.
Played a few random pugs tonight. First game, joined a team losing badly. Spawn was camped, died in under a second. Tried a heavy for greater resilience, died in under a second. Quit the game because the only winning move was not to play.
Joined a second game, enemy spawned in an elevated position overlooking our spawn, and our spawn was locked down in under a minute. Two deaths and quitting the game was the only winning move again unless I wanted to donate isk.
Third game, joined another losing game in progress where our spawn was locked down. Quit again.
Due to the time it takes to load/unload and join games this was like 15 minutes of complete not-fun that I guarantee you would turn off most players.
The vulnerability of spawns further snowballs because the players racking up kills then call down orbital strikes on the spawn areas, and the 'rich get richer' so to speak.
Even Doom had a spawn-farthest flag. Need to make this system way more modern if you hope to be competitive. |
Daedric Lothar
Onslaught Inc
6
|
Posted - 2013.03.21 20:29:00 -
[64] - Quote
I haven't had any matches where it was just spawn hose and thats it, but more then a few times I get my face shot off before I can even move. It still needs work. I think maybe rebalancing it to not allowing you to spawn within like 30-50m of an enemy and not in an enemies LOS might work, won't prevent Grenade throwing spawn kills, but at least then you have a chance. |
Terry Webber
Gothic Wars Consortium
55
|
Posted - 2013.03.22 02:15:00 -
[65] - Quote
I have an old idea but it could improve spawning even further. Instead of appearing outside of the CRU, it could be redesigned for us to spawn inside it. The doorway will have an impenetrable shield that keeps out players from the outside and blocks shots from players inside but lets them get out of the CRU. |
Seb Voodoo
Sebiestor Field Sappers Minmatar Republic
0
|
Posted - 2013.03.24 12:59:00 -
[66] - Quote
scourge phoenix wrote:The current spawn arrangement is very 1995. Spawning into heavily camped areas with no spawn protection at all, in a game where losses cost you currency, is just terrible, un-fun design.
Played a few random pugs tonight. First game, joined a team losing badly. Spawn was camped, died in under a second. Tried a heavy for greater resilience, died in under a second. Quit the game because the only winning move was not to play.
Joined a second game, enemy spawned in an elevated position overlooking our spawn, and our spawn was locked down in under a minute. Two deaths and quitting the game was the only winning move again unless I wanted to donate isk.
Third game, joined another losing game in progress where our spawn was locked down. Quit again.
Due to the time it takes to load/unload and join games this was like 15 minutes of complete not-fun that I guarantee you would turn off most players.
The vulnerability of spawns further snowballs because the players racking up kills then call down orbital strikes on the spawn areas, and the 'rich get richer' so to speak.
Even Doom had a spawn-farthest flag. Need to make this system way more modern if you hope to be competitive.
100% agree with this guy i have been on both sides of this today for instance one game i was spawned right in front of 3 reds who all opened fire before i could move repeat 3 times each time unable to select an alt spawn point !! this will def put new players off |
Dearh By HIV
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.26 02:11:00 -
[67] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=44353&find=unread
https://forums.dust514.com/default.aspx?g=posts&t=65741&find=unread
|
NextDark Knight
Seituoda Taskforce Command Caldari State
1
|
Posted - 2013.03.27 00:13:00 -
[68] - Quote
Terry Webber wrote:I have an old idea but it could improve spawning even further. Instead of appearing outside of the CRU, it could be redesigned for us to spawn inside it. The doorway will have an impenetrable shield that keeps out players from the outside and blocks shots from players inside but lets them get out of the CRU.
If you spawn into a CRU you can wormhole portal X distance from the CRU via the map.
|
Johnny Guilt
Algintal Core Gallente Federation
63
|
Posted - 2013.03.27 04:13:00 -
[69] - Quote
New spawn system works for Ambush OMS but not for regular Ambush,iv been happy in OMS but as soon as i accident play a reg ambush game, boom spawn trapping everywhere,enemy right on top of you,instant rage,not coming back.
CCP you might as well kill off reg ambush is a cluster**** of a mode compared to the other variant. |
Brasidas Kriegen
The Southern Legion
0
|
Posted - 2013.03.28 07:08:00 -
[70] - Quote
I think the cloaking option is one of the better ones, just as used in EVE when entering a new system. It gives you a second to adjust and take in your surroundings, before you are vulnerable. Any movement, or use of any module will make you visible. Far too often I have been killed either before I have had a chance to see anything/control anything, or am so far gone by the time I can move etc that I don't get a chance to fight back or escape. I think a moment to get your bearings can go a long way to reducing the risk of being spawn killed; even if it was something as simple as a zoomed in look above the point you are choosing to spawn at, such as a top down view that isn't based on scanning but shows you what is ACTUALLY there. Other options include:
- Temporary invulnerability; though probably should always be removed at movement/activation of module
- Scanners at spawn points, perhaps of a pulse type like the recon devices in Planetside 2
- The 'spawn drop' via cloaked dropships or from orbit etc. Though I always liked the idea of a kind of 'pod launch' from the MCCs
- Internal spawn in CRUs - where the CRU is a sort of 'bunker' where players safely spawn inside and can move out from there.
Personally I like the idea of a temporary cloak coupled with a scanner pulsing at the spawn location, though the scanner and its results should only be visible when you have selected that spawn location. Yes, people could "pulse" a spawn location for enemies and relay that information to teammates, but I think that a greater risk when hacking in exchange for greater safety when spawning is a small price to pay.
I have spawn killed, and been spawn killed. It is annoying (to say the least) in any game, but in a game where every death has consequences, both for your team and for yourself (unless you only run all BPOs).
I feel the new system was an improvement but as it was mentioned earlier, it is currently a big issue on some maps, particularly Manu's Peak. A suggestion always offered is "bigger maps" but I would argue that it should be "scalable maps" that increase in size (by reducing the red zone) according to player numbers. That may be too difficult to implement, but I have played too many games where there are only a handful of players either for the entire game, or at least most of it, where fights are few and far between - this often ends with people camping spots as snipers or simply not spawning, making it worse. This could be a problem only experienced in Asia though; I am in Australia so games not being full is something I have been used to, although it has been getting a lot better recently. |
|
Valkreena Haederox
Royal Uhlans Amarr Empire
0
|
Posted - 2013.03.29 19:24:00 -
[71] - Quote
Popped into an Ambush match a few minutes ago. Three times in a row, I used the default spawn and was immediately gunned down from the rear by a waiting player, with no chance to even attempt to retaliate.
Not sure what the spawn mechanics are, but they ain't workin. |
calisk galern
BurgezzE.T.F Orion Empire
57
|
Posted - 2013.03.30 01:36:00 -
[72] - Quote
Imo the spawn points take to long to resest now, you see quite a few blue dots being farmed before the spawn point shifts to a new location, in fact quite frequently their will be tons of red dots around before the spawn locations switch up.
Imo the number of blue dots around should not be as much weight in the spawn point calculation, as the number of red dots around, and also, lower the threshold for how long it takes to change it up.
if their is 2 blue dots surrounded by 9 red dots, that is not a good spawn location. |
Draco Cerberus
Hellstorm Inc League of Infamy
14
|
Posted - 2013.03.31 17:23:00 -
[73] - Quote
So the random spawn rather than link spawn is inoperable. I thought that it was awful fishy that in attempting to spawn away from the link I would only succeed in getting as much as about a dozen paces away.
I do enjoy showing up about a dozen places away from a squad member rather than opposite side of the map though, leads to more teamwork. The only drawback to the current spawns that I can see is the often quickly divided battle lines with no man's land in between. This gives the upper hand to sniper class characters and other people who can hit the other side of the map.
On a side note, for those of you still worried about your "triangle marker" giving your spawn in location away, consider training the relevant skills that decrease your signature radius, I think more info can be found in the Rookie Training Grounds and also in you NeoCom under skills. |
Jathniel
G I A N T
132
|
Posted - 2013.04.06 06:54:00 -
[74] - Quote
scourge phoenix wrote:The current spawn arrangement is very 1995. Spawning into heavily camped areas with no spawn protection at all, in a game where losses cost you currency, is just terrible, un-fun design.
Played a few random pugs tonight. First game, joined a team losing badly. Spawn was camped, died in under a second. Tried a heavy for greater resilience, died in under a second. Quit the game because the only winning move was not to play.
Joined a second game, enemy spawned in an elevated position overlooking our spawn, and our spawn was locked down in under a minute. Two deaths and quitting the game was the only winning move again unless I wanted to donate isk.
Third game, joined another losing game in progress where our spawn was locked down. Quit again.
Due to the time it takes to load/unload and join games this was like 15 minutes of complete not-fun that I guarantee you would turn off most players.
The vulnerability of spawns further snowballs because the players racking up kills then call down orbital strikes on the spawn areas, and the 'rich get richer' so to speak.
Even Doom had a spawn-farthest flag. Need to make this system way more modern if you hope to be competitive.
+1
This, so much this.
I've been on both sides of this equation.
Since we're "dropping in" (it's right in the intro-movie), let us decide where to spawn. Hell even then, there's trouble.
How about just opening the blasted Ambush maps back up? The ultra-tight redzone causes half of these problems anyway.
Experienced players know where spawns generally happen, even with the new system. Just get a position, and shoot it with an AR or a LR.
If you got rid of the redzone in Ambush, people wouldn't be in range for this kind of camping to occur. A 'stream of a million profanities and curses' at the 'CCP God' that implemented the tighter red zone. I will forever shake my fists at you until you remove it, and stop this camping from continuing. |
Aighun
Zumari Force Projection Caldari State
719
|
Posted - 2013.04.06 15:45:00 -
[75] - Quote
Grouped spawn is still leading to spawn death traps. I do not want to have to always carry my own personal drop uplink. But when the opposite team is dominating a match of Ambush (either OMS or regular) the losing team can get pushed into a corner of the map and there is really noting you can do.
Sometimes I just look at a map where seven eights of the available space to fight on is empty and there is just a big blob of blues surrounded by an arc or red and I just want to get the hell out of there. But I can't.
If the game is going to continue with random spawns they need to be much more dynamic, offer both good grouping, but not to the point where stronger opponents can exploit that grouping for easy kills.
Also, spawning should somehow be aware of direction of enemy fire. THere are a number of spawn points where if your team is grouped up behind cover, you will spawn near them but in front of cover. Right in the line of enemy fire.
Beyond that, spawning is not consistent with lore or common sense military tactics. There is no technology available in or explanation that I have been able to think of or have ever heard of that can explain how we are able to just randomly appear on the map.
And if you were trying to run a military campaign you would never design a means of getting your troops to the fight that would just spew them into the fight like the current spawning mechanics. |
Hazzah Manacella
Edimmu Warfighters Gallente Federation
0
|
Posted - 2013.04.06 15:45:00 -
[76] - Quote
Spawn camping is killing the fun in this game for me. I am a EVE online player and wanted to have a different type of FPS to play beside's COD/etc.
One thing from comparing other FPS's to Dust is spawn camping is much worse than any FPS I have ever played to be honest, and when experience players get on (like in the evenings, or weekends) it's even worse because they know all the spawns.
Well I made a fit just so I can drop links for people to spawn at away from the normal spawn location but of course the fit is gimped because of the high power cost of links.
I agree the default location needs to be away from enemy's period. I would rather wait 5-10 seconds while the server finds a safe spot away from enemy's and I will spend another 10-30 seconds running to battle just so I have a fighting chance. But even this has the problem that long range weapons (sniper/laser/AR) will just camp in the flanks of this spot and when you try to get in range of the battle you will get taken out before you can get away from spawn area and to cover.
A two-fold solution would be to make it so there is areas of the map that are spawn sites which can't be fired from (meaning snipers/LR/AR's couldn't use it as a spot to camp the battle field while not being hit) either through slops you can't go up, or high walls. People would still get killed from the exit points but at least I could leave from say 2-3 points and make camping tougher.
Another things that needs to be done is considerably drop the cpu/pg cost of drop links so every fit can put them on easily. If I have to lose 2 slots (one to a PG enhancement, and another for the link) I don't feel incentives to use a drop link accept at the start of a match and when it looks like a spawn camp is about to happen.
When one team runs out of clones with the other having 50-60 clones or more there is a major problem with spawning in the game. Spawning makes EVERY weapon OP when your stuck spawning in the line of fire before you can get your bearings. Please fix. |
Aighun
Zumari Force Projection Caldari State
719
|
Posted - 2013.04.06 15:53:00 -
[77] - Quote
Jathniel wrote:
...
Since we're "dropping in" (it's right in the intro-movie), let us decide where to spawn.
...
It is more like we are being beamed in like original Star Trek. There is a slight shimmer of an outline that gives your opponent plenty of advanced notice that you are going to appear, and then you materialize out of thin air.
I have seen it suggested that we get a spawn mid air option. That could be fun if there was drop animation instead of a timer. But it could get old after a while. And if players dropped in cloaked (sort of like the RDVs it might alleviate some of problems) but not all. |
Rigor Mordis
Imperial Populicide Legion
11
|
Posted - 2013.04.10 14:37:00 -
[78] - Quote
How bout a spawn damage delay? 2-2.5 seconds where one cannot take nor deal any damage.
Lets move the MCC deeper into the redzone and in good strategic insertion spots.
Spawning dead at the cost of a fit is lame. The spawn camper likely is going to win the shootout 9 times out of ten due to the fact that he has the better toys. At least with a delay, a spawn could possibly take cover, get a grenade out, or get a lock on or a charge.
Also, the MCCs for either side on the current maps are not in very secure places and not all maps have a secure secondary insertion point. With the size that the maps really are, I think the structure could afford to put some more space between one and his enemy that is waiting at, or with sights on, the redline.
I think if both of these things were implemented it would add some balance to the basic battle dynamic.
The ambush spawn are a lot better but could still be improved. The 'clustering' in ambush is a lose/tie situation. While clustering spawns together provides some support, because the inevitable is being delayed, the cluster keeps happening in the same spot hence the enemy has the location pinpointed and surrounded within seconds.
Even when the cluster finally moves (due to mass murder), the first clone spotted gives away the position of the entire team. |
Baal Omniscient
L.O.T.I.S.
451
|
Posted - 2013.04.12 09:42:00 -
[79] - Quote
Basically, if your team get's surrounded, you will continually spawn back in still surrounded until all of the surrounded allies in that area are killed off. This is worse than random spawning since at least when random spawning it gives you a CHANCE to spawn safely.
My suggestion? Make people spawn only in places out of the line of sight of enemies or in the LOS of as few enemies as possible. In addition, have the system cross reference that info with allied deaths and if an ally has died within 10m of that position in the last 10 seconds, immediately shift to another spawn. |
General Sideboob
Storm Wind Strikeforce Caldari State
30
|
Posted - 2013.04.12 19:03:00 -
[80] - Quote
It seems to me that FPS games have already solved this. In MW3, if you are getting spawn killed, the game eventually moves the spawn away from the largest collection of enemies.
I would be curious to see if you think that could be done here. It seems like a no-brainer to me. |
|
I-Shayz-I
ZionTCD Legacy Rising
209
|
Posted - 2013.04.12 20:33:00 -
[81] - Quote
Please make the priority for the spawns to be near your allies less than the priority to spawn away from the enemy.
We have HUGE maps, this shouldn't be a problem. Basically, if there are three or more enemies within a certain radius of a spawn, that spawn becomes deactivated.
This would also solve the problem with group spawning. I'm tired of killing 4 or 5 enemies only to have them keep spawning next to each other and keep advancing on my position. Killing a group of enemies only to have them reappear 2 seconds later in the same spot is a BAD MECHANIC.
An even easier solution would be to get rid of the spawn mechanic altogether and just have tactical insertion spawns like we do in skirmish at the beginning. Having a bunch of those blue circles in different points on the battlefield would be great as a secondary option. Expaning the redzone on certain maps to include the visible cover that is present would also help. |
JuJu Man
The Annihilation Wave
0
|
Posted - 2013.04.18 10:01:00 -
[82] - Quote
Random spawning is one of the few things in this game which annoys me. The fact you spawn in the midst of red dots so frequently suggests it's not exactly that random. I'd like to see the game spawn you close to you squad members first, like BF3 for example, and then close to blue dots not being surrounded.
Hope they do fix it in uprising cos it's a right waste of ISK when it spawns you in the middle of the entire red team. |
Biven Gumbo
DUST University Ivy League
4
|
Posted - 2013.04.19 14:54:00 -
[83] - Quote
Obviously, some responsibility rests on the team. They should be dropping spawn beacons around the map to provide many options. On most Ambush maps, I never see more than one or two beacons. I know that isn't a sexy thing to carry, but it would solve some of the problem. A team should never have fewer than two options. I always spawn in with a beacon and hide it with the first wave. Once it is used, I drop another.
On the flip side, maybe CCP could show all enemies around the "Default Drop Zone". That way I can tell from the MMC whether or not I'm going to get roasted. Then I can wait a sec before I hit that button. The way it is, I am just guessing.
This morning I watched two enemies sit next to a beacon and pick off my team as we spawned. Not honorable (in my opinion) but a valid tactic that is allowed by the mechanics. Irritating, but not illegal.
My best suggestion is to give each team a somewhat defendable spawn point and let them go. Sometimes teams are going to get locked down, but that is just the nature of the beast. Give it a hot zone that the enemy can shoot into, but not rush. That gives the other team a chance to rally and shoot their way out. If they don't, too bad.
It doesn't matter what is put in, someone will figure out a way to exploit it. |
Jojo Lion
Mikramurka Shock Troop Minmatar Republic
1
|
Posted - 2013.04.20 15:06:00 -
[84] - Quote
Just spawned at the start of a match surrounded by nothing but enemies. |
Garrett Blacknova
Codex Troopers
2627
|
Posted - 2013.04.27 17:09:00 -
[85] - Quote
Garrett Blacknova wrote:Definitely a MASSIVE improvement, but needs work.
The system is good, but how things are weighted needs to change.
Order of importance should be Enemy vehicle > Enemy infantry = Squad vehicle > Friendly vehicle = Squadmate > Teammate.
Squadmates are already prioritised over other teammates - good move, that one. But it doesn't seem to weigh the threat of enemy proximity to the spawn location as having nearly enough importance. It's WAY too easy to use the default spawn and appear in the middle of a killing field where the entire enemy team has a line on where you and all your teammates are showing up. It's way too easy to take advantage of this scenario when the enemy team gets stuck in this situation. Also, I think there should be a cap on how much weight allies can provide in favour of a particular spawn location, but the same should NOT be true for enemies. Teammates outnumbering the enemy doesn't really make an area safe, because a LOT of players know to look out for a player who's mid-spawn for an easy kill. The more I play, the more confident I am in this assessment of the situation.
Although I have added in squad vehicles now, because I forgot to list that previously. |
Kieret L'Ren
Condotta Rouvenor Gallente Federation
0
|
Posted - 2013.04.28 22:49:00 -
[86] - Quote
Jojo Lion wrote:Just spawned at the start of a match surrounded by nothing but enemies.
Yeh, I think this needs to be addressed still, and it's probably the easiest aspect to tackle out of the lot. Played quite a few games today and at least two or three of those I must have spawned pretty much right in the sights of an enemy player, right at the start of the battle (80/80 clones). Why isn't the field of battle just analysed for two spawn locations without any landmarks, and each team deployed within those locations? It's such an obvious point, apologies if it's been raised already.
Unless of course random starting locations are the best way to do it, since it gives both teams a fair chance at key areas of the map. But there should at least be a radius of non-spawning around each spawn. Again, apologies if that point has already been beaten to death. |
DocNoah
Chatelain Rapid Response Gallente Federation
0
|
Posted - 2013.04.30 06:48:00 -
[87] - Quote
Started playing about 3 days ago and I dont really notice any anti spawn camping mechanics in regular Ambush seeing as everyone gets pushed into one small area that can easily be spawn camped.
I dont agree with the spawn invulnerability as it can be frustrating for the offensive team to shoot a target in their line of sight and do 0 damage. My suggestion would be to extend the redline to cover each team's individual main spawn while placing cover from direct fire at the front of the spawn. Enemy team can still technically "spawn camp", except now they cant directly fire at fresh spawners which I think is fair for both sides. Cover lets the spawn camped team recuperate and think of a way to fight back or slowly open up a path of escape.
I do like CCPs approach on a more dynamic spawning system and I think Battlefield games had it right in that you can spawn on beacons and on squad leaders although it needs tweaking so enemies dont find themselves going 1v1 with someone and then suddenly finding themselves facing off against 3 fresh spawners.
Only problems I see with above mentioned: -Small maps will seem even smaller with redlines closing off the main spawns (can easily be remedied by opening up the map a little and adding a few stuff to make it a suitable "main spawn". No one can complain about bigger maps right?) -Alienation of those not in a squads (I believe I read somewhere about an automatic squad system?) -End of CCPs ambitions on a unique dynamic spawning system where people spawn and fight together (which is why most people probably defend the current system, because its still a work in progress, and I fully agree that we should wait to see the finished product)
Some other suggestions that I feel is worth mentioning but will probably cause more problems than fix: -Smoke grenades -Team wipe game over, game ends prematurely if the entire team is dead at the same time and no one chooses to spawn. No more unnecessary spawning into a death trap to end the game. Aggresive team can agree they were overwhelming, defensive team can agree they lost badly and continuing the fight would be pointless. |
Garrett Blacknova
Codex Troopers
2721
|
Posted - 2013.05.07 01:53:00 -
[88] - Quote
Just had a game where I had 2 squadmates in a corner, hiding.
The game kept spawning me next to them, out in the open, free target for the ENTIRE ENEMY TEAM THAT WERE CAMPING MY SQUADMATES WITH A TANK.
I'd say they still need to tweak this. |
Lycuo
On The Brink CRONOS.
7
|
Posted - 2013.05.07 15:26:00 -
[89] - Quote
Im still feeling as if i am spawning in a "red spawn" too much... just figured i would throw that out there |
Jack McReady
DUST University Ivy League
182
|
Posted - 2013.05.13 12:20:00 -
[90] - Quote
I dont think the spawn system works yet. the following happens sometimes: a teammates and I spawned directly in the enemy spawn spot while the rest of my team spawned somewhere else |
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fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2013.05.15 14:07:00 -
[91] - Quote
Still not fixed from beta eh, |
powdemonic
Forsaken Immortals Gentlemen's Agreement
28
|
Posted - 2013.05.19 03:35:00 -
[92] - Quote
here's what you should do
it pretty good so far the cloaking works somewhat but to eradicate spawn trapping entirly during and after cloak at least 10-15 seconds of the player being completly invulnrable but cannot shoot either that way the newly spawned player has a better chance at escaping the spawn trap and to run to a friendly postition where they can give him or them cover fire.
what do you guys think |
Niccolo deLuce
Zumari Force Projection Caldari State
2
|
Posted - 2013.05.23 21:15:00 -
[93] - Quote
So far today I have: Spawned on the opposite side of my map from my teammates, literally any, yet in the middle of the entire red team. That was awesome. This happened at least 3 times where the nearest blue was well over 300 meters away, and many more times when only about 100 meters away
I've spawned in the middle of a red Charybdis, basically dead center, couldn't move until it ran into a wall and collision killed me. Near 1 blue and about 6 reds not counting the vehicle.
Also, I spawn without a cloak about 33% of the time, not sure if others are experiencing that as well, but it's been my case since the cloak was implemented anyways. |
Garrett Blacknova
Codex Troopers
3133
|
Posted - 2013.05.29 17:34:00 -
[94] - Quote
So is this ever going to actually be tweaked?
At all?
Like... AT ALL? Because since being brought out in an absolutely broken state, it hasn't gotten any better. Can we have those numbers adjusted so we're preferentially spawning NOT IN THE MIDDLE OF THE ENEMY TEAM BECAUSE THAT'S WHERE EVERYONE IS (dying) |
Hellsatano
Academy Inferno CRONOS.
9
|
Posted - 2013.05.30 22:32:00 -
[95] - Quote
spwned in air - wtf ? |
Garrett Blacknova
Codex Troopers
3160
|
Posted - 2013.05.31 09:24:00 -
[96] - Quote
Hellsatano wrote:spwned in air - wtf ? How high? Enough to inertia damp? Because that would be cool... |
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