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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP LogicLoop
Imperial Academy Amarr Empire
49
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Posted - 2013.05.28 03:57:00 -
[1] - Quote
Mode specific pros and cons are welcome in this section and encouraged. |
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CCP LogicLoop
Imperial Academy Amarr Empire
52
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Posted - 2013.05.29 04:53:00 -
[2] - Quote
Lycuo wrote:Pros:
-Fast paced and teaches a team how to push together and work as one cohesive unit (assuming ur teaming up). -When against unfair odds (aka two or three squads on other team and just yours on your team) its short enough to bear with it and just try to push for a few kills. -As stated before, great for when you have SP capped to keep farming SP as fast as possible.
Cons:
-Initial spawn is stupid... In 10s of thousands of years you cant tell me they cant figure out how to spawn the whole team together? -Monotonous game play because maps always come down to fights in the same spots.
After all is said and done this is the most balanced game type imo.
Actually we had a variation of the ambush mode that you spawn in team areas like skirmish but we received a lot of negative feedback about it and pulled it. |
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CCP LogicLoop
C C P C C P Alliance
78
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Posted - 2013.06.13 02:24:00 -
[3] - Quote
Scheneighnay McBob wrote:A big spawn bug that nobody ever talks about is when the default spawn puts you on an uplink anyway.
Can you specify how to replicate this issue? |
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CCP LogicLoop
C C P C C P Alliance
80
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Posted - 2013.06.14 03:15:00 -
[4] - Quote
Driftward wrote:CCP LogicLoop wrote:Scheneighnay McBob wrote:A big spawn bug that nobody ever talks about is when the default spawn puts you on an uplink anyway. Can you specify how to replicate this issue? When there are uplinks available but you don't want to spawn on them so you press triangle for the random spawn. I would say maybe 70% (?) of the time it will still put you onto an uplink. This might not be a bug but might be related instead to where people are grouped and the random spawn appearing as though it is on an uplink. Not sure. But it does happen pretty frequently and would be a bit coincidental if what I just said was true.
Ok thanks. I have mentioned this to QA. See if we can reproduce the problem. Thank you for the details. |
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CCP LogicLoop
C C P C C P Alliance
83
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Posted - 2013.06.16 04:43:00 -
[5] - Quote
matsumoto yuichi san wrote:on that note i think that the random spawn needs to flip around
instead of trying so hard to spawn near blues
try harder to spawn not near reds
:P
it would also help the issue of getting trapped for a long time in a tiny area because that's where teammates are so random always drops you there even though there is a giant map available
This is they way level design thought it was supposed to function. It seems they changed the system at some point.
We place large entities that are a hub for spawn points (the spheres in this image). Attached to those circles are spawn points. The system should be using those spheres to detect the safest, furthest away from enemies as possible. But clearly it does not seem to be doing that.
However, the issue with hitting default and landing on a drop uplink is entirely possible. I don't think that is the root of the problem though. I have already mentioned this to our team, so some one is looking into it, or will be. |
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CCP LogicLoop
C C P C C P Alliance
124
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Posted - 2013.06.17 02:29:00 -
[6] - Quote
Fred Laurentson wrote:SponkSponkSponk wrote:Confirming that hitting default when uplinks are available sometimes makes it look like you're spawning on that uplink anyway. Whether you actually do is another thing entirely, and something that I haven't tested. I have tested that: I've definitely hit triangle, seen the map center on an uplink, then spawned somewhere else. That seems to just be a map visual issue.
Hmmm, ok, so this is a UI issue. Not a major issue, but definitely misleading and should be looked into at some point to avoid future confusion. |
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