Posted by yoyoman @ 04:00 CST, 13 December 2011 - iMsg
A enemy killed me at ya railgun room and as he went to pick up the ya in that room i respawned in the same room. Anyone have the same thing happen to them?
The trouble is that when they changed it to the 50% of furthest-away spawns in an attempt to make spawns less predictable, it had the unintended side effect of making retarded spawns more likely.
So now you more unpredictably spawn right in front of people.
I don't know how many times they did try to fix the spawn system now, but it never really becomes better. The only thing I know is when they changed it the last time they enabled the spawn on dm6 under the rail again when you kill somone at the red armor (duel), which is instant death for the spawning opponent.
I really have to question does ID even test their changes properly? Even though 2 years of beta should have been enough to at least make a decent spawn system. Don't get me wrong I have no problem testing things. But when they are obviously faulty they need to be adjusted form time to time and not left as they are...
t7 spawns were cool before update, now they are fucked up... but still decent enough to play it... spawnrape is part of the game, and tbh on t7 its not half as annoying as on ztn
Could you please post your calculations? Not being sarcastic or trying to bash, you but I can't imagine how 30 spawns in 10 minutes should result in max. 3 bad spawns?
I managed to frag some of my opponents 3+ times per minute while standing at the small lower corridor from RA to MH and forcing them to spawn at SG with Plasma spam, if that's not fucked up spawns then I don't know.
just personal experience, and based on the fact that the guy spawning doesn't simply press mouse1 when he gets fragged and actually waits for his opponent to be at a position where he would have a chance of getting a favourable spawn
with the (kind of) lowscoring matches of QL, you'll find that with truly random picked spawns, luck will be more often the decider of a match than with a certain ruleset
and the behaviour after a frag becomes another skilled subset of duel that way, you have to learn where the enemy (or you after a frag) can spawn and what to do (healing up/spawnfragging/just do some dmg etc..)
Recently i noticed how stupid i can be, when after close frag im left with low hp and die because my enemy is pushing righ after respawn, while i actually can force him to spawn him further by standing in the middle of map. Thats part of skilll
sometimes,it became a kind of system,like when you kill someone at mh in ztn,and you just walk a little bit to YA,the enmy spawn at RL or at RG,idk if it is luck or smth,but it happened to me like 80% of my duels in ztn,maybe it is luck or maybe it is the spawn system...dunno
yes,thats what i said,just learn where you go/do after having a frag,and you will know where the enmy will spawn,.
thats why random is the best,enmy will spawn enywhere (thats how it kinda works in q2 where the spawns can be lucky and near you or very far from you)
In the end everybody gets fucked as much by it than their opponent. It also helps the games shift faster.
How is that worse than having a wanker carefully pick his route to be sure you'll spawn where he wants you to spawn ?
in random,you dont have to stay at mh so enmy spawn at rg (like what Ozymandiass said) or anykind of smth like that (maybe you got what i mean) so enmy will spawn in anyplace (in any spawn point in the map) so you dont know where he spawned and that make the game more exciting.
(like i said,in ztn,after killing an enmy near mh and go a little to YA,he will spawn at RL or at RG,this is the current ql spawn system (maybe or just luck) )
i know how the current spawn system works, and i know what completely random means as well.
i just think making it absolutely random would take a bit of skill / needed knowledge/awareness away.
no,imo it will just make the game better cause now you can get an extra 1-2 frags by knowing the spawn system,but if they make it random,you have to act more tactical and try to know where the enmy spawned,so the duels became better and more fun.
first of all: you cant code randomness... its impossible... you can make a code that will try to pretend to be random... thats max u can do...
secondly: random spawns are actually unfair... nowadays u know where u will be spawned, so does ur enemy... if hes low after fight he wont push for spawnkill... \
now, if the spawns were random, game would actually get slower, as ppl wouldnt be willing to take a risk of close fight, with the possibility of enemy spawning next to them and easly killing them with mg...
well,now that ppl know where you spawned,the game can be over in few mins,enmy got all hp/armor,attack you in the spawn points and get like 10 frags,and then even if you die with mg after some frags,the enmy dont have anything (wepons/armor).
spawns has allways been a part of the game,it can be in your side as it can be in the enmy side,knowing where enmy will spawn ruins the game imo.
predictable spawns doesnt make the game more fair imo,it just make it more lame,imagine a mid player playing vs a pro (who knows very well how the spawn system works) no change for the mid.
it is spawns,they have to be random,in your side or in the enmy side.
the skill to know where the enmy spawned is by sound,you know where he spawned by the 1st items he picks,now that the spawns in ql is like a system,there is no skill in that,just do what needed after killing someone and you will know where he spawned (walking to a specific place or smth like that).
what you described is stating the obvious... its like saying: "i got only 20 lg cells, gotta pick up ammo"... its not skill... its, dunno how to call it, reality?
as nobody knows how to reply i'll just put this here:
they could remove one of the rg spawns (so that the chance it happens is lower) or move some spawns on the top of the map (pg/sg-rl) around and it might get "fixed" because the rg spawn is really slightly annoying