Respawn

Wavie-DavieWavie-Davie Join Date: 2002-12-21 Member: 11274Members
<div class="IPBDescription">new respawn ruins combat</div> The new respawn has totaly ruined combat.

I dont understand why you, the creators feel the need to make ns shorter... longer games are much more fun but everytime i see an update it always says makes gamers shorter... im always like WTH the longer the better the more you get updates and the more fighting and the more fun fighting more powerful aliens or marines... however the more you are making this game shorter its going to turn out like there is no ha, jp or onos update cuase the games are going to be so damn short no comm or combat marine/alien will be able to reach it as you seem to be wanting to make the game as short as possible for some reason?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->


The new respawn in combat totaly takes the **** games are like 5 mins long now and no one barly has the chance to reach lvl 5 if that. The spawn camping is just **** annoying and once 1 skulk sneaks into base with focus the game is over... it has totaly ruined combat for me and there is a lot of complaining on server i play on... im just hopping that you will fix this soon before combat completly dies.

I would like an answer to why you feel need to make games shorter tho ive never understood why you lot always aim to make it shorter when people always enjoy the longer games.

sorry to be a nag its just i realy enjoy combat and its like the game is completly gone to me now.

Comments

  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Well, the intention with combat was to create a fast-paced game, if you cant take it, go andplay classic, those games are a lot longer most of the time.

    I also think that the thing about the new system is that youre supposed to put pressure on the other team, and I dont think the marine players has undestood this yet, they still camp to get XP.
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> DIE RINES DIE! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Wavie-DavieWavie-Davie Join Date: 2002-12-21 Member: 11274Members
    coris most people do like long games no matter what it is aimed at,, people like to be able to at least reach lvl 10 but in this people cant even reach lvl 4 now without the game ending
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    NS version was supposed to be short like half an hour short... usually i only time to play like 1 MAYBE 2 games now a days considering a lot turn into stalemates

    combat is supposed to be 5 mins <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> read the sentinel newsletter cause they purposely made it shorter... that was the point! the new respawn is much more fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> it actually makes you not just throw your life away!! FINALLY YIPEE <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Cerberus_the_Hell_HoundCerberus_the_Hell_Hound Join Date: 2003-12-13 Member: 24339Members
    In combat, games are really only interesting until a little while after most people hit level 10. And once everyone does, it really becomes a boring and tedious game until it finally ends.
  • Malakai1Malakai1 Join Date: 2003-09-14 Member: 20845Members
    edited February 2004
    I like long games in Classic (most of all, I loved the 1.04 map control wars) and Combat.

    Long games are more fun. You get more strategy, upgrades, and overall fun in a long game.

    EDIT: Combat is only long and tedious at lvl10 when everyone stays skulk. Get 2 onos, 3 fades, 2 lerks, ect; and it is really fun. In my opinion that is.


    Also, getting a team of 6 onos to rush marine spawn and just devour everyone and gore the chair in 20 seconds = priceless.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Wavie-Davie+Feb 13 2004, 03:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wavie-Davie @ Feb 13 2004, 03:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> coris most people do like long games no matter what it is aimed at,, people like to be able to at least reach lvl 10 but in this people cant even reach lvl 4 now without the game ending <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Read the front page. Combat is advertised as usually lasting less than 10 minutes, and unless the marines aren't very good they still usually go longer than that...
  • Pepe_MuffassaPepe_Muffassa Join Date: 2003-01-17 Member: 12401Members
    On occasion in those long drawn out games (usually the aliens have too many lorks and too few oni) I will just leave the server because it gets boring. Hopefully my leaving will speed up the game too (unbalance the teams a little) so that they can get on to the next game. I hate playing a game that never ends.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    Spawn camping is a huge issue in the start game, personally i think the respawn % should be from

    100% to 25%, depending on how long the game's been going....

    So at the very start,y ou're not screwed by an initial rush, but as it goes on, less are supposed to be dying, and so the waves should get smaller.
  • BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
    You're <b>ALL</b> forgetting that the only reason combat was implemented was to make it appealing to start a small game. <b>It's designed for less then 14 players</b>.

    Once you have over 12 players, a classic NS map should be voted in. It's simple. Most of your "unbalanced" complaints come from 16 player to 32 player servers, which are definately unbalanced because <b>combat isn't made for that many players.</b>

    It's fine to spawn in groups of 1-2 when there's six or seven people on the server, because chances are there's only 1-3 attacking spawn at any given moment. And if there is more, you lose due to lack of either skill or tactical coordination. That's the way the game is meant to be played, that's why it's designed for less then 10 minutes.

    Read a bit more. Combat wasn't brought in as a new gameplay mode to take over NS, it was brought in to start off the smaller games in a more balanced and fun way, as well as providing an alternative to strategic players and being a good mode for other "new" players to learn how to control Natural Selection units in.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--QuoteBegin-FSHP.Bahamut+Feb 14 2004, 01:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FSHP.Bahamut @ Feb 14 2004, 01:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You're <b>ALL</b> forgetting that the only reason combat was implemented was to make it appealing to start a small game. <b>It's designed for less then 14 players</b>.

    Once you have over 12 players, a classic NS map should be voted in. It's simple. Most of your "unbalanced" complaints come from 16 player to 32 player servers, which are definately unbalanced because <b>combat isn't made for that many players.</b>

    It's fine to spawn in groups of 1-2 when there's six or seven people on the server, because chances are there's only 1-3 attacking spawn at any given moment. And if there is more, you lose due to lack of either skill or tactical coordination. That's the way the game is meant to be played, that's why it's designed for less then 10 minutes.

    Read a bit more. Combat wasn't brought in as a new gameplay mode to take over NS, it was brought in to start off the smaller games in a more balanced and fun way, as well as providing an alternative to strategic players and being a good mode for other "new" players to learn how to control Natural Selection units in. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    16 to 32 people in a classic map is not balanced. 12 or 14 i believe is the most balanced.

    And the respawn problems are for any size server. It's even worse in smaller servers where you only spawn one at a time.

    say, 8 people are playing, that means when they spawn, its 1 vs 4. and that's unupgraded and against focus skulks most likely.

    lets try a 12 person.... In this case, it's still stupid, and 3 people are not going to be able to kill even 3 focus skulks most likely, and if there's 12 of them in the base... gg. gg.

    as stated somewhere, I love this new respawn system for the late game, when you loose, you should loose. It shouldn't be like b2. But in the early game, it's just stupid to get spawn camped to hell and back by that many skulks and focus skulks.

    It completely kills the experience of a fun short game.

    As I know i stated up there...
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->personally i think the respawn % should be from 100% to 25%, depending on how long the game's been going....<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That way it's not nearly as easy to spawn camp in the early stages, and people will be getting in the game faster at the start, which will lead to accelerated early levels, and thne as it goes on, it'll become easier to keep a team dead. And that is around when the game should be ending.

    Another idea would be to base it on average player levels... Except that's could be very flawed.

    The idea behind this is that if your team is a higher level, then it should be later in the game, and you shouldn't be dying as much.

    Actually, it might make more sense to do average levels of both teams, though not so sure.

    There needs to be something that changes the percent like I said, and it would be great if it wasn't based on the time limit...

    Maybe base it on the amount of people who have already died and respawn.

    I just know early game needs to have larger waves to stop lamers from just camping, and late game needs smaller waves to allow the game to actually finish.
  • Ryse_SladeRyse_Slade Germany Join Date: 2002-12-22 Member: 11349Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Once you have over 12 players, a classic NS map should be voted in. It's simple. Most of your "unbalanced" complaints come from 16 player to 32 player servers, which are definately unbalanced because combat isn't made for that many players.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Combat wasn't tested on servers with <b>less</b> than 14 players in public style game play (beta servers were all 14/16 slots). Anyway it doesn't matter what it was designed for. Many players like Combat and some of them like long games and some like large servers. Apart from the spawn waves there is no problem with the number of players in combat (maybe a few maps are too small...). In classic NS the balance problems come with the resource system. All those problems can and should be adressed to make NS fun for all kinds of servers.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Read a bit more. Combat wasn't brought in as a new gameplay mode to take over NS, it was brought in to start off the smaller games in a more balanced and fun way, as well as providing an alternative to strategic players and being a good mode for other "new" players to learn how to control Natural Selection units in. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    How should new players learn to control units if they hardly ever get past level 5 and even if they reach level 10 the game lasts only a few minutes?
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Bahamut, I agree completely. I don't know about the original poster but I think the new respawn system is only a problem for small games, and that's the issue here. In games that are too small to play Classic, which is what Combat was designed for, the new respawn system means one person spawns at a time. This is alright for game length, but it's just not fun as a marine to constantly be spawnkilled during attacks because that's the only way for aliens to win. First of all we should ditch Gorges and CC welding(whether or not welders would stay is up for debate). The hive could keep natural regen to compensate for marine range. The fact that small amounts of CC damage don't accomplish anything due to welders means that aliens need to kill every marine in the spawn before they start munching on it, which means that they have to keep spawnkilling them as they come back in order to win the game.

    Ditch the most significant game lengthening factor, hive/CC healing, and you shorten games. Then we can bring back a spawn system that doesn't result in endless spawnkilling sprees.
  • Papa_SmurfPapa_Smurf Join Date: 2003-02-27 Member: 14114Members
    IMO, this new respawning sucks ****... 3 skulks get into base cuz the rines are off attacking, and anyone that spawns dies. Skulk bites, even pre focus are pretty damn damaging, and post focus... yes. B2 had comebacks from that, but this... its just lame. It also nerfed xeno all to hell, there is no longer a point to it when it takes forever to respawn. Make the waves half the team maybe.. that way if at least half the alien team is in rine spawn they should overcome them... that way if 2 good skulks hit base it isn't over. Either that, or make some kind of spawn invulnerability. I'd suggest making the spawnzone inacessible to enemies, and the CC outside of there, but that seems unlikely.
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