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Old 08-15-2007, 03:32 PM   #16 (permalink)
 
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Re: Poll Of Game-Type Interest

The whole respawn thing really depends.

IMO on Evo, 60 second spawns aren't necessary simply because:

1) You don't spawn in the action or near the action.

2) You end up having to stand around base anyway waiting for a ride.

In some of the coop matches where you do less waiting to get back to the action a respawn should be longer, and it also depends on the map TYPE.

No respawns at all, however, just pisses me off. The AI cheats and pulls off stupid impossible shots sometimes, and/or if you crash or something, you just get to forfeit the whole game. Screw that. In addition, no respawns encourages the AI to be set to a retarded ezmode level so that you DON'T get killed via cheap means, and I'd rather have respawns and a hard AI then no respawns and a stupid AI.

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Originally Posted by Barnaby View Post
Now that's very interesting AMosely.

I wonder how difficult that would be to implement.

IN TvT it could still be abused in the begining by teams rushing knowing full well that they would get a quick respawn in the first instance.
So I suggest we slide the times up the scale to start at 3 mins for a respawn then plus 30 secs each time after that.
So you punish people for playing longer and force them to make up excuses for reconnecting / leaving for a short time? If I was looking at a 5 minute respawn just because I was playing longer then someone else, I'd just reconnect. That idea is ridiculously flawed and stupid.

There's no real reason for a persistent world like Evo to have a respawn over a minute. The IDEA is that you can't rush back to reinforce your buddies. In most Evo games, however, you die, you respawn, you stand around base for a few minutes waiting for a ride. It'll take you 5 minutes to get back to the action without having to look at the boring-ass spawn screen, and at least I can talk otherwise.

In TvT, no respawns also encourages a glacially slow pace to the game, since everyone is just going to be grabbing the most scoped weapon they can and lying prone somewhere. Is that the kind of gameplay you want to encourage? This is ArmA, not DOD:S.

- Coop: No respawns is somewhat acceptable, but easy-mode AI makes coop stupid boring. I'd rather have limited 'lives' and a harder AI.

- Evo: Respawning of a minute is perfectly acceptable. The more progress you make the longer it takes you to get back to the fight, so the timer is very well balanced in regards to transportation. Including respawn timer, to respawn, get gear, grab a vehicle, and return to Paraiso will take you well over 3 minutes, much less any of the far southern towns means a good 10 minute trip by land.
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Old 08-15-2007, 04:16 PM   #17 (permalink)
 
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Re: Poll Of Game-Type Interest

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Originally Posted by Uranium - 235 View Post
In TvT, no respawns also encourages a glacially slow pace to the game, since everyone is just going to be grabbing the most scoped weapon they can and lying prone somewhere. Is that the kind of gameplay you want to encourage? This is ArmA, not DOD:S.

- Coop: No respawns is somewhat acceptable, but easy-mode AI makes coop stupid boring. I'd rather have limited 'lives' and a harder AI.

- Evo: Respawning of a minute is perfectly acceptable. The more progress you make the longer it takes you to get back to the fight, so the timer is very well balanced in regards to transportation. Including respawn timer, to respawn, get gear, grab a vehicle, and return to Paraiso will take you well over 3 minutes, much less any of the far southern towns means a good 10 minute trip by land.
1.) Oh, please. You were there when we played Isla del Vassal, right? And Insurgent Assault? Did you find the pace of either of those missions "glacially slow"? The DoD:S scenario you mention isn't a problem with respawns, it's a flaw within the design of whatever mission you happen to be playing.

2.) I'm not sure if you really grasp the concept of what changing the difficulty level of the AI actually does. I'm assuming you haven't actually tried playing the same no-respawn mission several times on different AI settings and evaluating what changes are actually made - so take my word for it. There is no "easy mode" AI, at least not to the extent you're talking about.
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Old 08-15-2007, 04:19 PM   #18 (permalink)
 
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Re: Poll Of Game-Type Interest

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Originally Posted by AMosely View Post
Respawns should be cumulative - as in, first respawn = 30 seconds, second 60, next 90, 120 .. so on.

I have no interest in immediate respawn, nor interest in no respawn. We must let people join and re-join the game.
I agree, but i would go even further with the respawn time, i putt down 180 seconds delay, and make it cumulative on that with 10 or 20 seconds for every death.

That will make it a real drag going in with guns blazing and if you die you will be able to go to the bathroom or fix some snacks while you wait so you wont have the pressure of getting to the chopper that will take of 10 seconds after you spawn.

Or even better make so you get to spawn in in batches if possible. Maby you die and have to wait till 4 or 6 other dies before you spawn. This wont work if there is to few on the server thou.

Sorry if i don't make any sense.
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Old 08-15-2007, 04:35 PM   #19 (permalink)
 
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Re: Poll Of Game-Type Interest

I like the CUMULATIVE respawn time...scaled to your number of deaths... Kinda a neat twist..
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Old 08-15-2007, 04:59 PM   #20 (permalink)
 
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Re: Poll Of Game-Type Interest

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I like the CUMULATIVE respawn time...scaled to your number of deaths... Kinda a neat twist..
Seconded.

However to stick with the survey questions, I am geared towards longer and limited respawns in Coop. With shorter however still limited respawns in Team Versus Team. For a base time we should start with between forty-five seconds and ninety seconds. So you have time to use the restroom, etc. when you die however, you don't have to wait forever to get back into the action.
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Old 08-15-2007, 05:26 PM   #21 (permalink)
 
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Re: Poll Of Game-Type Interest

Cumulative is a nice idea but techincally difficult because the engine fixes the spawn time set in the description.ext on mission load and then doesn't appear to allow changes. I have investigated alternative strategies (such as having someone spawn on an island and then not move them back to the base until the spawn timer has elapsed), but I'm not 100% confident this will always work in MP on a dedicated server.

How would no-respawns work in my persistent world? Let me just say that it IS possible and that as more details are released about Domination you will understand how.

Thanks to everyone for contributing 24 responses in less that 10 hours, I think this poll has already been successful and I will continue to use this for my mission creation as things progress. I look forward to an open beta of Domination near the end of this month and hope many of you can participate. I will also share the results of the poll when my analysis is complete and will start the analysis once it looks like the responses have slowed.
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Old 08-15-2007, 10:37 PM   #22 (permalink)
 
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Re: Poll Of Game-Type Interest

I hope higher numbers mean, "I want this more." I figured putting a twenty in a box meant that I wanted it 20%.
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Old 08-16-2007, 08:22 AM   #23 (permalink)
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Re: Poll Of Game-Type Interest

Personally I believe that respawns are the key component to bad gameplay. When people know they only have 1 life, the tend to play a whole lot different than when they the have many.

People shouldn't be lone wolfing at all if there are a few left, that's violating the SOP's and/or the TG Ethos.

Repawns though are difficult because it does depend on the mission. Badly made missions may require respawns (personally I would like to see those kind of missions removed). Missions that have been designed as a frag fest - there's one on the coop server now, are probably impossible to complete without respawns (though it would be a challenge to try) but they do server a purpose because sometimes it is just fun to go on a rampage every now and then.

Ideally each mission would have the option of how many respawns you may have and what time limit in between. Options are the best idea because then we have control over it.
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Old 08-16-2007, 09:14 AM   #24 (permalink)
 
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Re: Poll Of Game-Type Interest

Filled it out.
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Old 08-16-2007, 09:16 AM   #25 (permalink)
 
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Re: Poll Of Game-Type Interest

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People shouldn't be lone wolfing at all if there are a few left, that's violating the SOP's and/or the TG Ethos.
What I meant to say is if you have a pretty large objective area and there are only 3 to 4 people left alive, it just doesn't work well. The chances for enemy contact are very slim and if there are no team mates left you can't possibly do teamwork. I'm all for no-respawn with spectating, but their are a few valid exceptions in my view.
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Old 08-16-2007, 09:45 AM   #26 (permalink)
 
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Re: Poll Of Game-Type Interest

Done. Thanks Shiner for the behind the scenes work. My opinion concerning TVT is not a continual TVT or no TVT. Having TVT nights or coop nights maybe or the concensus of the majority in the coop server is cool. I like respawns that take awhile and the revive script is another option. It's good to be a part of this Arma planning.

Last edited by curtagain; 08-16-2007 at 03:06 PM.
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Old 08-16-2007, 10:10 AM   #27 (permalink)
 
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Re: Poll Of Game-Type Interest

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Originally Posted by peardog View Post
I like the CUMULATIVE respawn time...scaled to your number of deaths... Kinda a neat twist..
I agree. Longer and longer spawn times are a great idea, especially for EVO..

Although after playing the mission with revives last night.. THAT was a great idea, having a certian number of times you can be revived right there where you die. No more waiting for the dead to join the rest of the team. This was also great for teamwork.

It was sad to have some disco and rejoin because they used up their lives.
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Old 08-16-2007, 11:35 AM   #28 (permalink)
 
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Re: Poll Of Game-Type Interest

The survey is a bit hard to answer --- different missions should warrant different respawn rules.. i basically had an even spread because I think all those options are good, given the mission is designed for it.
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Old 08-16-2007, 02:53 PM   #29 (permalink)
 
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Re: Poll Of Game-Type Interest

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The survey is a bit hard to answer --- different missions should warrant different respawn rules.. i basically had an even spread because I think all those options are good, given the mission is designed for it.

Actually that is the intention of the survey and why I chose one that isn't a checkbox but on a scale. Having to assign a "weighted" value provides far more insight into the TG group. Like you I enjoy variety, so I spread my responses around, but there does seem to be a small, focused group that really only wants 1 type of game play.
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Old 08-22-2007, 10:03 AM   #30 (permalink)
 
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Re: Poll Of Game-Type Interest

TG Survey Game Type Analysis (PDF):
http://members.tacticalgamer.com/~sh...ey_Results.pdf

This was VERY enlightening for me and will generate lots of discussion from the Admins. I think it clearly illustrates a desire for variety and that there is no "optimal" solution that will make the majority of individuals happy.

I always go back to saying that what we need is folks to express their desires and help make them happen (TG is a community of volunteers), but they MUST be tolerant and understanding of how others may choose to play as long as it is within the SOPs & TG primer.

Thanks again to all that participated, I can guarantee I will be using this survey format regularly to keep tabs on this topic and others as they arise.
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