cRPG

cRPG => Suggestions Corner => Topic started by: Torben on January 15, 2013, 01:24:41 pm

Title: spawnraping, valor and multiplier.
Post by: Torben on January 15, 2013, 01:24:41 pm
Creating a zone of negative valor (not for tks ofc) in the spawn area would greatly reduce rape imo : ))

so every kill there is treated like a tk and bla whatever.
Title: Re: spawnraping, valor and multiplier.
Post by: Latvian on January 15, 2013, 01:47:35 pm
face it  cav players such as me will always search for easy kills and what is easier to kill than soemone standing afk at spawn? Nerfing spawnkilling will result in ultimate crying from side of cavalry. It takes like 20 seconds maybe more maybe a bit less (depends on map) and that time is enough to get away from there or atleast to catch up group of your team and cav wont risk to fight group.If you are left at spawn for some reason blame yourself.Since most commone reason for late spawn is alt tabing during game or going to cry about spawnkill during previous map.
when i was playing infantry i didnt find cavalry as a bigest threat, i found growing numbers of ranged my bigest problem although i was shielder with short axe.
Title: Re: spawnraping, valor and multiplier.
Post by: Belatu on January 15, 2013, 02:11:05 pm
Creating a zone of negative valor (not for tks ofc) in the spawn area would greatly reduce rape imo : ))

so every kill there is treated like a tk and bla whatever.

nice suggestion
Title: Re: spawnraping, valor and multiplier.
Post by: Joker86 on January 15, 2013, 03:48:22 pm
face it  cav players such as me will always search for easy kills and what is easier to kill than soemone standing afk at spawn? Nerfing spawnkilling will result in ultimate crying from side of cavalry.

In this case crying should be ignored, because it is about not being able to pick the easiest of the easy targets.

How about you grow some balls and attack some of the most dangerous targets? Not pikemen, perhaps, but one of the enemy 2hd heroes? Now THAT would help your team...  :P
Title: Re: spawnraping, valor and multiplier.
Post by: Torben on January 15, 2013, 03:57:12 pm
well i wouldnt want to kill of the hunting stragglers game. I love fighting off cav as a stragler myself and i dont see a great problem in being attacked if you had the time to grow aware of near danger.  Being attacked the moment of spawning how ever is a problem and is gamebreaking for the victem,  and isnt imo part of this game.  thats why a change there would be fitting.
Title: Re: spawnraping, valor and multiplier.
Post by: CrazyCracka420 on January 15, 2013, 05:45:41 pm
In this case crying should be ignored

Agreed, stop crying about being spawn killed and take responsibility for your actions.  Close the thread now that the solution has been found.   :P

If people spawn in late there'd be a good chance they'd just stay in the protected area, or dance in and out of it (being able to attack cav who come by, but then jump in for safety).

As a peasant spawn killing jerk, I say NAY
Title: Re: spawnraping, valor and multiplier.
Post by: Joker86 on January 15, 2013, 06:17:02 pm
Agreed, stop crying about being spawn killed and take responsibility for your actions.  Close the thread now that the solution has been found.   :P

If people spawn in late there'd be a good chance they'd just stay in the protected area, or dance in and out of it (being able to attack cav who come by, but then jump in for safety).

As a peasant spawn killing jerk, I say NAY

What id you don't see percisely where the area is, so that you can't jump in and out?

And what if staying longer than a certain amount of time in your own spawn protection area would grad penalties?

I think then all of your counter arguments would be nullified.

Or do you really want people to take responsibility for starting the game in the wrong minute, for having a slow connection or a slow computer, or for not wanting watch those kiting classes at the end of the round "play their class"?
Title: Re: spawnraping, valor and multiplier.
Post by: El_Infante on January 15, 2013, 06:40:59 pm
I agree, but only for a time. For example 30 seconds or 1 minut and, when you leave it you can't enter again. I hope I can see spawnrapers burning on fire. A lot of games, have a spawn-respawn zone where you can't enter. Why not here? Spawnraping is a cancer on crpg.
Title: Re: spawnraping, valor and multiplier.
Post by: Hunter_the_Honourable on January 15, 2013, 06:51:48 pm
And what if there are quite a few afkers at spawn? You want to punish the people who get rid of them and stop them delaying as well as leeching?
Title: Re: spawnraping, valor and multiplier.
Post by: Joker86 on January 15, 2013, 07:08:20 pm
And what if there are quite a few afkers at spawn? You want to punish the people who get rid of them and stop them delaying as well as leeching?

Who stays motionless in there will get killed, like he jumped off a high cliff. That way you have dealt with those people, they don't hurt anybodyy, nobody can hurt them, and it's not a tragedy when you missed a round because you were on the toilet.

Most games have spawn protection, for a reason. No spawn protection only encourages asshole-behaviour, and as the obvious assholes don't bring up the moral strength to refrain from killing them, the game has to stop them. Otherwise the atmosphere in the community suffers.
Title: Re: spawnraping, valor and multiplier.
Post by: Hunter_the_Honourable on January 15, 2013, 07:21:45 pm
Who stays motionless in there will get killed, like he jumped off a high cliff. That way you have dealt with those people, they don't hurt anybodyy, nobody can hurt them, and it's not a tragedy when you missed a round because you were on the toilet.

Most games have spawn protection, for a reason. No spawn protection only encourages asshole-behaviour, and as the obvious assholes don't bring up the moral strength to refrain from killing them, the game has to stop them. Otherwise the atmosphere in the community suffers.

fair enough, I just don't want to see rounds last a good few minutes extra because of a few people afk or leeching at spawn.
Title: Re: spawnraping, valor and multiplier.
Post by: El_Infante on January 15, 2013, 07:23:50 pm
fair enough, I just don't want to see rounds last a good few minutes extra because of a few people afk or leeching at spawn.

It can be a dynamic value. I don't think you will play a round on EU1 shorter than a minute.
Title: Re: spawnraping, valor and multiplier.
Post by: Hunter_the_Honourable on January 15, 2013, 07:26:08 pm
It can be a dynamic value. I don't think you will play a round on EU1 shorter than a minute.

EU1 is not the only battle server :wink: I normally play EU4, less people plus early hours of the morning SoA likes to delay and stay at spawn doing nothing. So I'm just wondering what effect this new system that is suggested would have on people like that.
Title: Re: spawnraping, valor and multiplier.
Post by: CrazyCracka420 on January 15, 2013, 07:26:56 pm
I agree with the counter arguments for the most part, but giving people a free minute to be AFK in spawn seems like a long time.  That's an extra minute before they start moving towards the battle.
Title: Re: spawnraping, valor and multiplier.
Post by: Belatu on January 15, 2013, 11:09:38 pm
If you give one minute to choose to spawn in the menu.... why dont you leave that same minute for protected area?

I mean.... oh my god , one minute afk in the spawn point in the begining of the round, what a drama.
You can think that if somebody spawn in the last second from the menu he will not have time protected...

I dont really understand why active people in this forum is so negative and passive-agressive.

I will explain again. That first minute of invulnerability shall be the same minute that people have to choose weapon and mess around to tick the box of ready...

 :mad:


Title: Re: spawnraping, valor and multiplier.
Post by: CrazyCracka420 on January 16, 2013, 12:32:51 am
Eh I just don't think it's a problem, but that's me, a spawn raper.
Title: Re: spawnraping, valor and multiplier.
Post by: Rumblood on January 16, 2013, 10:48:33 pm
Whatever your feelings about spawnraping, as this is about valour, we must consider this:

Quote
val·or/ˈvæl ər/ Show Spelled [val-er] Show IPA
noun 
boldness or determination in facing great danger, especially in battle; heroic courage; bravery: a medal for valor. 

Just negate the valour formula for any attacks from ranged or horseback, period. Only face to face melee kills should count towards your ability to earn valour and an extra multiplier. That may just reduced the ranged and cavalry "scourge" or at least encourage them to fight on foot enough to earn their valour and extra multiplier, or they may just go infantry period.
Title: Re: spawnraping, valor and multiplier.
Post by: Smoothrich on January 16, 2013, 11:51:41 pm
There is already spawn protection built into the game.  Its called spawn on time and stay with your team.  This isn't a drop in-drop out game, its based on rounds, with people expected to spawn at the same time.

Penalizing players who fight near the spawn is just rewarding AFK leechers.
Title: Re: spawnraping, valor and multiplier.
Post by: Kafein on January 17, 2013, 01:28:59 am
Whatever your feelings about spawnraping, as this is about valour, we must consider this:

Just negate the valour formula for any attacks from ranged or horseback, period. Only face to face melee kills should count towards your ability to earn valour and an extra multiplier. That may just reduced the ranged and cavalry "scourge" or at least encourage them to fight on foot enough to earn their valour and extra multiplier, or they may just go infantry period.

I don't see how playing cavalry and being forced to ninja people is in any way better than playing inf and racking points by running after the backs of people (say what you want that is what all the good players will do only second to protecting their own life, no matter what class they are playing). For me valor represents prowess and effectiveness. Right now it isn't favouring range or cav because of how the proximity rewards work.
Title: Re: spawnraping, valor and multiplier.
Post by: Joker86 on January 17, 2013, 02:04:34 am
There is already spawn protection built into the game.  Its called spawn on time and stay with your team.  This isn't a drop in-drop out game, its based on rounds, with people expected to spawn at the same time.

Penalizing players who fight near the spawn is just rewarding AFK leechers.

Nice way to make things sound totally different.

A forced behaviour is not a feature. That's why protection by spawning in time or sticking to teammates is not to be compared to a spawn protection feature. And sometimes you just can't spawn in time, for various reasons. Saying "You get spawnraped? Spawn in time!" is like saying "You are bad at maths? Next time jst don't make mistakes and you will write an A in the next class test.". It's completely worthless advice and shows a shocking lack of understanding and empathy for the problem.

And how about rephrasing "Penalizing players who fight near the spawn is just rewarding afk leechers" to "Penalizing spawnrapers who farm defenseless targets at the spawn is just rewarding players who spawned in lately"?

In my eyes protecting decent players of spawnrape is much more important than preventing leechers of leeching or granting bad cavalry easy kills. Next to the fact that all counter arguments to a proper, working spawn protection can be nullified.
Title: Re: spawnraping, valor and multiplier.
Post by: masasa on January 17, 2013, 05:36:51 pm
Creating a zone of negative valor (not for tks ofc) in the spawn area would greatly reduce rape imo : ))

so every kill there is treated like a tk and bla whatever.

Create waste of devs time on a non-issue.

You check "ready" button and then spawn. Now you are in the battlefield. If you spawn same time as your team and stick with them you prob have higher chance to stay alive longer. If you spawn different time and are all alone you have lower chance to stay alive longer. Everyone can choose when they spawn. Sometimes irl issues force you to spawn alone but then you just have to deal with it and not whine about it, it is nobody's fault. Where is the problem?

I get the feeling that most whiners think spawnraping makes cav top the scoreboards and they don't want this to happen because they are mad at cav. At least k/d ratio and "easy kills" was something that was brought up in the other spawnraping thread and by Joker86 in this thread. Well I can say that on average, in maps where spawn raping is possible, I probably get 1 kill per round due to attacking spawn and finding an easy target. And to get there I have to dodge enemy cav (who usually follow me entire round from start to finish), archers who are near the spawn and fake-afk people who are looking for easy cav kills. Most of the time the risk does not pay but the hilarious whine from clueless players, desire to get action fast instead of waiting for infantry and rare kill streaks that start from flanking the enemy makes me want to do it. It is just a playstyle, and one that can be easily countered.
Title: Re: spawnraping, valor and multiplier.
Post by: Torben on January 17, 2013, 06:09:36 pm
imagine being shot at by 10 archers the second you spawn,  your horse dying immediately and you being  shot to peaces over the next 30 seconds without anything you can do.
Title: Re: spawnraping, valor and multiplier.
Post by: masasa on January 17, 2013, 06:32:34 pm
imagine being shot at by 10 archers the second you spawn,  your horse dying immediately and you being  shot to peaces over the next 30 seconds without anything you can do.

wat?

I suggest you stop making exaggerated analogies because they make no sense and do nothing to improve your argument. If you spawn late you might have to deal with enemy cav, but you certainly have a good chance to survive even if you don't have a spear, I have survived many times against multiple cav despite being 1h shielder with 0 athletics, just find a wall, map edge, hill, rock or a tree and you are home free. You can find at least one of these near the spawn in most maps.
Title: Re: spawnraping, valor and multiplier.
Post by: Rumblood on January 17, 2013, 06:45:22 pm
wat?

I suggest you stop making exaggerated analogies because they make no sense and do nothing to improve your argument.

It is exaggerated? You mean archers don't have the wings of hermes on their boots making them faster than anything but the fastest horses and can't sprint across the map laughing at the sucker melee in pursuit? Do tell!
Title: Re: spawnraping, valor and multiplier.
Post by: Torben on January 17, 2013, 07:18:05 pm
mas,  I guess problem is that you are lookin at everything from your own perspective and have trouble understanding what I'm about.  I dont judge you for that,  I am just disappoint.
(click to show/hide)
Title: Re: spawnraping, valor and multiplier.
Post by: masasa on January 17, 2013, 07:38:35 pm
mas,  I guess problem is that you are lookin at everything from your own perspective and have trouble understanding what I'm about.  I dont judge you for that,  I am just disappoint.
(click to show/hide)

Dude, my last post was explaining the spawnraping situation from the infantry perspective vs cav...

On the other side the whiners seem to have no clue of cavs perspective and seem to really think spawnraping is how cav gets all their kills.

Seriously feels like I'm arguing with retards.
Title: Re: spawnraping, valor and multiplier.
Post by: Torben on January 17, 2013, 07:53:20 pm
Dude, my last post was explaining the spawnraping situation from the infantry perspective vs cav...

On the other side the whiners seem to have no clue of cavs perspective and seem to really think spawnraping is how cav gets all their kills.

Seriously feels like I'm arguing with retards.

its not about the cav,  not about its point of view,  just about getting a lance in your head the second you spawn.  who the fuck cares what the cav had to do to achieve that.  and if it doesnt pay off for the cav, hell, even one reason more not to fuck up the gaming experience for another guy. especially peasants.  fucking killing a peasant at spawn,  wtf.  there is just no reason at all to do it,  you're saying it yourself. ( you came a long way from your "lol no thats where i get all my kills from attitude" btw,  congrats for that at least : )
Title: Re: spawnraping, valor and multiplier.
Post by: masasa on January 17, 2013, 09:21:54 pm
its not about the cav,  not about its point of view,  just about getting a lance in your head the second you spawn.  who the fuck cares what the cav had to do to achieve that.  and if it doesnt pay off for the cav, hell, even one reason more not to fuck up the gaming experience for another guy. especially peasants.  fucking killing a peasant at spawn,  wtf.  there is just no reason at all to do it,  you're saying it yourself. ( you came a long way from your "lol no thats where i get all my kills from attitude" btw,  congrats for that at least : )

is that from the super old thread where I already explained it was a troll answer to your bad posting? Or do you also think cav gets most of the kills from spawnraping?

What are the arguments why spawnraping should be stopped? "its lame" "it just boosts cavs k/d ratio" "takes no skill"

In other words, people are whining for no reason.
Title: Re: spawnraping, valor and multiplier.
Post by: Belatu on January 17, 2013, 10:51:44 pm
imagine being shot at by 10 archers the second you spawn,  your horse dying immediately and you being  shot to peaces over the next 30 seconds without anything you can do.

+1  :twisted:
Title: Re: spawnraping, valor and multiplier.
Post by: Torben on January 17, 2013, 11:45:28 pm
What are the arguments why spawnraping should be stopped?

dude really? 
Title: Re: spawnraping, valor and multiplier.
Post by: masasa on January 17, 2013, 11:59:21 pm
dude really?

Tell me why it is so detrimental to the gameplay that you think devs need to step in. Only reason I can think of is the spawn lag (if it even exists) that prevents you from controlling your char when you spawn. But even if it is a real issue how many players die because of it? 1 in every 1000 rounds? Other than that spawnraping is just killing afk or unaware infantry that think they are safe when they spawn in the battlefield. So yeah, please enlighten me if you have any good arguments, I'm guessing you don't have any based on your previous posting.
Title: Re: spawnraping, valor and multiplier.
Post by: Torben on January 18, 2013, 01:11:21 am
(click to show/hide)

you are breaking my balls here mate,  being completely stuck in your perception of what you think i'm stating,  that you dont get what I am about.
not about killing stragglers,
not about nerfing cav or their k/d
not a personal offense towards you
not even about something that is important to you (you kill one guy a round TOPS spawnraping,  so why absolutely wanting to keep it?)
its about the guy/s spawning and getting instantly stabbed, slashed and ganked by one or more enemies,  before he/they can assess the situation and react.
that last part  is what you dont take into account,  and you put the joy of killing that helpless dude over his right to spawn in peace.  no big deal,  but not my kind of soup.

If this whole thing isnt yours,  fine with me.  But if you want to converse,  do try and understand where the other side is coming from and dont imply crap.


 
Title: Re: spawnraping, valor and multiplier.
Post by: Joker86 on January 18, 2013, 11:52:09 am
If you spawn same time as your team and stick with them you prob have higher chance to stay alive longer. If you spawn different time and are all alone you have lower chance to stay alive longer. Everyone can choose when they spawn. Sometimes irl issues force you to spawn alone but then you just have to deal with it and not whine about it, it is nobody's fault. Where is the problem?

Sometimes irl [illnesses] force you to [become ill] but then you just have to deal with it and not whine about it, it is nobody's fault. Where is the problem? [No health insurance needed]

Sometimes irl [animals/ice/broken trees on the street] force you to [cause a car accident] but then you just have to deal with it and not whine about it, it is nobody's fault. Where is the problem? [No ambulance needed]

You see the problem of the argmentation? Just because it is nobody's fault, it doesn't mean there is nothing to be done about it. If somebody CAN help something, he SHOULD. The devs can help players who spawned late for some reason, so they should.

You attitude shows already lack of interest, empathy and even understanding for the problems of others.

wat?

I suggest you stop making exaggerated analogies because they make no sense and do nothing to improve your argument. If you spawn late you might have to deal with enemy cav, but you certainly have a good chance to survive even if you don't have a spear, I have survived many times against multiple cav despite being 1h shielder with 0 athletics, just find a wall, map edge, hill, rock or a tree and you are home free. You can find at least one of these near the spawn in most maps.

The analogy is perfect. Because often I spawned as pikeman (!!!) late and I got spawnraped nonetheless by 3 or more cav. YOu don't stand a chance. YOu just haven't experienced it yet.

Dude, my last post was explaining the spawnraping situation from the infantry perspective vs cav...

On the other side the whiners seem to have no clue of cavs perspective and seem to really think spawnraping is how cav gets all their kills.

Seriously feels like I'm arguing with retards.

You explained it from a very special infantry perspective. Most people have other experiences, and what do you do if you do NOT have some obstacle nearby where you can hide, on open plains map or the like, and what if the cav attacking you is not a complete retard who can be fended off by 1hd+shield? Then you are screwed although you haven't done a single mistake.

What is the cav perspective? Needing a reward for getting through to the enemy spawn, in form of easy kills? What are you actually raging about, if you say that it's only one kill per round?

And insulting never helps anything.

What are the arguments why spawnraping should be stopped? "its lame" "it just boosts cavs k/d ratio" "takes no skill"

In other words, people are whining for no reason.

Actually those are the reasons, and those are good reasons. Plus the one reason which you totally ignore, thus showing the lack of empathy and understanding I was talking about: the round of your victim is completely screwed up, as he dies although he did not mistake, and has to wait a complete round before being able to spawn and play again. This kind of thing ruins the game for others, so cav should stop that crap. If they don't have the insight themselves, they simply have to be forced to stop it, for example by spawn protection.

Tell me why it is so detrimental to the gameplay that you think devs need to step in. Only reason I can think of is the spawn lag (if it even exists) that prevents you from controlling your char when you spawn. But even if it is a real issue how many players die because of it? 1 in every 1000 rounds? Other than that spawnraping is just killing afk or unaware infantry that think they are safe when they spawn in the battlefield. So yeah, please enlighten me if you have any good arguments, I'm guessing you don't have any based on your previous posting.

Only cavalry has the chance to kill afks on a regular base. Why? Should cav get some frag-gifts for some reason? Other classes have to work for their kills.

And I already told you why it is detrimental for gameplay. The killed player will hate it way more than being fragged the normal way, while fighting. It kills the game for him. You didn't even think about it. But I tell you, those afks or unaware players you are killing there are no bots for your personal pleasure, they are players like you who want to have fun, and you are killing it to boost your own fun even more. Being killed within the first seconds of a game is

a) not expectable. Round and team based games need some kind of "orientation and preparation"-phase, where players can organize themselves, get and overview, find out where they are and so on. You need just some time to get "into the round". That's why on ALL shooters the spawns are not in the line of sight to each other.

b) highly demotivating. All games try to keep a high player base to stay alive, but too many demotivating experiences cause players to quit playing a game. That's why gameplay should take this into account, as game design is actually about motivation and nothing else.

Enough reasons?
Title: Re: spawnraping, valor and multiplier.
Post by: masasa on January 18, 2013, 12:49:34 pm
Torben, I don't "absolutely want to keep it", I'm just pointing out why it is not a problem which is why it is waste of time for devs to put resources in it. It takes 1 second to "assess the situation", if you die during that time you are just very unlucky and it will probably never happen again during your entire life, that is how rarely it happens. I don't consider late spawners as helpless and there is no reason to do so, I have been killed by them as often as I have killed them. You just don't know what you are talking about.

Joker86, I said irl issues are nobody's fault (in the game) and if you die because of them (spawn late, have to go afk middle of the fight) in a game you should not whine about it or ask devs to help you. This is just the practical way of looking at things, nothing to do with lack of empathy etc. You keep saying it is not the victims fault ("he did not make a mistake") if he gets spawnraped, I disagree with that for the obvious reasons. Just spawn in time next time or do better job at defending yourself. Also if you think spawnraping has any affect on the player base you are way off, most players have only experienced it few times, some never despite playing the game for years.
Title: Re: spawnraping, valor and multiplier.
Post by: Joker86 on January 18, 2013, 01:43:33 pm
Joker86, I said irl issues are nobody's fault (in the game) and if you die because of them (spawn late, have to go afk middle of the fight) in a game you should not whine about it or ask devs to help you. This is just the practical way of looking at things, nothing to do with lack of empathy etc.

What does "practical" mean? It's not like it would be impossible to implement some spawn protection which works. Because often enough IRL issues aren't your fault either, be it the phone ringing, your dog eating the carpet or your mother falling down the stairs. If the devs could help players being distracted by RL issues and STILL being able to enjoy the game, the devs should do so. In the end it's a matter of game design, if the game allows you to have a RL or not.


You keep saying it is not the victims fault ("he did not make a mistake") if he gets spawnraped, I disagree with that for the obvious reasons. Just spawn in time next time or do better job at defending yourself. Also if you think spawnraping has any affect on the player base you are way off, most players have only experienced it few times, some never despite playing the game for years.

I would recommend you to compare your personal experiences with the average experiences, because I think they differ a lot. Perhaps you didn't have problems with spawnraping, but other do, often on a regular basis. I get spawnraped myself from time to time. When joining a server within the spawn window it's almost a matter of certainity. So I get spawnraped more often than you. And I am a pikeman. But I can look only into one direction. So obviously your personal experiences give you a false base to argument from.

And EVERYTHING has an effect on the playerbase, as things are cumulative. It's not one factor alone which decides it, it's their combination. Being team attacked/teamkilled/griefed, headshot in spawn, spawnraped, caught by a HA on open plains, having bugs, etc.

All of those factors are negative and should be taken care of, if possible. And spawnraping can be prevented, for example.


Let's just make it the other way round: why is spawnraping good, needed and should be part of the gameplay?
Title: Re: spawnraping, valor and multiplier.
Post by: Crob28 on January 18, 2013, 03:07:37 pm
Late spawning summed up in one picture

visitors can't see pics , please register or login
g
Title: Re: spawnraping, valor and multiplier.
Post by: masasa on January 18, 2013, 03:23:40 pm
And EVERYTHING has an effect on the playerbase, as things are cumulative. It's not one factor alone which decides it, it's their combination. Being team attacked/teamkilled/griefed, headshot in spawn, spawnraped, caught by a HA on open plains, having bugs, etc.

All of those factors are negative and should be taken care of, if possible. And spawnraping can be prevented, for example

Hahahaa, oh wow...

So devs should take care of team damage, headshots in spawn area and being caught by a HA on open plains(your killing me here :DDD) plus all the other things that annoy you. No wonder you call yourself a joker :D. Seriously though, grow some balls and stop whining, adapt and improve yourself instead of asking devs to fix every aspect of the game that annoys you.
Title: Re: spawnraping, valor and multiplier.
Post by: Joker86 on January 18, 2013, 03:43:35 pm
Hahahaa, oh wow...

So devs should take care of team damage, headshots in spawn area and being caught by a HA on open plains(your killing me here :DDD) plus all the other things that annoy you. No wonder you call yourself a joker :D. Seriously though, grow some balls and stop whining, adapt and improve yourself instead of asking devs to fix every aspect of the game that annoys you.

The HA was actually an example for thing which are not that easy to be taken care of. But even this is possible, just for your information. It's just a bit complicated. Forget about it.

So are you really telling me that annoying things shouldn't get fixed, and instead we have to deal with them? Again, "deal with it" is NOT a viable answer, the only value of this statement is to tell everybody that you are unwilling to face the problem. Unless you have a good argument WHY the only reaction left would be to deal with it, which you still don't have told.

Seriously, with your argumentation development and bugfixing and whatnot should be stopped.
Title: Re: spawnraping, valor and multiplier.
Post by: masasa on January 18, 2013, 03:56:35 pm
Things that you call annoying are part of the regular gameplay which is why you need to adapt your own playstyle (for example if you can't deal with HA, get a shield) instead asking devs to develop the game just for your own liking.
Title: Re: spawnraping, valor and multiplier.
Post by: Joker86 on January 18, 2013, 04:07:19 pm
Things that you call annoying are part of the regular gameplay which is why you need to adapt your own playstyle (for example if you can't deal with HA, get a shield) instead asking devs to develop the game just for your own liking.

So it is part of the gameplay of a medieval battle simulator to be ported into a very disadvantageous situation upon entering the battlefield and starting to actually play the game? This "feature" is to be compared to character development, impact of skill during fights, communication via voice commands and so on? If not, I call spawnrape being part of the game design bullshit.

You still haven't answered me why we need spawnkills, and what the advantages of spawnkilling are.
Title: Re: spawnraping, valor and multiplier.
Post by: masasa on January 18, 2013, 04:25:28 pm
So it is part of the gameplay of a medieval battle simulator to be ported into a very disadvantageous situation upon entering the battlefield and starting to actually play the game? This "feature" is to be compared to character development, impact of skill during fights, communication via voice commands and so on? If not, I call spawnrape being part of the game design bullshit.

You still haven't answered me why we need spawnkills, and what the advantages of spawnkilling are.

Dude you were saying devs should attend to things like teamkills, headshots in spawnarea and HA's shooting you on open plains. That is ridiculous.

I haven't said we need spawnkills, I said spawnraping is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it, it is up to map designers anyway.
Title: Re: spawnraping, valor and multiplier.
Post by: Rumblood on January 18, 2013, 05:10:40 pm
I said archers is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it.
I said xbows is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it.
I said throwing is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it.
I said cavalry is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it.
I said spin overheads is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it.
I said kiting is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it.
I said kicking is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it.
I said proximity experience is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it.
I said ad infinitum is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it.

Somebody should have told the Dev's a couple years ago to quit wasting their time!  :P
Title: Re: spawnraping, valor and multiplier.
Post by: masasa on January 18, 2013, 06:30:21 pm
Rumblood you are comparing spawnraping to balancing issues. Yeah...
Title: Re: spawnraping, valor and multiplier.
Post by: Mr_Oujamaflip on January 18, 2013, 07:48:02 pm
Nothing wrong with spawnraping. You spawn late, it's your problem. Be on time.
Title: Re: spawnraping, valor and multiplier.
Post by: Joker86 on January 19, 2013, 01:22:23 am
Dude you were saying devs should attend to things like teamkills, headshots in spawnarea and HA's shooting you on open plains. That is ridiculous.

Now everytime I say something you will answer me that I once said something which in the meanwhile is completely unrelated, just to distract from the fact that you start with ad hominem arguments?

What I said was:

And EVERYTHING has an effect on the playerbase, as things are cumulative. It's not one factor alone which decides it, it's their combination. Being team attacked/teamkilled/griefed, headshot in spawn, spawnraped, caught by a HA on open plains, having bugs, etc.

All of those factors are negative and should be taken care of, if possible. And spawnraping can be prevented, for example.

So what do I mean with that?

- teamattacks/teamkills and griefing should be (and are) forbidden, and an important part of monitoring it is the use of admins. That's everything. You know, the "report with M" feature didn't exist always, the devs implemented it. For some reason. Still ridiculous?
- the goal of the game is to kill the entire enemy team. But for some classes this goal is better achievable than for others, because there is little harm an infantryman can do to an HA. The problem lies not in the classes themselves, rather in the goal of the game. That's why I am advertising a change from battle mode to some conquest mode for some time now. The infantryman still won't be able to do harm to the HA (unless latter allows it), but it won't be as much of an annoyance like before, because the infantryman doesn't need to harm the HA to win the round. See what I mean? (I fear I just opened yet another argumentation, because I fear you won't be willing to understand the infantryman's problem with HAs)
- headshots from one spawn to another at the beginning of a round should be prevented by good map design which places the spawns not only out of the line of sight to each other, but also in cover from volley shots.

Please tell me where I am wrong or joking here.



I haven't said we need spawnkills, I said spawnraping is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it, it is up to map designers anyway.

You don't decide whether it is a big deal or not, the players who die at spawn do, and of course they DO think it is a big deal, because it screws up their entire round, and it is not their fault if the phone rings, they have to open the door, go to the toilet or have a crappy PC. Again you are completely lacking empathy to understand how annoying it is to have to wait several minutes to be able to play again. Some people have only one hour or two to play the game, after work, before having to go to bed. If you get spawnraped twice in that time, you lost a relatively high amount of playtime, for no viable reason, and some asshole-spawnraper has two kills more. This is incredibly annoying and should definitely get addressed by the devs.