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cRPG => General Discussion => Topic started by: Elindor on November 01, 2013, 03:49:19 pm

Title: Siege - Dynamic Spawn Timer *LIVE*
Post by: Elindor on November 01, 2013, 03:49:19 pm
Though I'd mention that the dynamic spawn timer is now *LIVE* in siege thanks to Paul.

This means that on NA2 and EU2 when defense population drops below certain thresholds, the game reduces the respawn timer to compensate.  You will see that in this situation you will spawn and still have some seconds counting down on the timer.

The goal is that this will remove the dreaded "lol pop, offense wins" issue. 
This, of course, has been more of an issue on NA2 than EU2, but it's good nonetheless.



Rejoice, and praise Paul.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: San on November 01, 2013, 03:56:07 pm
Cool. What timers have you seen for various populations so far?
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Goeths on November 01, 2013, 04:05:16 pm
Well, yesterday everyone just respawned right away and it was impossible to win for attackers....
the attacker team was kinda rushed at their own spawn to be honest...
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Jack1 on November 01, 2013, 04:08:27 pm
Might I suggest making the timers 10 seconds at the lowest? There are spawns right on the flag for some maps that make it literally impossible to win on offence
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Fips on November 01, 2013, 06:36:27 pm
I put the "bad" NA maps back in, Elindor, i expect feedback within a week! (Nah, jk, take your time. I wanted to tell you this in pm but i guess it'll do here just fine. Anyone else that likes to post me some feedback, do so, i really wanna know how those maps turn out for NA and maybe put them back out if needed)


@jack: 10 seconds IS the maximum of reduction.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Penitent on November 01, 2013, 06:38:10 pm
This is amazing!   :D :D :D
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Carthan on November 01, 2013, 09:23:48 pm
I put the "bad" NA maps back in, Elindor, i expect feedback within a week! (Nah, jk, take your time. I wanted to tell you this in pm but i guess it'll do here just fine. Anyone else that likes to post me some feedback, do so, i really wanna know how those maps turn out for NA and maybe put them back out if needed)


@jack: 10 seconds IS the maximum of reduction.
I was wondering why all my favorites were back in rotation.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Elindor on November 01, 2013, 09:58:13 pm
I put the "bad" NA maps back in, Elindor, i expect feedback within a week! (Nah, jk, take your time. I wanted to tell you this in pm but i guess it'll do here just fine. Anyone else that likes to post me some feedback, do so, i really wanna know how those maps turn out for NA and maybe put them back out if needed)

@jack: 10 seconds IS the maximum of reduction.

Will do.

Did Dun Bhirrum (my new one) go in?
Want to see it populated to see how it flows...

----------

Anyhow on topic - I'm sure there will be some tweaking.  As Fips said, the maximum reduction is 10 seconds, so a 20 second respawn I think.  I have seen it and it does help small pop....will be keeping an eye on it.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Fips on November 01, 2013, 11:08:03 pm
Nah, not yet, needs server restart. There were some problems with capitalization of the scn xD
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Elindor on November 02, 2013, 08:06:11 pm
oh poop....do you need me to fix it or did you already do so?
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Fips on November 02, 2013, 08:09:23 pm
Nah, just overlooked a little something on my (or teeths) side.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Tindel on November 03, 2013, 12:43:23 am
awesome
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Tanken on November 03, 2013, 04:34:54 am
Not sure if it was mentioned but.. Overtime is BACK!
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: San on November 03, 2013, 05:00:37 am
Liking this a lot. Very neat change. The timer on-screen still says 30 for me, though, so I'm never sure the exact moment when I spawn.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Jona on November 03, 2013, 07:46:44 am
The lowest I have noticed the spawn to take is ~18 seconds... 12 seconds left on the countdown when I spawn. This seems to be the minimum since There were maybe 2 players per team.


Oh, and one more thing...

WHY DO WE HAVE AN OPEN FIELD MAP AGAIN?!?!
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: HappyPhantom on November 03, 2013, 09:20:18 pm
The lowest I have noticed the spawn to take is ~18 seconds... 12 seconds left on the countdown when I spawn. This seems to be the minimum since There were maybe 2 players per team.


Oh, and one more thing...

WHY DO WE HAVE AN OPEN FIELD MAP AGAIN?!?!

Open field map? NOOoooOooooooooooOOOOOoooooooooooooo. if I wanted battle, I'd play battle!
Please remove :/
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Fips on November 03, 2013, 09:33:26 pm
The open field was just a little typo in the config that will be fixed next server restart.
Also, the spawn timer lets defense spawn after 19 seconds when there are more than 65 players online, Urist fixed that already.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Taser on November 03, 2013, 09:50:29 pm
Not sure if it was mentioned but.. Overtime is BACK!

visitors can't see pics , please register or login
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Elindor on November 03, 2013, 09:54:00 pm
The open field was just a little typo in the config that will be fixed next server restart.

I'm putting this all together now...when putting in my new map a typo occured and since the server can't find that file, there's now a open field map instead until the server restart when the change gets updated? :)
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Fips on November 03, 2013, 10:09:53 pm
I'm putting this all together now...when putting in my new map a typo occured and since the server can't find that file, there's now a open field map instead until the server restart when the change gets updated? :)

Teeth put it in the code uncapitalized, we noticed that your map name was capitalized so i changed everything back to capitalization because jacko already committed something but jacko fixed the sco name already and i had to uncapitalize everything again but the config file is still capitalized. Something like that xD
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Elindor on November 04, 2013, 02:18:24 am
Teeth put it in the code uncapitalized, we noticed that your map name was capitalized so i changed everything back to capitalization because jacko already committed something but jacko fixed the sco name already and i had to uncapitalize everything again but the config file is still capitalized. Something like that xD

Lol
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Jarold on November 04, 2013, 02:37:35 am
Overtime, more maps, and dynamic timer it's like Christmas!!!
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Panoply on November 05, 2013, 02:46:06 am
YES! Thank you so much Paul, I've been waiting for this day. It's so beautiful.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Phew on November 05, 2013, 07:24:00 pm
Every time I've played siege since this update, attackers and defenders have been winning with roughly the same frequency (as opposed to before, when attackers won 90% of the time). Bravo!

I didn't pay attention to the autobalancer; has it been tuned to be less aggressive? No one should be switched more than once per map on siege.

Most people's biggest complaints about siege have always been 1. attackers always win and 2. you get team switched every round. If both are fixed, NA siege might actually start to populate now.

Thanks Fips/Teeth/Eli/Jacko/whoever else helped make this happen!
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Fips on November 05, 2013, 07:49:39 pm
Afaik Urist didn't touch the autobalancer. And he is the one responsible for the new spawner, some others tested it with him but he coded it, so blame him =P
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Phew on November 05, 2013, 08:05:16 pm
Afaik Urist didn't touch the autobalancer.

Is it possible to just use the same autobalancer as battle? It really fosters a sense of teamwork when you are mostly playing alongside the same players for an entire map.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Fips on November 05, 2013, 08:10:14 pm
Is it possible to just use the same autobalancer as battle? It really fosters a sense of teamwork when you are mostly playing alongside the same players for an entire map.

Nah, but then you are stuck with either defending or attacking a castle. The switching is nice, people usually complain if they have to defend or attack a lot in a row.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Penitent on November 05, 2013, 08:12:49 pm
Nah, but then you are stuck with either defending or attacking a castle. The switching is nice, people usually complain if they have to defend or attack a lot in a row.

But now with new respawn timer, that's not as much an issue.

Just team-balance the first round, and just switch the entire teams each round after so everyone attacks/defends a few times but stay on the same team with each other.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Phew on November 05, 2013, 08:36:19 pm
But now with new respawn timer, that's not as much an issue.

Just team-balance the first round, and just switch the entire teams each round after so everyone attacks/defends a few times but stay on the same team with each other.

Yeah, this is what I was trying to say. I don't care if I'm switched attack/defend every round, but it's nice to play with mostly the same teammates for an entire map.
Title: Re: Siege - Dynamic Spawn Timer *LIVE*
Post by: Fips on November 05, 2013, 09:08:30 pm
Hm, not sure. Would have to know all the variables for the siege balance to make an actual statement on this. I'll ask Urist.