Author Topic: spawnraping, valor and multiplier.  (Read 2711 times)

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Offline Torben

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spawnraping, valor and multiplier.
« on: January 15, 2013, 01:24:41 pm »
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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.
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Re: spawnraping, valor and multiplier.
« Reply #1 on: January 15, 2013, 01:47:35 pm »
+2
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.
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Offline Belatu

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Re: spawnraping, valor and multiplier.
« Reply #2 on: January 15, 2013, 02:11:05 pm »
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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
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Offline Joker86

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Re: spawnraping, valor and multiplier.
« Reply #3 on: January 15, 2013, 03:48:22 pm »
+2
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
Joker makes a very good point.
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Offline Torben

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Re: spawnraping, valor and multiplier.
« Reply #4 on: January 15, 2013, 03:57:12 pm »
+1
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.
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Offline CrazyCracka420

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Re: spawnraping, valor and multiplier.
« Reply #5 on: January 15, 2013, 05:45:41 pm »
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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
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Offline Joker86

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Re: spawnraping, valor and multiplier.
« Reply #6 on: January 15, 2013, 06:17:02 pm »
+1
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"?
Joker makes a very good point.
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Offline El_Infante

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Re: spawnraping, valor and multiplier.
« Reply #7 on: January 15, 2013, 06:40:59 pm »
+1
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.
« Last Edit: January 15, 2013, 06:47:00 pm by El_Infante »

Offline Hunter_the_Honourable

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Re: spawnraping, valor and multiplier.
« Reply #8 on: January 15, 2013, 06:51:48 pm »
-1
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?
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Offline Joker86

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Re: spawnraping, valor and multiplier.
« Reply #9 on: January 15, 2013, 07:08:20 pm »
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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.
Joker makes a very good point.
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Offline Hunter_the_Honourable

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Re: spawnraping, valor and multiplier.
« Reply #10 on: January 15, 2013, 07:21:45 pm »
-1
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.
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Offline El_Infante

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Re: spawnraping, valor and multiplier.
« Reply #11 on: January 15, 2013, 07:23:50 pm »
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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.

Offline Hunter_the_Honourable

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Re: spawnraping, valor and multiplier.
« Reply #12 on: January 15, 2013, 07:26:08 pm »
-1
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.
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Offline CrazyCracka420

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Re: spawnraping, valor and multiplier.
« Reply #13 on: January 15, 2013, 07:26:56 pm »
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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.
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Offline Belatu

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Re: spawnraping, valor and multiplier.
« Reply #14 on: January 15, 2013, 11:09:38 pm »
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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:


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