Dee-Jay Posted April 16, 2012 Share Posted April 16, 2012 The idea that players should respawn in waves seems a little archaic, dating back to the days of FPS like Battlefield 1942. The idea was that respawn-waves ensured people would move out together and thus encourage team-play. But it never really helped all that much and felt pretty annoying at times. That's why more modern FPS have moved away from the idea of respawn-waves and resort back to a fixed respawn-timer (typically around 15 seconds in a modern FPS). Now I for one curse every time I respawn in a warzone and see that I have to wait the full ~20 seconds for the "gate" to open, all while watching my team getting pummeled. It's frustrating. Now I can see why respawn-waves might be necessary for some warzones like Voidstar. It would be really hard to plant any bomb if you had a constant stream of respawning players interrupt your process. On the other hand a successful plant is almost entirely dependent on getting lucky with the "respawn timer". In fact, I've lost and won many Voidstar games simply due to good/bad luck with the respawn timer. It kind of sucks. So while it's debatable for Voidstar I don't see how it serves a purpose in Huttball or Novare Coast. Civil War doesn't resort to such a clunky mechanic and it works just fine. Hence I propose that instead of resorting to archaic "respawn waves", Huttball and Novare Coast now have a fixed ~10 second respawn timer every time a player dies. Imo this will result in a better and more enjoyable player experience compared to what we're currently seeing on live. Link to comment Share on other sites More sharing options...
Khoraji Posted April 16, 2012 Share Posted April 16, 2012 because it would make it impossible for comebacks...especially in voidstar. Link to comment Share on other sites More sharing options...
Dee-Jay Posted April 17, 2012 Author Share Posted April 17, 2012 because it would make it impossible for comebacks...especially in voidstar. Care to elaborate? I also explicitly mentioned Voidstar as an exception. Link to comment Share on other sites More sharing options...
Drudenfusz Posted April 17, 2012 Share Posted April 17, 2012 Alderaan Civil War has no such waves... in Voidstar it seems like they are needed... so I think BioWare does what is best per warzone, not following one model or another, but give us some variety. Link to comment Share on other sites More sharing options...
Lexster Posted April 17, 2012 Share Posted April 17, 2012 Waves help give a chance to cap objectives due to clearing out the defenders. Without this, there would be a continous stream of defenders returning, preventing caps unless the other team is severly outmatched. While Alderaan doesnt have a wall, it does have the speeder which acts much the same way by giving a pause before a person that died goes right back to the same spot. Link to comment Share on other sites More sharing options...
Lavath Posted April 17, 2012 Share Posted April 17, 2012 So, if five people get AoE murdered in huttball, are you suggesting that you have five timers running (for each individual) or that those five people are now waiting in a lowered queue (effectively the same wait for gate time, but now 10s instead of 20s)? If you are suggesting they keep track of a bunch of individual timers, I can see how that will be bad on warzone performance, as well lower possibility that the team behaves as a team. Most of the time, people die because they funnel into the enemy one by one and just get picked off again. I don't see how individual timers would help. Lowering the gate time. Sure, maybe that would help have more constant action going. Link to comment Share on other sites More sharing options...
mSum Posted April 17, 2012 Share Posted April 17, 2012 I actually kind of like it. It forces the team to move in packs a little more, helps pug groups fail a little less. Link to comment Share on other sites More sharing options...
hairlessOrphan Posted April 17, 2012 Share Posted April 17, 2012 Waves help give a chance to cap objectives due to clearing out the defenders. Without this, there would be a continous stream of defenders returning, preventing caps unless the other team is severly outmatched. While Alderaan doesnt have a wall, it does have the speeder which acts much the same way by giving a pause before a person that died goes right back to the same spot. Civil War's speeder is the respawn timer, basically. Respawning in waves is actually the same as enforcing a respawn timer, on average. For every Guy who has to wait 20 ticks for a respawn door, there's that lucky jerk who respawns just as the doors open. The only difference is psychological. You remember waiting a lot more than you remember not waiting. There's also a small difference in that People Who Suck Face are forced to wait for team members instead of dying, respawning alone, and then instantly running off to solo All The Bad Guys. Link to comment Share on other sites More sharing options...
Lexster Posted April 17, 2012 Share Posted April 17, 2012 (edited) I dont mind the system in place. Sure, at times you respawn right when the gate closes and wait, but you also have the opposite. The 'wave' system also helps people distribute buffs, since most people only fire em off at respawn and never do it again. If you had a flat 10 or 20 seconds of waiting for respawn, you would probably hear a lot more complaining, as an organized team can accomplish a lot in that time, and that doesnt even take into account the time it takes to run back into the action. Lowering gate times wouldnt be THAT bad, but I can't agree to having individual timers for everyone when it is already so easy to interrupt capping objectives. Edited April 17, 2012 by Lexster Link to comment Share on other sites More sharing options...
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