BioWare/EA - For (Next)ME Multiplayer PLEASE STOP SPAWNING ENEMIES I KILL IMMEDIATELY BEHIND ME...
#26
Posté 08 septembre 2013 - 12:52
#27
Posté 08 septembre 2013 - 12:53
youtu.be/f3yGAe8EqRE
Computron2000 wrote...
Doctor Trick wrote...
I seem to remember reading that the devs said enemies have to spawn out of LoS. Not 100% on this, though. Maybe it means in the players LoS, not the enemies LoS. Essentially allowing enemies to spawn behind us, but not infront of us. If that is the case, making it so enemies can't see the player when they spawn and players can't see where the enemies spawn. 'Should' be a fix, in theory anyway, making it so a line cannot be drawn between an enemy when they spawn and the player.
^bingo. This plus its tendency to use the same spawn spot until 5 enemies have spawned means you're getting ganked if you rush into a fresh spawn before it has fully spawned all 5. As you go towards the spawn spot, you're supressing it until you enter the spot itself and then the area behind you is considered fine for spawning.
Solution is to move out to the spawn spot's edge or at the very least check around to see 5 have been killed (not applicable late wave where budget is down or where more than 3 enemies are already on the map). From what i have seen, smoke from grenades and explosions are considerd sight blocking and you can see stuff spawn in front of you when that happens.
Also from the bin file, there is a variable called spawn delay which i am guessing is a period from the game deciding to spawn enemy X to the actual figure appearing. If you're turning around, it seems like the enemy gets spawned in from of you but it was already decided moments ago that it would spawn there.
Modifié par INVADERONE, 08 septembre 2013 - 12:57 .
#28
Posté 08 septembre 2013 - 01:01
#29
Posté 08 septembre 2013 - 01:02
#30
Posté 08 septembre 2013 - 01:11
cato_84 wrote...
Agreed, it can be very annoying. The game seems to decide where the next few enemies will spawn and nothing will change that, even if you move right into the spawn point - the enemies will materialise in front of you.
By the way nice work on the Gold Solo's on Prestacious thread.
On topic. Yeah its annoying. The last two times it happened I guess I must have been right on top of the spawn as the enemy was right there. I mean litereally I turned not even 20 degrees and the Geth Hunter was right in my face. One plasma shot stunned me and the second dropped me....errrrr......working as intended eh...
#31
Posté 08 septembre 2013 - 01:26
INVADERONE wrote...
This example doesnt seem to agree with the Line of Sight examples mentioned. Although in theory I agree with both of you that that is the way its supposed to work. If the Banshees wouldnt have come along i could have stood there killing the respawns over and over that kept respawning right in front of me.
youtu.be/f3yGAe8EqRE
Saw the vid, its likely due to the ravager's size. The spawn spot LOS checking simply checks for 1 point of the enemy, not the whole body (i'm guessing its a single pixel at the center of the enemy, possibly at their feet.
I've seen similar instances of left sides and right sides of cannibals sticking out of a spawn point on the old glacier map though its rarer than seeing parts of brutes and ravagers sticking out into sight. However there's always some part of them obscured (unless you're turning and seeing one which i would guess is due to the spawndelay variable).
My guess that the point check is near their feet is because i've been at the bottom of the stairs on Rio (Left side stairs of the closest ammo box facing the LZ on the container side) and seen full spawns materializing on top of the stairs. If the point check was at their direct center, i would not see banshees spawning there.
Either before or after the LOS check there is a size check, which is why the ones that spawn behind you are mostly humanoid size stuff unless yuo leave enough room to spawn in a brute or ravager.
I have no idea on why it would spawn one on your head in a solo. I've gotten stuff spawn on my head but thats in a team game where probably all spawn spots have been suppressed.
#32
Posté 08 septembre 2013 - 01:43
Computron2000 wrote...
INVADERONE wrote...
This example doesnt seem to agree with the Line of Sight examples mentioned. Although in theory I agree with both of you that that is the way its supposed to work. If the Banshees wouldnt have come along i could have stood there killing the respawns over and over that kept respawning right in front of me.
youtu.be/f3yGAe8EqRE
Saw the vid, its likely due to the ravager's size. The spawn spot LOS checking simply checks for 1 point of the enemy, not the whole body (i'm guessing its a single pixel at the center of the enemy, possibly at their feet.
I've seen similar instances of left sides and right sides of cannibals sticking out of a spawn point on the old glacier map though its rarer than seeing parts of brutes and ravagers sticking out into sight. However there's always some part of them obscured (unless you're turning and seeing one which i would guess is due to the spawndelay variable).
My guess that the point check is near their feet is because i've been at the bottom of the stairs on Rio (Left side stairs of the closest ammo box facing the LZ on the container side) and seen full spawns materializing on top of the stairs. If the point check was at their direct center, i would not see banshees spawning there.
Either before or after the LOS check there is a size check, which is why the ones that spawn behind you are mostly humanoid size stuff unless yuo leave enough room to spawn in a brute or ravager.
I have no idea on why it would spawn one on your head in a solo. I've gotten stuff spawn on my head but thats in a team game where probably all spawn spots have been suppressed.
Makes sense. I never disagreed with you by the way. My entire post was a rant as I have been trying to do a specific solo and I have had to redo it multiple times because the enemy would respawn directly behind me and kill me way towards the last waves too which is......frustrating. I have never taken this many tries to do a flawless solo but its the Geth...they are cheap anyway.
#33
Posté 08 septembre 2013 - 02:04
INVADERONE wrote...
Makes sense. I never disagreed with you by the way. My entire post was a rant as I have been trying to do a specific solo and I have had to redo it multiple times because the enemy would respawn directly behind me and kill me way towards the last waves too which is......frustrating. I have never taken this many tries to do a flawless solo but its the Geth...they are cheap anyway.
No prob. I understand the feeling. Anyway my explaination is just a theory from what i have observed, read about the experiences of others and from the bin file. It may be incomplete or wrong anyway
#34
Posté 08 septembre 2013 - 02:06
#35
Posté 08 septembre 2013 - 02:09
OT:
Working as intended.
#36
Posté 08 septembre 2013 - 02:47
#37
Posté 08 septembre 2013 - 03:22
k1ngl1ves wrote...
Welcome back, OP.
OT:
Working as intended.
sup king. yup, working as intended fo sho
#38
Posté 08 septembre 2013 - 03:23
silentstep79 wrote...
sounds like you already need another break
lol yeah that's my problem. I take a break and the day I get back I try to do some ridiculously hard challenge instead of playing chill games. Serves me right I guess.
#39
Posté 08 septembre 2013 - 05:41
caineghis2500 wrote...
That's with nearly if not every solo dude. The spawn mechanics aren't designed to compute with a single player on a map as smoothly as with a full team like Bioware intended. Everything about this multi-player is designed to work better with a team and that includes enemy spawn mechanics. Pretty demanding thread invaderjuan. Cmon man you should know to constantly watch your back in solos by now...
lol he just said you suck bro. dont take that crap from canoobson.
invaderjuan.. YOU MUST PROTECT YOUR HOUSE!!!!!!
#40
Guest_Element 0_*
Posté 08 septembre 2013 - 06:09
Guest_Element 0_*
And once the enemies start spawning at a location they will usually continue to spawn there for a while even if you literally stand in that spot.
#41
Posté 08 septembre 2013 - 06:16
I think what's going on is that when people are too spread out/one person is lone wolfing/soloing, there isn't enough "weight" to deactivate spawns quickly enough.
#42
Posté 08 septembre 2013 - 06:18
Computron2000 wrote...
INVADERONE wrote...
This example doesnt seem to agree with the Line of Sight examples mentioned. Although in theory I agree with both of you that that is the way its supposed to work. If the Banshees wouldnt have come along i could have stood there killing the respawns over and over that kept respawning right in front of me.
youtu.be/f3yGAe8EqRE
Saw the vid, its likely due to the ravager's size. The spawn spot LOS checking simply checks for 1 point of the enemy, not the whole body (i'm guessing its a single pixel at the center of the enemy, possibly at their feet.
I've seen similar instances of left sides and right sides of cannibals sticking out of a spawn point on the old glacier map though its rarer than seeing parts of brutes and ravagers sticking out into sight. However there's always some part of them obscured (unless you're turning and seeing one which i would guess is due to the spawndelay variable).
My guess that the point check is near their feet is because i've been at the bottom of the stairs on Rio (Left side stairs of the closest ammo box facing the LZ on the container side) and seen full spawns materializing on top of the stairs. If the point check was at their direct center, i would not see banshees spawning there.
Either before or after the LOS check there is a size check, which is why the ones that spawn behind you are mostly humanoid size stuff unless yuo leave enough room to spawn in a brute or ravager.
I have no idea on why it would spawn one on your head in a solo. I've gotten stuff spawn on my head but thats in a team game where probably all spawn spots have been suppressed.
actually, i think it's against collision cylinder...
#43
Posté 08 septembre 2013 - 06:24
Like some sort of air drop animation that we can react to if the enemy is spawned right behind or in front of us.
#44
Guest_Element 0_*
Posté 08 septembre 2013 - 06:39
Guest_Element 0_*
Ziegrif wrote...
Maybe the enemy should appear from underground or from the sky?
Like some sort of air drop animation that we can react to if the enemy is spawned right behind or in front of us.
They did in SP. Reapers would get dropped like a comet. They have time for aerial bombardment.
And we had a scne of Atlas geting dropped from the sky.
But I guess that would stress the consoles too much.
#45
Posté 08 septembre 2013 - 06:51
Element 0 wrote...
Ziegrif wrote...
Maybe the enemy should appear from underground or from the sky?
Like some sort of air drop animation that we can react to if the enemy is spawned right behind or in front of us.
They did in SP. Reapers would get dropped like a comet. They have time for aerial bombardment.
And we had a scne of Atlas geting dropped from the sky.
But I guess that would stress the consoles too much.
Welp would have been better than enemies phasing in on you like they were from star trek or sumthin.
Funny how BW seemed to be concerned that ME3 would be too videogamey and they have immersion breaking phase walkers in MP.
And yes I am still butt hurt that Kai Leng was basically the only boss fight in SP.
I like boss fights...
Modifié par Ziegrif, 08 septembre 2013 - 06:51 .
#46
Posté 08 septembre 2013 - 07:07
Also that TSol with Talon on Glacier and phantom respawning right next to him.Shinobu wrote...
Where is that video of someone soloing Goddess and having an Atlas first spawn on *top of his head* and then sync kill him? Now THAT is ridiculous.
Apparently up is out of LOS.
#47
Posté 08 septembre 2013 - 07:25
Ziegrif wrote...
Element 0 wrote...
Ziegrif wrote...
Maybe the enemy should appear from underground or from the sky?
Like some sort of air drop animation that we can react to if the enemy is spawned right behind or in front of us.
They did in SP. Reapers would get dropped like a comet. They have time for aerial bombardment.
And we had a scne of Atlas geting dropped from the sky.
But I guess that would stress the consoles too much.
Welp would have been better than enemies phasing in on you like they were from star trek or sumthin.
Funny how BW seemed to be concerned that ME3 would be too videogamey and they have immersion breaking phase walkers in MP.
And yes I am still butt hurt that Kai Leng was basically the only boss fight in SP.
I like boss fights...
Yeah that wouldve been cool. Seeing an Atlas drop from the sky or a Phantom rocket down. I wonder if those concepts will be in the next ME.
#48
Posté 08 septembre 2013 - 07:43
Rocket boots are weaksauce - I want paratroopers!INVADERONE wrote...
Yeah that wouldve been cool. Seeing an Atlas drop from the sky or a Phantom rocket down.
#49
Posté 08 septembre 2013 - 08:35
Sebastianthorson wrote...
Rocket boots are weaksauce - I want paratroopers!INVADERONE wrote...
Yeah that wouldve been cool. Seeing an Atlas drop from the sky or a Phantom rocket down.
I like the way you think
#50
Posté 08 septembre 2013 - 08:38
Dunvi wrote...
Happens in solo plenty. I've killed 3 ravagers in the exact same spawn, watching them reappear each time.
I think what's going on is that when people are too spread out/one person is lone wolfing/soloing, there isn't enough "weight" to deactivate spawns quickly enough.
Yeah. It doesnt happen often but at least once or twice in a match it will happen to me on solo attempts. Sucks but it is what it is. It just bothered me bad as I was attempting a flawless solo attempt vs the Geth and with a very weak character so mistakes are something I cant afford so after spending 35 minutes working hard and using every solo skill in the book to then have an enemy spawn righ behind me immediately without giving me a moment to respond and mess all that up its insane....at that moment its not even about skill its just the game saying...F..U.





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