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A different spawn camp fix please


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49 réponses à ce sujet

#1
LearnedHand

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I agree that the spawn camp exploit needed to go but this can't be it. We might as well be playing in one room since the current fix kills any sense of progressing through a map, clearing ground/retreating, in short any kind of environmental strategy.

 

Thanks for the efforts.


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#2
Theghostof_timmy

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Agree. It's silly.



#3
BadgerladDK

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Yeah, this doesn't work. There's no flow to progression through the maps as you keep backtracking. Plus it just looks silly to have enemies pop into being next to you.

 

Frankly, if it came down to this or spawn camping, I'd say leave spawn camping in.


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#4
Thadrial

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I'm quite guilty of exploiting the spawn camping bug but this is just silly. Now I just sit at the end of the zone waiting for enemies to spawn in three by three until they are tired of materializing on my head.



#5
Gya

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Also it's annoying as I think the zone is clear and hit shift+F1 to enter chat, and some stupid zombie skewers me while I'm gloating about teabagging/being teabagged.
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#6
yarpenthemad21

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Fix can be possible, but probably not in the way of just tweaking some configuration, but also with work made around maps itself.

Problem is that maps got not that high amount of spawn points really and they sometimes are very close (so it was easy to block them with sometimes not even 4 ppl, just 2).

To fix it devs need to probably add more spawn points, after that tweak this radius to higher.
Goal is pretty obvious. Spawn blocking reduce number of enemies making huge difference on clear time and difficulty. With probably fully HB in mind we don't want "cheap" tactic to be the way to go.
On other hand current radius feels too small. I think that FC could be fixed by adding spawn points at the start of each zone (for now there aren't any on wave 1 3 4 and 2). So even if you block current ones, it should still got place somewhere to spawn.

Or devs can use more easier approach of it. Instead of not spawning when don't have any place to spawn, spawn it somewhere (random/in highest distance possible/etc).
So attempt of spawn blocking would be punished by just uncontrolled spawns. In that situation wise players would choose proper tactic of controlled spawning from chosen direction and place. Still it's lazy solution.

#7
TheThirdRace

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All they need to do is to wait until someone move from 1 spawn point then spawn the units out of sight. "Cancelling" the spawns if someone is near is completely ridiculous. Problem solved.

#8
Theghostof_timmy

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Just make it so you have to fight every single enemy, ie. the spawn budget allocates their numbers to another available spawn. That way there's room for tactical spawn blocking to make things easier, but not overly so.


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#9
nibyl

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Or just spawn all the enemies at once, what's wrong with that? Why exactly do we need these "trickle spawns", to make the waves last longer?



#10
TheThirdRace

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Why exactly do we need these "trickle spawns", to make the waves last longer?


Because the game was designed in such a way where it's much more important to run 60 FPS with a gazillion particle effects, exquisite flora that would put to shame Rembrandt, backgrounds so marvelous you forget what reality is and a sun that would make you cry tears of joy till the rest of your life. Putting more than 20 enemies on the map at the same time was obviously WAY down the priority list. It's so obvious it should be that way, art is everything! We should have the outmost respect for Bioware's original vision... /sarcasm

More seriously, the person who designed the MP was an artist before being a programmer. Instead of making a game that worked for people that want to play it, they made a product that was for all intent and purpose "art"; Very beautiful, but ultimately useless. I see that every single day at my work, supervisors that have no idea what it takes to make it work, but oh boy they do love when it's beautiful and shiny.. it really doesn't matter to them if it can be used or not, if it can't they can always blame someone else...

Be thankful we now have BLuke, Blair and Billy to actually knock some sense into this game, it was a disaster from top to bottom.

#11
Silversmurf

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I thought the chaos was pretty fun.

I don't mind spawns being left like this

#12
Drasanil

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Yeah the paratroopers are terrible. No amount of exploiting is worth going back to DA2's terrible wave mechanics. 


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#13
coldsteelblue

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I agree, something needs to be done, but done properly, what we have at the moment doesn't make the game harder, but it sure as hell makes it annoying, it's annoyed me to the point of barely playing it this weekend & I loved the challenge.

Anyway, going back to the problem at hand; moving spawn points or adding more is possibly the easiest, but something needs to be done, if another red templar shadow spawns behind me and gets shiv-happy I'll explode.



#14
kaileena_sands

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No, just no. This spawn situation is absolutely atrocious.

 

1) I am not sure if you ran into it but with the current situation we have run into several games where some enemy failed to materialize. Then the host had to leave to finish the match. That's simply unacceptable.

 

2) Surprise stabbing in the kidneys. So I was with my templar, fighting in a chill way against an arcane horror when suddenly a shadow spawns literally behind me and sends me for a not so chill break in the fade (not so chill cause I was raging).

 

It's insane. I almost don't freaking care at this point about spawn campers, this ruins the game for regular scrubs like me.


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#15
sabreracer

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I think we need to increase the radius rather more

 


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#16
Kenny Bania

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I think we need to increase the radius rather more

 

 

Now that is ridiculous.



#17
Aetika

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Those are suicide zombies. They jump from that window up there, I watched them. Please don´t kill them, when they try to kill themselves.



#18
coldsteelblue

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Those that cheat are always going to find new ways to do so, I don't see why everyone should suffer for this.

 

Instead of doing what has been done with the spawn points, please undo, instead, as the game is programmed for x number of enemies per game, why not simply punish those that drop too far below by giving them reduced xp?

 

I believe that there's around 150 evil doers per original maps, give a margin of error of say 10% for a team unwittingly spawn camping, it can happen, but then, when less than 135 enemies have been slain then the team start to receive less xp?

 

Just an idea using rough numbers.



#19
Zantazar

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Excuse my ignorance, but what was this spawn exploit? I have noticed the change this weekend in that after clearing an area more spawns pop up, which was interesting. But what was the exploit before, as I was not aware of this. Is this releated to camping the ladder in FC? or am I off track here?

 

Zan the Man has a Plan



#20
coldsteelblue

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Excuse my ignorance, but what was this spawn exploit? I have noticed the change this weekend in that after clearing an area more spawns pop up, which was interesting. But what was the exploit before, as I was not aware of this. Is this releated to camping the ladder in FC? or am I off track here?

 

Zan the Man has a Plan

 

Didn't know of it until recently, but basically, if you stand where the nefarious individuals spawn they'll stop and only the quota from the other spawn point will enter the fray, so if you block all spawn points, possible with 2 characters, then the game will stop spawning nasties.



#21
T_elic

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Played some games last night. Nightmare on old and new maps. Spawns are fine. Had no trouble at all on Ferelden Castle NM runs. If anything i rather enjoyed it because it required a lot more teamwork to survive all the zones now that you have to stick together.

 

Only thing that was annoying was that old maps now seem to take much longer to complete. Not so much of a problem on NM because it gives of huge XP anyway, but on Perilous it was kind of annoying that grinding for levels is now going to take a bit longer.



#22
Zantazar

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Didn't know of it until recently, but basically, if you stand where the nefarious individuals spawn they'll stop and only the quota from the other spawn point will enter the fray, so if you block all spawn points, possible with 2 characters, then the game will stop spawning nasties.

Thanks for the info. But, surely the xp for completion would be less?

 

Zan the Man has a Plan



#23
coldsteelblue

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Thanks for the info. But, surely the xp for completion would be less?

 

Zan the Man has a Plan

 

I don't know myself, but quite possibly, still, since those that use this do lightning fast speed runs, they'll more than make up for it I'd guess.



#24
Pork

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Because the game was designed in such a way where it's much more important to run 60 FPS with a gazillion particle effects, exquisite flora that would put to shame Rembrandt, backgrounds so marvelous you forget what reality is and a sun that would make you cry tears of joy till the rest of your life. Putting more than 20 enemies on the map at the same time was obviously WAY down the priority list. It's so obvious it should be that way, art is everything! We should have the outmost respect for Bioware's original vision... /sarcasm


This game is terribly optimised. I barely break 60 fps on max settings at 1080p and i have 2 7970s which puts every other game i play at over 85 fps solid.

#25
Lil Mantis

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Thanks for the info. But, surely the xp for completion would be less?

Zan the Man has a Plan

That is correct. You did get less exp blocking spawns.