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What everyone opinion on respawns?
#81
Posted 26 November 2011 - 07:03 AM
Option 1: If there is no persistent server you could have it like the older mechwarrior games. A number of players "drop" into combat. Once you are dead you sit it out. You can view the overall battlefield but you cannot participate in the battle, this includes no tactical relay of information or effective combat presence. Sure there are ways around this using Teamspeak or whatever variant they have no adays but in-game communications with live players would be muted.
Option 2: Once you are ejected you can run your little butt back to your "spawn point" and suit up in something else that you have sitting in your hanger. We will just assume that every side brought a number of dropships with all your toys to the battlefield. If you don't eject and suffer death with the mech you have to sit the rest of the match out. Survivability would be dependent upon the damage to that particular mech. ie: a headshot with a gauss rifle means your ejection system "malfunctions". Oh, that and you are a smear on a metalic ball flying through the back of your mechs head.
#82
Posted 26 November 2011 - 07:06 AM
#83
Posted 26 November 2011 - 07:27 AM
#84
Posted 26 November 2011 - 07:36 AM
Melissia, on 26 November 2011 - 07:06 AM, said:
I must have missed the "forced to" bit. Where did you read that Melissia? It has been done before and in a Team based game it is great to be able to select a remaining team mate and basically sit in their cockpit and still "be in the game" Otherwise, go get a fresh beverage.
Re-spawns have there place but if we are fighting in the Persistence game mode, both BT and TT have a Warrior either dead or needing a pick after ejecting. They don't run back to the Hangar, as it is likely 35 Light years away on their Base of Operations planet and the Dropship only brought one for everyone and some fixer upper stuff.
#85
Posted 26 November 2011 - 07:45 AM
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/happy.png)
Another option might be that after you died, you just go back to your garage and just pick another Mech for another match. Or alternatively wait till the other match is done and you get your Mech back. Sure, it doesn't sound much like "instant gratification", but IMHO it is a legitimate model. Personally I think MWO would need general respawn for all game modes as much as a "Save Game" function. Or an option to turn invincibility and unlimited ammo on. Think that's a totally different kind of game there.
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#86
Posted 26 November 2011 - 07:45 AM
For the record, in CS:S, matches don't typically last twenty minutes, and you can always leave and find another match with no penalty if you die and think the match is gonna be a long time before the next round begins. Same with every other game that doesn't have respawns like that. But I've seen many people on this forum who would have a problem with that logic being applied to this particular game, because they want repairs to take time, or they'd probably object to having a battlemech's wreckage existing in one game while the battlemech is being used in antoher game because of instant repairs or a particularly long match.
Don't give me that bull**** "you can always turn your computer off" strawman. That wasn't my objection.
Edited by Melissia, 26 November 2011 - 07:49 AM.
#87
Posted 26 November 2011 - 08:15 AM
Practice and training: Insta-respawns back at base
Casual all-play games: Respawns back at base with some damage requiring repair bay
League games, conquest battles, unit matches: Limited respawn (in a diff mech), or no respawn, or ghost spectator, all with perm damage that requires expensive repairs.
Edited by lakedaemon, 26 November 2011 - 08:28 AM.
#88
Posted 26 November 2011 - 08:18 AM
#89
Posted 26 November 2011 - 08:22 AM
Except for any simulation/training exercises, where you don't lose or get C-Bills/parts/mechs. (= for fun match)
#90
Posted 26 November 2011 - 08:29 AM
Melissia, on 26 November 2011 - 07:45 AM, said:
[...]
Don't give me that bull**** "you can always turn your computer off" strawman. That wasn't my objection.
You did read my post? Where I even bolded "general respawn" referring to "all game modes"? Why on earth would PGI want to enforce respawn for all game modes? When a lot of people obviously don't like that? Tyrant attitude much? And let me quote you:
Quote
Noone will force you but yourself. Period. Don't care about CS:S or whatever, it frankly never interested me at all. And is about as relevant as a sack of rice toppling over somewhere in rural china to this topic.
What I do suggest is, there should be an option for different game modes. Some of us might actually want to play prolongued campaign with a higher realism/lethality level, you know? And not only the quick 20-minute-twitchy arcade game with perma-respawn and what not.
I cannot see a valid reason why both cannot exist parallel as optional. Frankly, if you do, you might be better off with CS:S or whatever...
#91
Posted 26 November 2011 - 09:16 AM
Absolutely no respawn for any battles or gameplay for advancement, rank, c-bills, salvage, prizes, status, and --- most definitely --- territory.
#92
Posted 26 November 2011 - 10:12 AM
As long as it's dependent on what type of game mode it is, or is not, available in. Or if it is possible to start custom games, where the person creating it should have the ability to dictate the rules for that game.
I think it would be a very bad idea to leave either one out of the game. I have a feeling that the chance that the game "fails" though, is higher if the game has no respawning, then if there is respawning in X amount of the game modes. Just based on that there probably are a whole lot more people who prefer respawning, then people who do not want respawning.
It's like the whole thing about PvE and PvP in regular MMO's... MMO's that only have PvP, and no PvE, tends to not be very long-lived, or at least not very successful, most of the time at least (there are alwys going to be the exceptions). The PvE gamers are such a huge portion of the entire MMO gaming community, that not including them is pretty much a dumb idea.
#93
Posted 26 November 2011 - 11:08 AM
Melissia, on 26 November 2011 - 07:45 AM, said:
Melissa, that was not my intention at all. First, if I wanted to suggest something I would have done so outright and second of all I think it would go without saying that nobody would force you to sit in the match. World of Tanks already has a model to deal with this. You exit the match if you don't want to watch it and grab a different tank/crew in your garage and go fight a different battle. I think the point I was trying to make in that option is that you are rendered combat ineffective; whether you choose to stay and watch or not is entirely up to you.
Let us not go looking for bones to pick
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#94
Posted 26 November 2011 - 12:55 PM
Secondly, with respawns there is flow to the battle. Sometimes a few people have to die in order to push the enemy from a position, to deny a position , or just to eliminate a serious threat at all costs. Respawns at their best give a greater opportunity for epic achievement on the `battlefield.
No respawn, especially!!!! with out repair is not conducive to good gameplay.
Havent played many games outside of MW, but imagine BF with out respawn, Its almost pointless and like I said, outside of league play would make gameplay in MWO boring and a serious drag to learn.
#95
Posted 26 November 2011 - 01:02 PM
And, as stated before, noone bars you from hopping into another Mech from your garage and entering another random PUB match while the first one you got killed out of ends. The "boring" argument actually works both ways. I find it kinda boring to kill the same guy in the same Mech on the same map in the same match for the third or fourth time.
Edited by Dlardrageth, 26 November 2011 - 01:03 PM.
#96
Posted 26 November 2011 - 02:16 PM
Dlardrageth, on 26 November 2011 - 01:02 PM, said:
And, as stated before, noone bars you from hopping into another Mech from your garage and entering another random PUB match while the first one you got killed out of ends. The "boring" argument actually works both ways. I find it kinda boring to kill the same guy in the same Mech on the same map in the same match for the third or fourth time.
Especially since it greatly reduces the need for the recon role.
#98
Posted 26 November 2011 - 04:19 PM
Adridos, on 23 November 2011 - 04:35 AM, said:
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/cool.png)
This guy brings up a good point. In all likelihood, WoT will become something of a technical base for MWO. I'm not saying WoT's concept of tiers are going to be implemented, that notion just doesn't fit in this setting, but there are numerous similarities between the two games.
A) you will have the capacity to own multiple mechs at once (not specifically announced, but really, it will be there).
![B)](https://static.mwomercs.com/forums/public/style_emoticons/default/cool.png)
Will pay to win elements be present? I don't know. But if the developers have their heads screwed on right (and we have evidence to say they do - their desire to do right by this reboot of the series), the matching system will likely be very similar to World of Tanks. That is to say, as Adridos stated, once your mech is destroyed you are done for the match. You can then leave the match, and hop into another while waiting for the first to end, eliminating having to wait for drawn out matches to end to pilot a mech again. This means a player who enjoys respawns can battle near-continuously (though in separate matches), and those who dislike respawns are not troubled in the slightest. By this same token, option three in the poll is eliminated as well. I haven't seen any indication that it will be possible to join games mid-battle, as new textures (the new mech you would be bringing) would have to be loaded by all players. This would cause a pause in the game every time someone new joined, disrupting gameplay to a degree that is easily abused by players.
And to the OP, I suggest that you make a poll that allows people to choose their own side rather than the ones you force upon them. IE: 1) I support respawns. 2) I am against respawns. 3) I am indifferent. In your poll, option one is against respawn, option two is indifferent, and option three is saying, essentially "I really dislike those who abuse system in order to respawn". There is no voting option for those who actually support respawning. Not allowing voters to show a cross section of the community nullifies any possible impact this could have on the development process.
<edit>
Actually, in hindsight, that last paragraph is a little harsh. Upon re-reading the poll, I realize that it was just the wording that confused me. After reading through the thread, "Dont Mind them." seemed more indifferent than supportive to me. I would suggest clarity of options, but it isn't absolutely necessary.
Edited by Kallian Ryke, 26 November 2011 - 04:29 PM.
#99
Posted 26 November 2011 - 05:38 PM
The base system that it has for respawns, though, is functional and would be recommendable for the BT universe in a MMO setting, but Melissia did have a fair point about players getting stuck unable to play.
Yes, in WoT you can always go grab another tank to play in, but the problem is, and Melissia's point, is that you don't always have another tank to grab. ESPECIALLY if you're new to the game, because you only start out with the one tank and you have to earn XP and credits to be able to unlock and then purchase other tanks. Now, it doesn't take very long for a player to earn enough XP and creds to get a second tank, but even then it's usually a case of "selling this POS tank so I can get something that is actually useful sooner," leaving new players once again stuck with a single tank. And if you get blown up early in the game, or even mid-game in a very long match (and they do last quite a while at times), it really sucks because you have to wait 10-20 minutes before you can continue playing.
That's a problem because not everybody has unlimited amounts of time to spend on the game. Many people set aside a small block of time to play the game in-between work, school, parenting, etc. and they DON'T HAVE THE TIME to wait 10-20 minutes to continue playing just because they had the misfortune of getting knocked out early. New players also get frustrated, as Melissia pointed out, because they want to play the game and not play for three minutes and then have to wait 10-20 minutes to continue playing because their first time out they ran into someone ten times better than they are because they're a newbie.
Many have suggested many solutions, and the best solution I've seen suggested (and that I suggested on the previous page) is to make it a server-side option. For ranked/persistent-world matches, spawning should be restricted or limited, with no respawns at all or giving you the ability to hump it back to base and grab another mech, if there's another mech in the bay. For non-ranked/player-hosted servers, the option to allow respawns (and variable respawn times), like in MW4, should be included.
Now, this requires that there be player-hosted servers/matches in addition to the company-hosted persistent world server (which it sounds like will be the case because of the intended timelining of the story), which may not be the case. If there is just the company-hosted server, however, SOME option for respawning should be included.
#100
Posted 26 November 2011 - 05:46 PM
ilithi dragon, on 26 November 2011 - 05:38 PM, said:
It's been awhile since I played, but IIRC you start with 3 tanks-- American, Russian, and German.
Quote
I still think the better option is to have multiple mechs available. Respawning really takes away a lot from the game in general.
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