Wanted to refresh my memory on the quakeworld spawns ... did a quick google search and the first match popped up like magic:
https://www.quakeworld.nu/blog/188/ktx-respawns-2#109493
...Google my friend wanted me to see it....
I opened the link and I posted a reply. Noticed it was a blog so decided to post it here instead to give it some exposure.
1.
"...
the spawn model can be abused since you know where the opponent can't spawn.
..."
This new spawn model is abuse because you can be fragged multiple times in the same spawn location by enemy.
2.
"...
you can walk on top of spawn slots without any fear of being respawn telefragged.
..."
No, it is only one spawn location you don't have to worry about, the rest you can still get respawn telefragged.
3.
"...
You can also ignore spawn slots when you are trying to spawnfrag your opponent with luck (gl/rl shot) and choose another visible spawn slot to shoot at. All this of course, if you can actually remember where your opponent respawned the last time.
..."
No, you can ignore one spawn slot not multiple "spawn slots".
Yes, it is better the spawn fragger _try_ to spawn frag their opponent rather than spawning enemy right in front of them as that just makes it easier for continued spawn fragging.
Yes, being able to remember things is a skill you can aquire.
4.
"...
Also you have to take all the spawns into account when flooding luck rockets after a kill. And with some luck, you get two same spawns in a row and end up boomsticking your near-death opponent, taking his dropped rl and spawnfragging him a few times. Or then spawn to his rockets a few time
..."
All the new spawn system means is players will slow spawn to avoid the flood of rockets after a kill, because they know with the new spawn system they might just get hit again as the algorithm puts them right in the firing range. Slowing the entire game down.
No, it isn't considered "luck" to get two same spawn in a row, because enemy is going to hit you with a rocket _before_ you get a chance to react. It is commonly seen in games and isn't considered "lucky".
No, there is no direct causal relationship between getting two same spawns and "then" having to have that happen to your opponent since it is random. It is more likely those were critical frags just thrown away to a meaningless perturbation... not requiring much skill or effort.
5.
"... I had been thinking about how to improve the current KTX respawns without making it too complicated. After a while I came up with a solution that might prove to be good or bad, but we'll never know unless we test it ..."
It is pointless to improve something that is not worse than it is. The ultimate abuse of your spawn model is using the spawn points to put a mostly defenseless player in the firing range, and then thinking that fixes things. It rewards laziness and adds pointless drama. I think it makes good players seem bad, and bad players want to leave the game (because they get meaningless spawn fragged). Your premises for making this subtle change don't make a whole lot of sense and there is not much evidence or demonstratable clear improvement you are going for.
All the mathematical calculations are kinda useless really if in one game the critical frags are decided by randomness and not fair setups. Seems like a complete blunder to make default changes on the whim of a minority of players - some of whom don't even class themselves as duelers where the issue has critical effects in the gameplay, not to mention conflicts of interest in play styles. I think the new spawn model is leading to _more_ campy anxy style of play due to the precious loss of even one frag could lead to a string of meaningless losses.
Bottom line is I "tested it" and it "proves" to be worse... don't even need to make it default to know why.
(Edited 2020-11-02, 17:25)
https://www.quakeworld.nu/blog/188/ktx-respawns-2#109493
...Google my friend wanted me to see it....
I opened the link and I posted a reply. Noticed it was a blog so decided to post it here instead to give it some exposure.
1.
"...
the spawn model can be abused since you know where the opponent can't spawn.
..."
This new spawn model is abuse because you can be fragged multiple times in the same spawn location by enemy.
2.
"...
you can walk on top of spawn slots without any fear of being respawn telefragged.
..."
No, it is only one spawn location you don't have to worry about, the rest you can still get respawn telefragged.
3.
"...
You can also ignore spawn slots when you are trying to spawnfrag your opponent with luck (gl/rl shot) and choose another visible spawn slot to shoot at. All this of course, if you can actually remember where your opponent respawned the last time.
..."
No, you can ignore one spawn slot not multiple "spawn slots".
Yes, it is better the spawn fragger _try_ to spawn frag their opponent rather than spawning enemy right in front of them as that just makes it easier for continued spawn fragging.
Yes, being able to remember things is a skill you can aquire.
4.
"...
Also you have to take all the spawns into account when flooding luck rockets after a kill. And with some luck, you get two same spawns in a row and end up boomsticking your near-death opponent, taking his dropped rl and spawnfragging him a few times. Or then spawn to his rockets a few time
..."
All the new spawn system means is players will slow spawn to avoid the flood of rockets after a kill, because they know with the new spawn system they might just get hit again as the algorithm puts them right in the firing range. Slowing the entire game down.
No, it isn't considered "luck" to get two same spawn in a row, because enemy is going to hit you with a rocket _before_ you get a chance to react. It is commonly seen in games and isn't considered "lucky".
No, there is no direct causal relationship between getting two same spawns and "then" having to have that happen to your opponent since it is random. It is more likely those were critical frags just thrown away to a meaningless perturbation... not requiring much skill or effort.
5.
"... I had been thinking about how to improve the current KTX respawns without making it too complicated. After a while I came up with a solution that might prove to be good or bad, but we'll never know unless we test it ..."
It is pointless to improve something that is not worse than it is. The ultimate abuse of your spawn model is using the spawn points to put a mostly defenseless player in the firing range, and then thinking that fixes things. It rewards laziness and adds pointless drama. I think it makes good players seem bad, and bad players want to leave the game (because they get meaningless spawn fragged). Your premises for making this subtle change don't make a whole lot of sense and there is not much evidence or demonstratable clear improvement you are going for.
All the mathematical calculations are kinda useless really if in one game the critical frags are decided by randomness and not fair setups. Seems like a complete blunder to make default changes on the whim of a minority of players - some of whom don't even class themselves as duelers where the issue has critical effects in the gameplay, not to mention conflicts of interest in play styles. I think the new spawn model is leading to _more_ campy anxy style of play due to the precious loss of even one frag could lead to a string of meaningless losses.
Bottom line is I "tested it" and it "proves" to be worse... don't even need to make it default to know why.
(Edited 2020-11-02, 17:25)