Biggs April 3, 2012 Share Biggs GC Alumni April 3, 2012 Been thinking about some possible changes to how respawns are done on the L4D2 server, and I wanted to put up a poll for some feedback to see if there is any interest here. Link to comment Share on other sites More sharing options...
Madvillain April 3, 2012 Share Madvillain Member April 3, 2012 No respawns? Link to comment Share on other sites More sharing options...
paroxysm April 3, 2012 Share paroxysm Member April 3, 2012 If respawns have the same penalty as defibs, then it doesn't make sense to respawn at all unless the dead player's corpse is unreachable, which only happens at specific situations. Respawns cost more than defibs because they can still get their survivor score w/o incurring the penalty. Imo, remove the respawn limit, leave the price static for 3 respawns, then increment the price which each succeeding respawn. (if it ain't broken,.....) Link to comment Share on other sites More sharing options...
Biggs April 3, 2012 Author Share Biggs GC Alumni April 3, 2012 Well--you say it's not broken, I say having no penalty for respawning is pretty broken in itselt. The fact that a team can still get a perfect score even after having a player die is a bit silly to me. The 0 pt penalty really can take away alot of hard work done by an infected team, which really sucks. Just my opinion--guess I'm outnumbered in that view though. Link to comment Share on other sites More sharing options...
RadioKnight April 3, 2012 Share RadioKnight Member April 3, 2012 I would have to vote for no respawns as well, but lets examine why: What it comes down to is survivor respawn or !sp, pick one. As it is now, a couple of skilled players can essentially carry an entire team, even back from death. As a concentrated group the survivors are very powerful, so without one of them doing something stupid, the Infected have to use much more teamwork to kill even one of them. It trivializes the sting of death when it can just be easily bought off. I make no secret of how I feel about any mods, but some do add to the game. The sending of points is a useful thing to have, but when combined with other mods it can create a bit of an imbalance. I can say that before there was survivor respawn, the game just seemed a bit more competitive. Link to comment Share on other sites More sharing options...
ValenAlvern April 4, 2012 Share ValenAlvern Member April 4, 2012 If respawns have the same penalty as defibs, then it doesn't make sense to respawn at all unless the dead player's corpse is unreachable, which only happens at specific situations. Respawns cost more than defibs because they can still get their survivor score w/o incurring the penalty. Imo, remove the respawn limit, leave the price static for 3 respawns, then increment the price which each succeeding respawn. (if it ain't broken,.....) It would become a risk vs reward, Defibs still take time to use and you can get interrupted(Defibing has little to no point even in the server, and people get mad for using them). If a some of the mains or players are dead and people dont want to go out, they would/could use the respawns (which would be used like this or in a similar fashion). Making them deduct points would get rid of the huff and puff of using defibs. Also the respawn limit is there since it easy to get points, you can get 30 easy at the start of the map just using a pistol. Longshot, Headshot and Pistols Only gives you a bunch of points (since they work on commons) Link to comment Share on other sites More sharing options...
Biggs April 4, 2012 Author Share Biggs GC Alumni April 4, 2012 I'd love to try the costs at 20, 40, and 60 pts for the three respawns; and having a score penalty too. I think it's gotten to the point where respawns detract from the importance of each member of a team. Link to comment Share on other sites More sharing options...
cecurity April 4, 2012 Share cecurity Member April 4, 2012 I really enjoy defibing somebody, it feels like you are giving a player another life. The power, the thrill ...and it makes you feel selfless. Therefore I strongly believe it should not be penalized, rather it should cost incrementaly but no points gained for such action. Defibing is part of the game, many instances players will have to go back to the dead body to perform such action which changes the game dynamic. I never consider pooling points together to respawn somebody is part of the game I enjoy, especially when people got charged off they should stay dead. Eliminate actions require typing other players' names as much as possible. Link to comment Share on other sites More sharing options...
Socks April 4, 2012 Share Socks Member April 4, 2012 Respawn should be a punishment for the survivors. With the current point system 30 points simply is not enoguh to penalizes the survivors. Link to comment Share on other sites More sharing options...
MasterTalpa April 4, 2012 Share MasterTalpa Member April 4, 2012 I say if all respawns were used, then a penalty should happen. Link to comment Share on other sites More sharing options...
MattKemp April 4, 2012 Share MattKemp Member April 4, 2012 I think respawning should be unlimited and incremental by say, 10 - however, you can't send points to the people that are dead. The dead can send points out, but you can't send them any points to be used for respawn. No Penalty at the end. If someone dies with 50 points, I think they should be able to respawn. Just my opinion Link to comment Share on other sites More sharing options...
specialk April 4, 2012 Share specialk Member April 4, 2012 Take respawning off for a month and see what happens. 1 Link to comment Share on other sites More sharing options...
Socks April 5, 2012 Share Socks Member April 5, 2012 Take respawning off for a month and see what happens. This is too logical and straight forward. We need something devious and sadistic like a free tank with each respawns. Link to comment Share on other sites More sharing options...
Cinkadeus April 5, 2012 Share Cinkadeus Member April 5, 2012 Take respawning off for a month and see what happens. This is too logical and straight forward. We need something devious and sadistic like a free tank with each respawns. That's a little brutal. Now I CAN support spawning a witch on every respawn. Make that a 20 pt option like the hoard one. Link to comment Share on other sites More sharing options...
Lookback April 5, 2012 Share Lookback Member April 5, 2012 Take respawning off for a month and see what happens. This is too logical and straight forward. We need something devious and sadistic like a free tank with each respawns. What about a temporary increase to the spawn rate? Link to comment Share on other sites More sharing options...
samurai nightling April 5, 2012 Share samurai nightling Member April 5, 2012 I like the idea of a witch spawning with every respawn. And it should be near the person who respawned so that they have to run like mad or be killed instantly again lol. 1 Link to comment Share on other sites More sharing options...
Socks April 6, 2012 Share Socks Member April 6, 2012 Although witches, hordes, and increased spawn rate for the infected is not a bad idea, if the survivors are reviving the dead players in the saferoom only tanks can pose a real threat. Link to comment Share on other sites More sharing options...
Biggs April 6, 2012 Author Share Biggs GC Alumni April 6, 2012 Only a tank.. or the other 9 infected that are attacking a single person Link to comment Share on other sites More sharing options...
Desterion April 6, 2012 Share Desterion Member April 6, 2012 I think a tank would be an interesting twist. Maybe have it with a 50% chance to spawn a tank, or an incremental chance. 1st respawn is 1/3 chance, 2nd is 2/3 and 3rd respawn is 100% chance. Does your team run back to defib for -25, or do you risk chancing a tank for that player? Either way there needs to be an incremental penalty for respawning. 1 Link to comment Share on other sites More sharing options...
JyKri April 6, 2012 Share JyKri Member April 6, 2012 There really isn't a need for a tank spawn at a survivor respawn unless people really need that much of a handicap. 30 points weakens a team considerably assume there is at least some communication / chemistry on the opposing team. Link to comment Share on other sites More sharing options...
specialk April 7, 2012 Share specialk Member April 7, 2012 usually the team that send points to respawn is considered to be the better team, so a random witch or chances of spawning a tank would be a great idea . Or just take respawning off, and make defibs cost 15 . Link to comment Share on other sites More sharing options...
cecurity April 7, 2012 Share cecurity Member April 7, 2012 Yea, but I would prefer 10,20,30,40...for each defibs bought. Link to comment Share on other sites More sharing options...
Masgnoh April 7, 2012 Share Masgnoh Member April 7, 2012 I think a tank would be an interesting twist. Maybe have it with a 50% chance to spawn a tank, or an incremental chance. 1st respawn is 1/3 chance, 2nd is 2/3 and 3rd respawn is 100% chance. Does your team run back to defib for -25, or do you risk chancing a tank for that player? Either way there needs to be an incremental penalty for respawning. This is an interesting idea, the chance of tank spawn. Working really hard to kill a survivor and then him just popping back into existence is heart breaking. BUT, I don't like thinking too hard. I don't want to type !tp and do some math and consider if we can survive a tank spawning or take into account,' will the infected take this as a trigger and spawn another tank with said tank,' or many other situational thoughts that would go along with "should we send points to revive this guy?" It's too much. So the best way would be to incrementally increase the cost of respawning. 10's too big of a gap, I'd say start with 25, 30, 35, ... Link to comment Share on other sites More sharing options...
MPG1770 April 7, 2012 Share MPG1770 GC Server Admin April 7, 2012 I'm in agreement with RadioKnight, I vote no to respawn. If it is here to remain, then a standard cost of a defib penalty should incur. 1 Link to comment Share on other sites More sharing options...
crunchyorphan April 7, 2012 Share crunchyorphan Member April 7, 2012 (edited) I think it's ridiculous that one person can now carry the team - this goes for infected as well with the high amount of points hunter pounces garner, but it's hard to prevent that on infected - on survivors though it has because somewhat overblown between the sendpoints system and the non-penalty respawns. If you spend the time, effort and teamwork to kill a player they should stay dead. If you deathcharge someone, they should especially remain dead. I have never seen how it is fair to buy a respawn, let alone the !sp system, but that's a different issue. I would vote no respawns, given that the serer has become muddled with way too many modifications, and has strayed, imo, from what it used to be - to quote directly from our server page - "GC's L4D2 server offers simplistic gameplay mods that aren't cumbersome unlike other 10v10 servers out there. We don't have mods that, depending on your time played on the server, drastically overpower you, give players unfair advantages over new players, or just ruin the experience for everyone else" It's even gotten to the point where new players are hated and ridiculed because it's impossible to connect to our server and pick up all the nuances of how to play. I know I am not alone in this thinking and every admin I have talked to, and many regulars, concur that we have too many mods that give unnecessary advantages and complicate things. Edited April 7, 2012 by crunchyorphan 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now