(07-06-2016, 05:42 PM)Mario Wrote: [ -> ]As for the "defeatist" game play issues, I think it'd be better to take advice from someone who isn't an "elitist".
"Don't fix something that ain't broken". With defeatism I mean the mentality of giving up on learning the mechanics and insisting shortcuts to people with this mentality, making the old way less relevant and less rewarding. This has nothing to do with elitism. You're meant to kick the ball in soccer, not pick it up and walk it pass the goalie. Other people have better stamina than you and can run longer and faster, you're not supposed to have robotic legs that help you keep up with others indefinitely. There's rules such as holding your opponents, you can block them but not hold and drag them by their clothes. Or is that too much elitism for you? ? Is it really that difficult to understand where I'm coming from? If you think people who don't know how to play this game are better for advice then I feel sorry for this community.
(07-06-2016, 05:42 PM)Mario Wrote: [ -> ]The idea for this feature doesn't revolve entirely around preventing spawn kills: https://gitlab.com/xonotic/xonotic-data....ssues/1745
I did not know that and I understand, but it changes nothing. You can still read what I said with an assumption that it was. Quoting from gitlab:
TrackPt Wrote:The purpose of this would be to reduce unnecessary randomness, decrease spawnfrags
This has been already solved long time ago. There's no randomness or luck in spawns anymore and like Halogene said, if you pay attention you can prevent getting spawnkilled by observing your opponent's moves and
delaying the respawn. Spawn kills are almost a rarity now, even in Aerowalk. Of course, this depends on the player. If your tactic is to rush off a spawn then sure, you're gonna die. This is not a good tactic EVEN if you were in control where you spawned. Only way to make this a working tactic is if you had a spawnshield that lasted for many seconds, which again would be a wrong direction in my opinion.
TrackPt Wrote:From a gameplay perspective, it would create a bit of comeback power and remove a large source of unneeded variance in matches.
Does unneeded variance refer to randomness? Because again, that's not happening with the current spawn system. Everything happens for a reason and there's always a way to counter it. And as bizarre as it may sound, dying a couple times is one way to counter a situation as well. Here's an example of that:
https://youtu.be/QsYGEO3T_BM?t=2h2m37s
^Here ZeroQL makes the mistake of following me and once I noticed that I hid myself to delay enough time for 100a to spawn and lead him into an inconvenient area from where once I die, I will spawn closer to 100a and be able to deny it from him. This was a deliberate choice which worked in my favor and which I also repeat here once more later in the same game:
https://youtu.be/QsYGEO3T_BM?t=2h6m45s
So basically what I'm doing here is the same as what this "spawn choice" feature does, except I achieve this by controlling my opponent and the pace of the game. This should by no means be possible in literally every situation where you die. Because it dumbs down the purpose of decisions you made when you were alive and in some cases even rewards stupid decisions. How do I know it rewards stupid decisions? Because you can choose a spawn EVERY TIME that you die.
TrackPt Wrote:I think fun situations arise more often when you can actively decide to spawn in front of a low-health opponent and rush him with a shotgun+laser.
This defeats the purpose of staying alive. If every time you barely lose a fight, you can make a come back deliberately then there's no point in collecting resources in first place. You can sort of do this already though, not with shotgun+laser though, but with whatever non-spawn weapon you find. This also depends on your opponent, some people don't go down no matter what, because they're clever.. in which case you should obviously give up on that tactic. I think the issue here is that you haven't simply played the game enough to realize that.