Author Topic: Please consider implementing spawn farthest on the DM server  (Read 4513 times)

Offline Sgt. Dick

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Re: Please consider implementing spawn farthest on the DM server
« Reply #15 on: March 13, 2021, 04:44:47 AM »
This may be a dumb question because I do not understand how the spawn farthest works.
Question -  where were you when you died before the RL spawn?

A RL spawn would be a good spawn in most cases.
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Offline Punk_FAS

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Re: Please consider implementing spawn farthest on the DM server
« Reply #16 on: March 13, 2021, 10:29:52 AM »
This may be a dumb question because I do not understand how the spawn farthest works.
Question -  where were you when you died before the RL spawn?

A RL spawn would be a good spawn in most cases.

Spawn farthest chooses the spawn pad that is "farthest" away from other players currently spawned on the map, as I understand it. I think it's supposed to give the 'safest' respawn point, where you're most likely to have a chance at not being caught in the crossfire of an ongoing battle, etc.

RL spawn is great if there's not already 2 people practically standing on said RL, each with RL's in hand, actively spamming at each other, when you spawn with your blaster, not knowing where you're going to respawn, taking a moment to process where you respawned, etc., all while being expected to somehow have a chance at surviving such a situation.
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Offline haunted

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Re: Please consider implementing spawn farthest on the DM server
« Reply #17 on: March 13, 2021, 10:53:13 AM »
Spawn furthest can make ya lose too though. It'll give you a better KDR, though.
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Re: Please consider implementing spawn farthest on the DM server
« Reply #18 on: March 13, 2021, 12:30:12 PM »
Spawn furthest can make ya lose too though. It'll give you a better KDR, though.

If it's not very crowded, like 2 or 3 people, and one person is going "Optica" sitting on top of the red armor and mega the whole time and never venturing out of that "safe space", with no sense of self-awareness for how douchey that practice is, then it means you never spawn near that area and that person has more time to re-stack their health and armor.

Keep your "spawn equity" out of DM.

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Offline Punk_FAS

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Re: Please consider implementing spawn farthest on the DM server
« Reply #19 on: March 13, 2021, 02:04:19 PM »
Yeah, which is relevant for maybe 5% of any given day on the DM server, if that. The other 95%, not so much.

Oh, and when you do finally kill him with that way it is now, and you survive with like 4 health, and he instantly respawns 3 inches from your face and kills you with a single blaster shot, see how you like that.
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Offline haunted

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Re: Please consider implementing spawn farthest on the DM server
« Reply #20 on: March 13, 2021, 08:31:26 PM »
If it's not very crowded, like 2 or 3 people,

Ya, I'd much rather spawn around the action then. You have to find people to kill them. Use the full second spawn protection as best as ya can.

I think you're over-analyzing a specific thing to the point you're under-analyzing the whole picture punk. I wish you could see a replica of you play simultaneously, one with how spawns are and one with spawn furthest. You'd be very surprised. I wouldn't sweat the spawns. It's ffa.
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Offline Punk_FAS

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Re: Please consider implementing spawn farthest on the DM server
« Reply #21 on: March 13, 2021, 09:52:03 PM »
I wish you could see a replica of you play simultaneously, one with how spawns are and one with spawn furthest.

Maybe quadz would be willing to test it out for a day or so and see if it's even noticeably different.

I essentially only play FFA (it's my favorite game mode even though it has lots of shortcomings). I 'sweat' it because that's what I play and what I play is significantly less enjoyable because of this one setting.

Imagine if the only TDM server on tasty (which was also essentially the only active TDM server in the US quake 2 scene) had spawn farthest ON. Wouldn't that drastically change the dynamic of the TDM game, particularly 1v1? That might make it less enjoyable for you, when it's predetermined where your single opponent will respawn based on where you are on the map when they die (and vice versa when you die), no? I think you might make it a point to explain to the admin of the server why they might want to switch to random spawning for TDM.

Edit: Oh, and imagine you were still playing quake 2 and actually cared :)
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Offline haunted

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Re: Please consider implementing spawn farthest on the DM server
« Reply #22 on: March 14, 2021, 10:14:35 AM »
Spawning in the same place repeatedly happens all the time in tdm with the other players' crosshair on the pad waiting for you. Can happen 5x in a row, on ptrip like 10x lol. I've never thought spawn furthest would be an ideal solution.

There's downfalls to random but it's the best thing that works imo. In your case, if someone as good as you or better was playing, you spawning furthest on...dm5 for example, could easily screw you out of winning if there were 5 or less people on. Ya gotta find ppl to get frags.
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Offline Punk_FAS

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Re: Please consider implementing spawn farthest on the DM server
« Reply #23 on: March 14, 2021, 12:36:14 PM »
In your case, if someone as good as you or better was playing, you spawning furthest on...dm5 for example, could easily screw you out of winning if there were 5 or less people on.

The only time I'm ever on the DM server and there are 5 or less players, or even less than 10, is occasionally in the middle of the night, or early morning, like at 4-5AM EST. Even then there's often 10+ people playing. To my knowledge, the Tastyspleen DM server is the only continually active DM/FFA server in the US remaining. If people live in the US, if they want to frag on dm1-dm8, if they don't want to ping well over 100, AND they want to actually have players to play against, they have to play on Tastyspleen. Believe it or not, there are often at least 10 Americans, at just about any time of the day, that still want to play Q2 DM.

Also, not winning is not the primary aggravation, it's the interruptions to movement or gameplay by a randomly spawned player. Like on DM6/Lava Tomb last night, near the single rocket ammo leading towards the BFG - being 10 feet away from a player, in a close duel/fight with them, getting close to finishing them off with the MG, then someone randomly spawns on that pad 5 feet in front of you, with a one-second impenetrable spawn protect on (which I'm in favor of with +sf), gets in between your fight, and causes you to lose, or otherwise not get the frag. It's that kind of stuff that sticks out like a sore thumb to me now and I notice it multiple times on literally every map rotation (more noticeable with more players).
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Offline quadz

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Re: Please consider implementing spawn farthest on the DM server
« Reply #24 on: March 14, 2021, 01:01:15 PM »
I think I'm noticing things more, if they've been this way for 15+ years, because the server limit was increased over the years (wasn't it?). That or the average server population has increased.

Nothing's changed that I'm aware of in this regard. The dm server allows 16 clients (+1 for WallFly).


I wish I made a demo for every game I played, then I could reference specific examples of how the way things are takes away from the fun of the game. It's honestly one of the most rage-inducing things I encounter lately.

You know I think your man Sam Harris offers a meditation app for these issues.

:P
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Re: Please consider implementing spawn farthest on the DM server
« Reply #25 on: March 14, 2021, 02:26:47 PM »
The only time I'm ever on the DM server and there are 5 or less players, or even less than 10, is occasionally in the middle of the night, or early morning, like at 4-5AM EST.

DID YOU JUST MARGINALIZE MY LIVED EXPERIENCE!?!?!

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