3 years ago
Rework respawning..
Got a few ideas to help out with respawning your teammates, everybody would rather queue up again instead of respawn - i'm one of them. The reasons I quite are - I looted so hard and now lost all m...
I think this would pretty much take away all the risk of respawning in the game.
Personally, I feel like the point is to avoid dying, respawning is a last resort which gives you a second chance, though with this it becomes just too easy.
Your changes would remove any risk from respawning.
Nobody in the lobby would be aware of you respawning someone, it's just literally a free grab.
Next to that people will spawn with loot? This would make it so the lobby would have more loot than normal, technically you could farm extra loot items by a teammate suiciding and then respawning themselves since it wouldn't make any noise whatsoever then.
Do note that there will most likely be more than enough loot to get, assuming you're respawning after a fight and nearby the deathboxes, though if you're going to respawn there typically are some deathboxes nearby that will have some loot neatly packed up for the one you're respawning.
Your suggestion would make it viable to suicide at the start of a game so you can be revived to just get guns, blue shields and a lot of meds..
Most BR games don't even allow the respawning of teammates, so the fact that you can get someone back after losing them is already a big thing.
It's not pointless at all, though it depends on how you play around it.
If you respawn whilst you know a lot of players are nearby, best thing would be to get away from that position asap, if too many squads come then they'll be too preoccupied fighting each other instead of chasing you down.
I'm pretty sure respawning is supposed to be a risk, I wouldn't want to take that away.
Let's say I kill the ace on someone's team, I would like to know if someone got respawned so I know that the chance exist that the player is back in the game.
Other teams can decide their strategy around the respawned players, so it affects both the respawning and the other teams in the lobby.
I really don't think I can get around this idea if I'm being honest.
"This is ONLY for the first option, the wraith portal type."
You never gave any other examples, you just said "of some sort" which would mean something similar, which would be pretty much silent and it wouldn't alert the lobby.
Should be logical too since your reasoning was that the lobby shouldn't be alerted.
With this I either think the people nearby get alerted or nobody doesn't, I personally wouldn't know of a middle ground to implement here.
I already don't think it's too bad either, since it's not really common for squads to travel half a map to go for a squad that's respawning, since they know others would attempt the same thing, especially those closer to it.
"gain, you didn't read my post. I said you either keep it how it is, get respawned so the whole lobby doesn't know except those who see the green beam OR respawn with A weapon. You are acting like I want both, which is not at all what I said. Secondly, suiciding and respawning would not be helpful. You get a random gun, with only two heals of medkits and bats. Secondly, it varies depending on ring. So the first few rings will be like p2020 with 20 bullets or something, enough to keep a squad from simply decimating you."
Ah right I'm sorry, you are correct, I did miss the point of it scaling depending on the ring level. If it were worked out properly which amount and what types of healing items and weapons would be given, then it would probably work out well and I'm personally all in for that idea.
Pretty much for the quotes I'm leaving out, you're correct that I missed something, pretty much those arguments are void.
"What BR team based game doesn't allow respawning? Warzone, fortnite, and apex all have respawning, which I believe are the top most played BR games."
Seems like I have a bit more of homework to do, looking at it, wasn't really a good argument either since each game can be unique in their own ways.
But still, it should be a risk factor, decreasing it a bit is good but we shouldn't try to overpush it. Of course we can decrease it more overtime if it proves fine.
"I disagree, this game is all about teams - its why they won't bring in a solo mode. The game is about sticking together and winning, they reward you so much by finishing the game with a full squad. They encourage you to stay in the game and not quit, you are even asked "are you sure you want to quit, you can be respawned" almost like that is a "good" thing, which it isn't. This game is all about sticking together with your team. Also, half the time, if I die, I am ignored. My randos don't even bother to rescue me."
Well of course, it's exactly about being a team. So if someone dies then it could've been due to them being left because there wasn't enough time or so. You can win a fight and respawn them, you used him as an asset in the fight, which I believe should have a cost if they die. You could lose the fight, which means that retreating on time probably wasn't possible to you being too far apart or because someone got taken out, too risky to revive but a better chance of reviving.
I personally believe they're endorsing not to die and that getting back as a full team should be a risk. Of course I don't know their design philosophy, but that's just how I think of it. And yeah, a lot of rando's won't really follow the design philosophy, though then again, can we really control all the users into playing the way we'd like them to?
Again, sorry for missing the part of it being both different idea's, I'll make sure to read it better next time.