Forum Discussion

SolitaryMassacr's avatar
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 my loot, late game is pointless for me to even try if its not like <4 squads left.

You are alerted to the entire lobby that you are being respawned, this makes it impossible to survive and even reloot again.

There is basically no gain to respawning someone because they come back useless - no weapons, no shields, no tactical, no ultimate, etc.

Two options I came up with:

1. Remove the respawn ship - replace it with an animation of the people/person being respawn to coming from a wraith portal of some sort.

- This should help with getting swarmed by half the lobby. You will still see the green beacon.

- This should also help with getting loot cause now you're not getting pushed by everyone in the area

2. Keep everything how it is but add:

- Based on what ring closing it is, give the person respawning the following:

    - a weapon (p2020, mozambique, eva-8, etc) give them a fighting chance.

    - blue shields, med kit( 2), shield bats( 2).

    - full tactical and full ultimate, again depending on ring vary the percentage of the ultimate, but always give full tactical

Respawning is very useless and only very rarely does it actually help. The above changes I think would help greatly, I am in favor of option 2 more than option 1.

18 Replies

  • XHelperZ's avatar
    XHelperZ
    Hero+
    3 years ago

    @SolitaryMassacre 

    "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.

  • Palette24carats's avatar
    Palette24carats
    Seasoned Ace
    3 years ago
    @XHelperZ I agree to some point, what I think is respawning should be made easier in pubs possible without getting the card from the deathbox and maybe like he said respawned at the edge of the ring in the final rings but in rank it should be totally made canceled.

    Pubs is for fun rank is for skill demonstration the two modes should really separate a lot in style and rules. Zero respawn in rank would mean also you can't get carried and get placement points when you are dead.
  • @XHelperZ
    "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."

    Yes, I want a silent local alert only, too many times too many squads are at the respawn coming to slaughter you, so a wraith portal, or some other "quiet" entry mechanism. Paired with a green beacon alert, so maybe ONE squad comes and not one squad, then another, and oh look another lol. It gets too much too quick. And yes, I agree, not sure what the middle ground would be for that. Would take some tests, maybe you hear wraith's portal, or some other queue that isn't as loud or obvious as a drop ship. Like drop ships are seen from across the map.

    "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."


    I think it is, especially if they hear gunfire they will drop in cause they know its a respawn and an already occurring fight, i've done this already with my squad many times.


    "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."


    This is basically what I would prefer, and yes with everything, first iteration will not be perfect and some tweaking will be needed.

    "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."


    Yeah, they all have some sort of respawning, Warzone is my favorite because it gives you full armor and health, and even a weapon to at least help out your teammates if they are in a fight. I also think its less obvious someone is getting respawned too.

    "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 am not against the risk factor, I just think decreasing the risk factor to a healthy balance where people actually wanna continue playing and not abandon their team, it will even help with those ranked games where people just linger to get placement points. Now they have a chance of actually helping their team.

    "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 am not sure I follow here. If someone dies in a fight, there are many reasons for it. If the squad who has the deceased teammate wins, what "cost" is there? That player did a decent part to allow their squad to win. Reviving in this game is also hard, and I think unless you have a revive buffed legend (Newcastle, lifeline, mirage) its very hard to revive. And even with lifeline, as they are getting revived, they get finished. That is a reason they died completely. Secondly, the other player could have got pinched by a 3rd party, long ranged by a 3rd party, many reasons. Heck i've been finished by a sniper long ranged. I was so annoyed because I know how useless respawning is.


    "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?"


    I think by changing the respawning mechanism we can encourage the game to be played by the design. They removed vantage's ult insta wiping a downed player now, so I think they want people to play as a full team and not get wiped so easily.

    "Again, sorry for missing the part of it being both different idea's, I'll make sure to read it better next time."


    No worries my friend! Just glad we could have a conversation about it and grow together! Glad we could understand one another better too. This is how progress works 🙂

    PS: Forgot I could open the full editor and format my text! :D

  • reconzero's avatar
    reconzero
    Seasoned Ace
    3 years ago

    @SolitaryMassacre

    I meant to imply that it WOULD BE a get-out-of-jail-free card IF it was made any easier. (I mean, imagine for a second you do everything it takes to kill a guy in this game, and 45 seconds later, having been silently respawned by his squad, he drops you with a p2020. You may feel as if that's an "all's fair" situation, but I would be angry and I feel like it would completely undermine the entire point of an elimination-style game type.)

    I specifically said "friends" instead of "squads" because that was what I took from a dev post on the subject years ago. They don't give a rat's backside what a "squad" does, but they want friends who have queued together to be able to stay together over multiple matches. Making it easier for them to stay together means longer engagement and more money.

    "The fact teams have a better chance of winning/surviving without respawning downed teammates is why the respawn system needs to be fixed, or removed. But its super unhelpful."

    I believe the dev would tell you that this isn't true at all. The mechanic is meant to give the survivors something to do while the dead guy hangs on for another chance, no matter how poor of a chance it is. Again, it's a squad-sticks-together mechanic, not a get-a-scond-shot-at-victory mechanic.

    " I don't refuse to let the guy who killed me do it again, I come back with a vengeance, and if I have even a P2020, I may actually win."

    I admire your * and vinegar. And wish I had some too!

  • @SolitaryMassacre My experience with it is not so bad if you have good coms, get your mic on and tell your teammate you don't want to be respawn until other teams are fighting.
    This is what we do all the time, when other teams are fighting the respawn becomes totally unimportant to them so you can quickly get to a deathbox close by and get a violet or red evo shield very quick along very good guns, optics, ammo. It takes 3 seconds to loot a deathbox when you have nothing on.
  • SolitaryMassacr's avatar
    SolitaryMassacr
    3 years ago
    @Palette24carats I get this for early rings, but not later rings. If there are 4 squads left, your respawn points are quite limited, and it signals the whole lobby. Its pretty bad. I have had LUCKY respawns where I dropped in and was able to grab a bocek from the car package that dropped near us, ended up doing enough dams to get a red evo and then we won. If it weren't for that care package, we would have lost.
  • @reconzero I think you need to re-read my post.

    There are 2 ways to rework the respawn method that I mentioned - one is silent. The other is loud with a p2020 scaled with the ring.

    And if its a squad sticks together mechanic and people are leaving before the squad even has time to grab the banner, then its not working. When looked at why people leave, its because the second they get respawned, they will get killed again because they are helpless/useless. Its not working at all to keep squads together.
  • @SolitaryMassacre
    I'm yes and no on this honestly.
    No because this is really something my enemies don't need.
    And yes because it's something I do.
    I do very much agree that respawn mechanic is like a huge bacon, I've even gone after them in hopes of getting rid of another team.
    Instead of adding shields or guns maybe they should just change how the respawn works so it's slightly less noticeable-because the whole lobby can currently see it and I do agree its not exactly easy spawning back in and looting when the whole lobby knows and the nearest team is on its way to you if not already there.
    But repsawning is also supposed to be tactical. My main issues with the respawing is when my team mates run to the nearest respawn and try to bring me back when the enemy team is literally right behind them.
    Extra shields and a small starting weapon would be next to no help in situations like that because you'd be shot down before you even get out of the respawn animation.
    Honestly the only times respawig has really ever worked for me is when I get to spawn near my death box.
    So while yes I think respawning could use a tweak, I think it should be along the lines of it's noticability instead of giving players more shields and a weapon.

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