[POLL] DM Respawn delay

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What to do with the respawn delays in non-CTF game modes?

Keep at two seconds
6
43%
Reduce to half a second
4
29%
Reduce to one second
0
No votes
Set it to zero (instant respawning when dead)
1
7%
Increase it to five minutes ;)
3
21%
 
Total votes : 14

[POLL] DM Respawn delay

Postby divVerent » Mon Jan 29, 2007 4:40 pm

Due to a bug in Nexuiz that dates back over a year (probably even 1.0 was affected), respawn delay was always two seconds. In the source code, however, half a second was intended (it was just a confusion between two fields dead_time and death_time; whoever gave the fields these names deserves to... well, nothing). You can adjust this respawn delay in Nexuiz 2.2.3 using the cvar g_respawn_delay. Now what to do?

Note that you should also try LMS or g_forced_respawn 1 - that always spawns as early as allowed, and IMHO gets quite annoying in LMS when you can't relax for even half a second when you just got shot.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby GreEn`mArine » Mon Jan 29, 2007 5:10 pm

For ladder 1on1's I always liked the respawn as it is atm. o I guess this is the "2 seconds", right ? In ladder games you are automatically spawned anyway.

Setting the value to less than 2 seconds .. well I wouldn't like it at all, considering to have it at a fixed value of what it is now in the ladder config.
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Postby esteel » Mon Jan 29, 2007 8:51 pm

I'd leave it at two seconds thats nice unless people would accept this:
I still do not like the current implementation of g_forced_respawn. Right now we have one settings, the time you 'have to stay dead' which is what this poll is about. When forced respawn is active you are just spawned when that time is over, if its disabled you can spawn when you want or not at all. I'd like to see a extra setting OR make g_forced_respawn accept values higher then 1. For example set it to 5. To me that would mean, when fragged, the player has to wait 'respawn delay' (currently 2) seconds before he CAN spawn. He then has 5 seconds to deceide and make him self spawn by pressing fire. However if that time is over he is spawned anyway. That way a player can take a short break to gather himself or to avoid his enemy in a tactical way but it would not result in misuse. With such a settings we could even lower the respawn delay to 0.5 seconds as it was intended and still give players some time..
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Postby GreEn`mArine » Tue Jan 30, 2007 12:18 am

I would like the respawn time to keep at "you have to wait for 2 seconds". However, I would also like the feature that forced_respawn allows a player to stay dead for more than these 2 seconds (adjustable in the cvar).
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Reward / Penalty based system?

Postby megatux » Tue Jan 30, 2007 1:48 am

Some FPS games use a reward/ penalty system where being fragged quickly adds a respawn time penalty. This both prevents certain "spawnpoint camping" scenarios and increases the reward for surviving a long time. Sometimes killing sprees are also penalized, to allow less experienced players time to catch up slightly.

(Example formula...)
- Minimum respawn delay is 2 seconds.
- Maximum respawn delay is 10 seconds.
- Default respawn delay is reset to 4 seconds at game start and at each respawn
- For every 20 seconds of survival after spawn, decrease respawn delay by 0.5 seconds.
- If player is fragged under 15 seconds after spawn, increase respawn delay by 1 second.
- If player is fragged under 5 seconds after spawn, increase respawn delay by 3 seconds.
- For each frag greater than 3, after spawn, increase respawn delay by 1 seconds.

Obviously, the values ought to be tweaked based on size of the map. A large map should have longer timers before changing the respawn delay.
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