Create an Account
Forgot your Password?
World of Warcraft
WowRiot
Starcraft 2
Starfeeder
Hellforge
Hellforge
 
Machinima
Myndflame
Left 4 Dead
Left 4 Dead
RazeTheWorld
RazeTheWorld
 
Quake Live
Quake Life
1337pwn
1337pwn
Limit Break
Limit Break
 
Resident Evil
Resident Evil Horror
Gameriot Store
Buy Games!
 
 
 
POST STUFF
close
New Blog Post
Add a Video
Host an Image
Upload a File
by Naac, Level 21
Last updated at July 17, 2009, 10:14 pm
This one will hopefully be much much shorter than the previous one but hopefully will outline just as much. ( going to try and keep the ranting to a minimum).

Last time I talked about why I thought simply converting all the health packs to pills really was not that big of a change but in that article I also touched on pill spawns and such being random. I believe I was talking about one team spawning a tank with full pills and multiple molotovs where the other had no pills and one molotov. This is what I would like to talk about now.

So the problem in my opinion is that pill spawns as well as "grenade" spawns are still random.  As I just mentioned this can either greatly increase or hurt your chances relative to the other team when it comes to fighting off a tank.   A team with 2-3 sources of fire ( say a gas tank and 2 mollys) should really never even be touched by a tank, as all they have to do is block an entrance with fire and then run as far back as they can repeatedly lightning doorways on fire so the tank cannot pass. What this does is force the tank to turn into an AI and makes the entire encounter some what trivial. 

On the flipside of this, a team with only one molotov basically HAS to hit it, or suddenly the tank becomes much more difficult (depending on whether the team has tier 2 weapons or not).   For something as important as a tank spawn to be 80% decided simply by how many of your molotovs were spawned before the location of the tank should just not happen. 


The solution to this in my opinion would be once again to just spawn specific numbers of pipes/molotovs in the safe room depending on which map it is.  A map like NM1... maybe only a single molotov should be spawned and zero pipe bombs. A map like NM3 however... maybe 2 of each should be spawned.  This would obviously require tuning but in the end hopefully make the game more consistent and much less chance based. 


Now onto problems that I see with both this solution and the previous one ( of spawning limited amount of pills in the safe room). ... If there is no longer any random item spawns in the map then the survivors can rush much faster knowing that they do not have to check any of the rooms.   While in my experiences it is not like it takes that much time, it would still make the game slightly easier for survivor (maybe not overall after these changes.. but still) which is what we need to be getting away from. 

To solve this problem I really do not have too many ideas... one that pops up in my mind is to add new weapon spawn locations.  In every map the spawn location of weapons is never off the beaten path, so adding maybe a single possible auto shotgun spawn in a closet or an m16 spawn in a room that is off to the side would at least make teams weigh the risk vs reward on checking these rooms and in most cases hopefully slow them up a bit when running through the map.   A good example of this is the small room inside the first building on DT4 that has one of the three tier 2 weapons spawned inside.   While virtually useless in this one occurence throughout the entire game, having spawns like this on map segments where you are not given tier 2 weapons in the starting safe room would make the game slightly more interesting in my opinion and is something that should potentially be looked in to.
     
2 comments
Kyiz
Kyiz Jul 19, 2009 at 8:04 pm
None
None
+1 votes
None
Random item spawns are kinda what l4d was based off of. Its that random chance of getting a item which will help your team in some way. Not getting a molly is sometimes a bad thing, but I have seen and been there multiple times where we would get 0-1 molly and they would get 2-3 mollys and we would still come out on top.

It is quite a bummer when you don't have the same spawns as the other team, and you usually don't care if the other team gets nothing when you get everything.

If you give teams these items at the start and nothing spawned in the map, then every team will just rush everything, giving the infected less attacks, etc.

Survivor is already so easy to play compared to Infected and if you give item spawns to the team, then the Health Bonus will be like 180+ every map, unless your team ***** up on the tank, or random attacks.
Naac
Naac Jul 19, 2009 at 10:56 pm
None
None
+1 votes
None
I didn't really think of that surprisingly, but making the spawns the same for both teams would probably be a much more simple ( and a much easier solution).

I do agree that the game is based off of random item spawns, but for those who wish to play it competitively having random spawns from team to team on the exact same map is kind of detrimental, so hopefully it gets removed.
THE SPOTLIGHT
Custom Maps, Bound for Failure?
1 of 6
THEFEED
 
Title / Action
Snippet:
User:
Comment on Blog posted 45 minutes ago
Blog Post posted 1 day 2 hours ago
1 of 1
Copyright ©2007-2009 GameRiot All Rights Reserved.