Debriefing > General Goldeneye
Why is the invulnerability Removed?
Mangley:
For clarity's sake there are two kinds of invuln in GE:S: Spawn invuln which protects you from damage and hides you from the radar for a few seconds after you spawn, and damage cap invulnerability which limits the rate at which different weapons can land damage on you.
A lot of players don't seem to have learned that shooting/attacking others breaks their spawn invulnerability, we're trying to improve messaging on this. The idea is when you spawn you have a good chance to avoid enemies and find a better weapon. (Spawn invuln does not exist in LTK because people are not spawning disadvantaged)
Also depending on what server you've been playing on your mileage will vary. We have a sophisticated spawn algorithm that will try to spawn you away from any enemies, away from any locations where players have recently been killed, and closer to better weapons or armor as far as I understand it (E-S could give you more accurate specifics) but the spawning algorithm breaks down at improper playercounts and also depends on the map in a lot of ways.
The only complaints we've seen about spawncamping are people playing on poor server setups, e.g 32 players or forcing map choices that are too small for the number of players which means in a lot of maps there simply aren't any places in the map where you can spawn outside of line of sight of an enemy. Since all our maps are based on maps from the original game we're limited in how scaleable we can make them without completely diverging and at that point we're no longer making GoldenEye maps. This is a big part of our reason for capping the player count to 16 once 5.1 rolls out, it's something we meant to do with 5.0 but we had to draw a line somewhere and further improvements held back for 5.1.
JohnRDVSMarston:
Mmkay. I thought there wasn't that type of algorithm, but it seems I was wrong... Thanks for the information :D
Post-scriptum:If I made you "off your spot", like kind of angry, then sorry... sometimes I try to say things and, sometimes, it goes a bit aggressive or sarcastical, when I'm trying to say something with a cool head or literal (respectively); Plus that I upped an post almost going down (for good); In addition with how it ended (with, y'know, "FIX IT! [HiddenAngrySmile]"). I was kind of insecure (more than normal) to debate this here, so... Yeah, I believe you can kind of get my train of thought... anyway, sorry again. Have a nice day.
Mangley:
--- Quote from: JohnRDVSMarston on May 16, 2017, 11:55:39 pm ---Post-scriptum:If I made you "off your spot", like kind of angry, then sorry... sometimes I try to say things and, sometimes, it goes a bit aggressive or sarcastical, when I'm trying to say something with a cool head or literal (respectively); Plus that I upped an post almost going down (for good); In addition with how it ended (with, y'know, "FIX IT! [HiddenAngrySmile]"). I was kind of insecure (more than normal) to debate this here, so... Yeah, I believe you can kind of get my train of thought... anyway, sorry again. Have a nice day.
--- End quote ---
It didn't come across negatively at all :) but thank you for being mindful. It's usually fairly clear when people are being deliberately brash.
Have a nice day!
El Dudereno:
Roger comes off abrasive at times, I know, but he has a point. I also agree with Mangley that the player count needs to be reduced to minimize the ridiculous amount of spawn killing that occurs now. Maybe there should be limits set for each map depending on the map size. Maps like Surface are way better with more players but even 16 players on Basement is retarded. Remember the original maps were meant to be played with only up to 4 players.
Enzo.Matrix:
This is why there is a difference between the classic and what we called neo levels. The new basement has more space and more obstacles to hide behind. Not to also forget some extra pathing.
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