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  • New Spawn system rollout for TWDD

    With the introduction of the new spawn system in last year's TSLD, a new and improved version has made it to TWDD. An introduction to the TSL version can be found here.

    The main thing that's changed is the way the system can be customized. The TSL version often left players in limbo, separated from their team and/or close to the border. Center spawns were rare. The new version gives the option to solve both of these issues, and with the initial settings I tried to do just that.

    If you've played a TWDD match since yesterday you might've noticed spawning near team mates, and near the action more often while not warping right in the middle of it. This is because the system prioritizes warping near team players that aren't in close combat with the opponent. If no such spot is available the bot defaults to a spawn area in the center of the map, and making the area bigger until a suitable spawn point is found.

    From what I've seen this resulted in a better flowing game with players being more engaged and spending less time flying around getting back to their team. The warping near team priority also lead to a funny situation where a whole team warped right after go and ended up pretty much in the same spot.

    With the settings being so heavily focused on trying to spawn near your team you might have some questions on how it will impact certain play styles and actions. Let's take chasing a low energy opponent for example. With the game's spawn system there was a chance that while you were chasing, another opponent could spawn in your path and either cut off your chase, or worse, kill you while you had no energy to return fire. With the new system, as long as you are close enough to the opponent, you ensure that no opposing spawns can happen near the fight. Of course this goes both ways, as no team players will be able to spawn close as well. This should result in more (opportunity for) tactical play since the chance of getting a random spawn right in the middle of a fight is zero.

    It's important to remember that the settings are by no means locked, and could totally be improved upon, the new way of spawning however is IMO not going away. So if you have any gripes with the way these settings impact gameplay, please try to describe the scenario in which it happens, what's going wrong, and how you'd like to see it work. As always, leave a message here, in-game, or on discord (BIET#2111) for feedback and questions.

  • #2
    Nice!
    Good work biet
    Thank you
    #BanJessupFromElim
    #SaveElim2022

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    • #3
      Originally posted by ag$ View Post
      Nice!
      Good work biet
      Thank you
      +1 to what laggi said.
      If you're going to do a thing you should do it to the best of your ability or don't do it at all.

      Mutalisk> pawner going to be moving up the ranks
      Mutalisk> he's a new man
      beam> thought jessup was the only new man
      Mutalisk> how did jessup become a man before you, beam?

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      • #4
        Thanks for all the work you do BIET , it looks great so far
        7:Amnesti <TW>> racka is nestled in Candlekeep. hes nestled atop the cliffs that rise from the sword-coast.

        Amnesti> but i guess i havent tried so much yet, im only 19. when im 20+ i will on purpose make myself look as good as i can, and go to places where girls are

        1:Sika> "ezor" is #1

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        • #5
          This has been a feature waiting to be implemented for literally years now (and it could have been done haphazardly as well). This seems like an intelligent and thoughtful solution that helps modernize gameplay. Good work! Remember to give BIET feedback to continue to improve the algo as needed.
          "You're a gentleman," they used to say to him. "You shouldn't have gone murdering people with a hatchet; that's no occupation for a gentleman."
          -Dostoevsky's Crime and Punishment

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          • #6
            2 problems I've noticed:

            1. Increased likelihood of being spawned by stray bullets. You're often spawning behind people who are being fired at. Anything that misses them is coming towards you.

            2. Numbers advantages are being artificially created against you. If you're iso'd, 1v2 for example, as you try to regroup you will often notice numbers mounting against you. A 1v2 becomes a 1v5 very quickly thanks to the bot automatically regrouping enemy players who died lol..

            It's honestly seeming like the random system used previously was superior. Not only has a new problem been introduced (see #2 above), spawning has not been eliminated, it has been increased if anything. You just get stray-spawned instead of R1-spawned, and the skill of regrouping has been greatly diminished.

            Thank you for your work, but I think there has to be another way. A mid-season revert might be a good idea lol.

            edit (02/05): adding onto this... It almost feels like you're being punished (harder) for being the last player on your team alive after a lost skirmish... All of the enemy players who died will respawn nearby while your own team respawns somewhere distant. It feels really unnatural. This happens when there is 1 big fight on the map.

            Originally posted by BIET View Post
            With the settings being so heavily focused on trying to spawn near your team you might have some questions on how it will impact certain play styles and actions. Let's take chasing a low energy opponent for example. With the game's spawn system there was a chance that while you were chasing, another opponent could spawn in your path and either cut off your chase, or worse, kill you while you had no energy to return fire. With the new system, as long as you are close enough to the opponent, you ensure that no opposing spawns can happen near the fight.
            What I'm instead noticing is when chasing, you're getting lured towards enemy players thanks to the bot consistently spawning players behind the guy you're chasing. It feels real uncanny and unnatural. This happens when there is more than 1 fight happening on the map.

            Originally posted by BIET View Post
            From what I've seen this resulted in a better flowing game with players being more engaged and spending less time flying around getting back to their team. The warping near team priority also lead to a funny situation where a whole team warped right after go and ended up pretty much in the same spot.
            I could go on about why having to fly back to your team is good but I think you get the idea

            Dunno if anyone has noticed any of these things but it wouldn't surprised me if not.. A lot of people play with their brain off
            Last edited by saiyan; 02-05-2022, 12:47 PM.

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            • #7
              Yeah Saiyan's right after he said it I realized it during the last few DDs I played..

              If your team loses a skirmish and you're the sole survivor you will quickly be 1v5...

              And the initial issue of not getting spawned hasn't really been resolved - still getting spawn strayed (like Saiyan describes) at least 2-3 times a game the only difference is you don't spawn directly by the enemy

              The bigger issue at hand is the eats and how horrible the server lag has been lately though...

              I've recorded a game where between me and tripin in a single round there was 20 eats..

              :/
              #BanJessupFromElim
              #SaveElim2022

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              • #8
                I think the new system is an improvement because you used to be able to push the enemy team to the edge of the map and cut off reinforcements from the center. How about 2 second shields when you spawn? Now that people are spawning away from other players there's less reason to worry about it being abused than before.

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                • #9
                  Originally posted by Rab View Post
                  I think the new system is an improvement because you used to be able to push the enemy team to the edge of the map and cut off reinforcements from the center. How about 2 second shields when you spawn? Now that people are spawning away from other players there's less reason to worry about it being abused than before.
                  whats the point now that you typically spawn away from others.

                  oh well, i guess if youd insist on doing this just make certain the shielded person either cannot fire or significantly hurts their team by trying to kill while shielded. maybe spawn with no energy or have bot give a +1 death if you shoot while shielded.


                  1996 Minnesota State Pooping Champion

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