Please do something about the spawn room warriors

Discussion in 'PlanetSide 2 Gameplay Discussion' started by treeHamster, Feb 5, 2014.

  1. TheScavenger101

    The painfield idea seems to be punishing people that are already under heavy fire. Can't even imagine how stressful that situation would be for an already stressed out and confused new player.

    I'd rather see different less radical approaches to solving this before retorting to painfields.
    • Up x 2
  2. DeadAlive99

    I've been complaining about the 'meta' since beta, so I agree there needs to be serious work done there, but if you think adjusting xp for cap/defend is going to solve the spawn camping problem we have now, you're fooling yourself.

    The #1 reason people do what they do now with the spawn camping is because it is EASY. Now, unless you think you can get SOE to give out 100 cp for every base cap/def, you're not going to end this spawn camping problem with that approach.

    The meta and the spawn camping are separate issues.

    There are many solutions that could be applied, but they need to be applied directly to the problem. It's the only way to completely end it.

    "They tried it before and failed" Really? Exactly how did they implement it? And exactly what happened? Did the defenders get whooped after having their base taken and backed into spawn? Gee whiz, that's what happens anyway. As someone else said, once the spawn gets surrounded it's pretty much a done deal, you just have this "bonus" farm fest for the last 3-5 minutes.
  3. HadesR


    ^ Someone who knows one of the real problems ..

    Bad spawn design + limited incentive to defend

    Leads to in a lot of cases it's more productive TO stay in the spawn and kills the idiots who offer themselves up as lemmings ..

    When it's more productive to stay in the spawn and lose the base and then recapture it than it is to defend it then you know something is wrong..

    Seriously remove all XP gained while in the spawn room BUT double or triple base defense XP outside the spawn room .. Give people a carrot to follow rather than a stick to the backside ..

    And for the love of God add real base benefits to most base ..

    Don't leave the spawn to get your triple XP ? Well losing that tower now means you can only pull ESF's or Libs or Harassers or Flash's or lightnings from the WG ..

    Give some bases XP modifiers .. You own Coramed ? Well you now get +2% Heal / Revive XP .. Hold Regent rock ? Here take +2% repair XP

    etc etc

    At the moment the bases in most cases are nothing more than BF/COD bubbles within a larger map with little sense, reason or purpose of ownership ..

    But but " Territory " ... It's means nothing on a global scale unless it means something on a micro scale .

    Will it stop it 100% ? Ofc not , especially when you are out numbered by a great deal .. But in some cases that's ok , it allows you to whittle down the enemy forces a little before they attack the next base .. 1 less sundy and 2 less tanks in the zerg all helps ..
    • Up x 1
  4. Jalek

    Most of my recent sessions ended that way. Running around a 1-12 hex, see someone to shoot at, kill one, get killed by three others, then realize the hex is now 48+ and there's nowhere to go. Redeploy, then you can wait for the zerg to arrive or just go to the warp gate, check the other maps, and log out.
    • Up x 1
  5. EmmettLBrown

    If the caps are flipping, I'm not going back into the spawn in the first place. I'm certainly not giving XP to those that are hiding in there either. If the support doesn't follow you out to push the enemy out, then they're not interested in taking back the base. As for editing loadouts. That's not something that takes priority when we're under attack. Presets and learn your hotkeys.
  6. ncDieseL

    Here's an easy fix.

    Zero XP earned from kills you make from inside the spawn room.
  7. Kristan


    I'm actually the one who tries to breach out from spawnroom most of times if it's possible. If not I'm just redeploying.

    But I see why people sit in spawns. I understand why. And I understand why your suggestion will not work. I told you but looks like you don't want to listen, because you think that you know how other should play, in your way. But you forgot to ask people if they like the way you want them to play. If you're so self important why you don't squad lead? Why you don't organize people? Yes, lack of organisation is one of the reasons why spawn camping is happening.


    The reasons of spawncamping is:
    1. Easy exp and kills
    2. Futility of further fight outside, spawnroom is outnumbered, surrounded and spammed
    3. People doesn't care if they will lose outpost, it means nothing to them, no real benefits or strategic value.
    4. Lack of organisation to breach blockade

    One of the reason why people desperately fought for towers and bases in PS1 because it actually meant something. Losing one base might cause fall of entire continent. And there was defense exp as well.
    So you are wrong, give people something better to fight for aside from kill and exp and they will fight with determination.

    2-sided spawn shield. I told you how it ended, enemies just waited outside, waiting for free kills. And now you suggest to push teammates out to actually feed kills and exp to enemy. Well, I guess that's far WORSE than letting people just stay and shoot from the inside.
  8. DeadAlive99

    I like this idea, but I don't know if SOE would go for it. Who knows what they'd be willing to do, if anything. It's over a year after release and there's no talk of change.

    Personally, I would prefer to have pod in spawns or something to that effect. These static spawns are both boring and inconvenient. There's no spice with them, just routine.
  9. Kristan

    But you will get killed for sure. And by YOUR suggestion on respawn you will fall under painfield because point is flipped. So you will come out of spawn room already DAMAGED. Which means you are easy kill for the enemy.
    • Up x 1
  10. HadesR


    Yeah I edited my main post to reflect that side .. As you say it's been over a year ... and still most bases don't have a good reason to want to defend them outside of farming XP .. We have a Huge map with mini TDM COD bubbles within it ..
    • Up x 1
  11. DeadAlive99

    #1 is the big whammy.

    I've been a proponent of improved meta and base cap/def awards since beta. You won't get an argument with me there, but in order to pull people out of the spawn camping mode, the rewards will have to be really, really good.

    And that is the problem. You're talking about solving the spawn camping problem in the way that is most unlikely to happen. Sure, give 1000cp as cap/def awards, and you'll solve the camping problem, guaranteed, but SOE will never do that or anywhere near it.

    These other ideas, including mine, address the problem directly and don't require any other changes.

    They would not get pushed out of normal spawns, only the bio lab tele rooms via pain fields. Normal spawns would simply be double shielded. If you don't want to go out, you simply redeploy.

    Again, this defense of the 'farm house' is just baffling. Once you're backed into spawn, it's typically a loss. That last few minutes of farming before the loss is like this bazaar interlude in the gameplay. In a strange sort of way, it's almost as if SOE is giving the defenders a consolation prize, "Here you go, sorry you lost, but you can farm some free xp for a few minutes so you don't feel so bad."

    Yes, I agree, my double shield idea is bad for farming. It kills farming dead and forces you to either make a serious attempt to recap the base, or, redeploy.

    Oh, and PS2 is f2p whereas PS1 was sub, so I think the different crowd necessitates a different perspective.
  12. Kristan


    Not necessary. If someone would roll a sundie to that base/outpost defenders will have a second chance and fresh air to breathe. Especially if some others will roll tanks, kill enemy sundie and some aircrafts roll on enemies outside spawnroom.

    I saw lot of times when hopeless spawn camping turned into successful defense and even a counterattack. And without people waiting on inside that push is not possible.
  13. HadesR



    Only problem with double shields and sadly it's a major one, is that with the base design as it is ( namely small outposts ) it makes camping from afar way to easy .. It's a big enough problem now when you can fire out at those tanks / Libs spamming the shields from 300m away .. Outposts are a major problem since they are to easily locked down due to there limited spawn size and exit options ..
  14. PastalavistaBB

    [IMG]
    • Up x 2
  15. HadesR


    More win is having the pain field in a 75m Bubble OUTSIDE the spawn .. OHK any attackers camping including vehicles .. :)
    • Up x 1
  16. Hiding in VR

    Agreed. If you want to stop people sitting in spawn rooms you have to make it easier to push out. Double shields just makes it easier for those camping the base.
    • Up x 1
  17. DeadAlive99

    Well I agree, awesome things can happen when a "plan comes together". I've seen my share of that and many times have tried to be the one that gets the ball rolling and the tide turned. But what we're dealing with here is a mechanic that doesn't work for the masses. We have to work with the model, that is f2p with a heinously long grind, and a general, casual game for all ages and types. With that in mind, I think we need a direct solution to the spawn camping issue.
  18. ohmikkie

    e
    er don't run in front of people that are shooting.
  19. DeadAlive99

    Well, with the intent of my solution, this is ok. To put it another way, 'if you allow yourselves to get backed in', then loss is almost certainly your fate. Don't want the loss, fight hard so you don't get backed in. I'm not saying the double shield is the best idea, it's not, but it would kill farming by the defenders because you'd get slaughtered trying to do it.

    It's just a defensive farm crusher, nothing more. As for attackers farming, once defenders see they are getting slaughtered, they'll concede and move on.
  20. HadesR

    Here's an idea without totally redesigning bases OR forcing players out ..

    What I mentioned earlier ..

    1) No XP while inside a spawn room
    Double or triple base defense XP while outside the spawn

    Gives incentive to push out for as long as possible

    PLUS

    2) For every person within the spawn they act as a cap modifier .. Stay in the spawn and the base caps faster
    And for every Attacker within X radius of the spawn the base caps slower ..

    Lessens the camp time when the inevitable happens and you are pushed back ( Unless attackers derp around to close then it's their own fault )

    Slaps both guilty parties around the head :)

    That's the problem .. With outposts and how easy some of them are to farm from range, a battle should not just be over because 5 MBT's are parked 300m away on a Handily placed SOE hill ..