[BUG] Please take a very hard look at the new spawn rules.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Tiedemann, Jul 8, 2015.

  1. Tiedemann

    Why can't you just let me spawn in the base I actually came from?
    A good example of why these inside/outside hex rules not always work.
    [IMG]


    Why am I not allowed to spawn in the bio lab when dieing right after we lose that base?
    [IMG]



    It's not that it happens all the time but the impact on small fights and my patience is pretty big.
    • Up x 2
  2. Kcalehc

    Another bad example is The Auger on Amerish. The spawn room is actually located in another hex to the base, I've died right outside it, and found I could not respawn (due to the lattice connections at the time) anywhere near the place I died.
  3. FateJH

    The first image makes sense, even if it is unhelpful to you. You left the Hex region of the disconnected friendly base and, by rules of not being in the local of a disconnected base, you are no longer eligible for spawning there. This is more a case of the boundaries of base hexes being at fault than yourself. The problem is bases being so close to each other than there's no proper buffering region that can be established. You walk away from a building just a few steps and - boom - you're no longer considered properly in the same hex, which is stupid.
    A more logical setup would be bases being far enough from each other that they are "in the center" of a Hex-constructed region and thus a bufferered no-mans land is easier to establish.
    An even more logical setup is that the game remembers where you last spawned and always leaves that as an option if it is still available.

    For the second image, it appears the game is judging that Broken Value is the closer base. Acan is certainly not far enough to trigger the population balance rules (though, if you think that is the reason, then it should be reported as a potential bug). I am not certain why the game does not use graph edges to path itself back to the nearest bases and use those as valid spawn points yet, except for it not occuring to the developers that even a simple Dijkstra algorithm would produce decent and expedient and reliable results.

    For the record, I don't know how some people (I can cite myself) never encounter these inexplicable spawn problems but other people only have to turn around to encounter them. Unless the reason why is obvious based on the rules, I never seem to have trouble getting where I want to go; and, it troubles me that other people don't have to go far to find issues easily.

    It makes me feel like I am missing out on something obvious.