Return to Killer after death.

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Zetsumei

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As we know people can now spawn near to your squad leader, even if its outside of a cap zone and away from sight. It could seriously lower the time that is needed to return to the combat.

This brings the issue that if you kill someone that he might be able to return to his old spot and just lob a grenade on your head within a few seconds.

For this is my suggestion. When spawning a player beside looking at spawning outside of a cap zone and out of sight, look at what place someone was killed and make sure he spawns a certain distance away from that exact spot.

My second suggestion is to allow servers to somewhat customize how far away someone should spawn from a cap zone or previous spot of death. So that servers are for instance able to make sure that the return to combat time is about 1 minute like in ROOST rather than say 15 seconds.
 
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SheepDip

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I return to killer after death a lot of the time as it is, if I haven't spied that he got killed by someone else in the death messages.

If the gameplay is significantly more frantic (as the closer spawning is designed to make it) then it's very likely they'll have died anyway, or moved. We'll have to see in the beta how the spawning system works though.
 

Zetsumei

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the issue isn't that you're returning to the killer as that is natural human behavior. Its that the time is mostlikely severely shortened to kill him.

If it takes 1 minute to return then he's likely to have moved or died. In a time span of 10 seconds he's likely to still be there. Getting killed by the person you shot 10 seconds ago is not really a satisfying feeling.
 
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Reise

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I think it's being done this way, or similarly already.

Picture this, though: Imagine you're on a team of people who are communicating. You get killed by someone sitting in a window, and when you come back you simply tell people where he is, and that grenade gets there regardless.

It just helps fill in the (often lack of) teamplay.
 

VariousNames

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the issue isn't that you're returning to the killer as that is natural human behavior. Its that the time is mostlikely severely shortened to kill him.

If it takes 1 minute to return then he's likely to have moved or died. In a time span of 10 seconds he's likely to still be there. Getting killed by the person you shot 10 seconds ago is not really a satisfying feeling.

I agree. I know that my tendency is to go back to whoever killed me. Sometimes I end up butting my head against the wall doing it. I know other people have a tendency to go back to the spot they were killed and seek revenge. I've seen plenty of nades spontaneously land behind my piece of cover after shooting someone moments before.

I also agree that this is a potential issue and I agree with your solution.
 

<animal>INSTINCT

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I have always been pretty much 100% against players being able to spawn on their squad leaders, I think it just feels like BF:BC2 too much, and it works against people both ways. For the guy who gets killed by you then comes back 10 seconds later and lobs a nade at you, you feel cheated. And on the other side, if you respawn on your squad leader then get blown up or shredded by an MG half a second later because you spawned out in the open, that sucks just as much.

I hope that servers will have the option to turn off this feature. I would rather just spawn at the closest available objective that your team has permanently taken (ie. stalingrad kessel when you spawn in the factory as the russians)
 

SheepDip

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Might want to wait and see what the proximity actually is before judging it. It's already been said you'll be well out of the combat area. How "well out" we'll have to wait and see.
 

213

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Jul 22, 2009
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I think it's being done this way, or similarly already.

Picture this, though: Imagine you're on a team of people who are communicating. You get killed by someone sitting in a window, and when you come back you simply tell people where he is, and that grenade gets there regardless.

It just helps fill in the (often lack of) teamplay.

the enemy team wouldn't know the precise location of the enemy and will have to guess where he is to lob the grenade, the recently killed player more or less knows exactly where he is. that's the difference.

also, the newly respawned player is supposed to represent another soldier. so he shouldn't know where the enemy is anyway.
 

Lucan946

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the enemy team wouldn't know the precise location of the enemy and will have to guess where he is to lob the grenade, the recently killed player more or less knows exactly where he is. that's the difference.

also, the newly respawned player is supposed to represent another soldier. so he shouldn't know where the enemy is anyway.

But that's not possible to do, unless you wipe the memory of the player. If you saw the person who killed you do so (you saw them throw the grenade, saw them round the corner and hose you down, etc) then you'll always know where he is. So really, there's no way to make the player not know.

@Zetsumei: I don't really think that would do anything. Considering that in many RO:Ost maps, you'd spawn quite a bit farther away from your enemy than you'd think you would if you're spawning on a squad leader who's in the thick of it, spawning you a certain distance away probably won't work, as people do this sort of thing in RO:Ost, despite spawning quite a ways away much of the time (for instance, from the bridgehead to Langermarkt in Danzig.)
 

Zetsumei

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Again I don't expect people to stop trying to kill their killer, as that is impossible. However it is not impossible to delay the time the killed needs to go to their killer.

If you know that someone is away for 1 minute after killing him, that gives you way more headroom than if someone returns every 20 seconds. And that is why I hope there is still some time involved in returning to combat.
 
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Lucan946

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Jun 12, 2009
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Again I don't expect people to stop trying to kill their killer, as that is impossible. However it is not impossible to delay the time the killed needs to go to their killer.

If you know that someone is away for 1 minute after killing him, that gives you way more headroom than if someone returns every 20 seconds. And that is why I hope there is still some time involved in returning to combat.

True, but you also have to think about the person who died. Do they really want to have to walk for a minute every time they get killed? On some maps this is, of course, inevitable (I.E Arad, Berzinia, etc) but it should be avoided if at all possible.
 

Zetsumei

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True, but you also have to think about the person who died. Do they really want to have to walk for a minute every time they get killed? On some maps this is, of course, inevitable (I.E Arad, Berzinia, etc) but it should be avoided if at all possible.

A minute isn't that long especially as 1 minute is the total time including the respawn timer. And for example if the enemy is somewhere left of a building you could be spawned more right.

I don't mind if you spawn close to enemies, as long as they aren't the same enemies that killed you 10 seconds ago. Remember as well that actually having to walk a bit means that there is more diversity in the paths people take, and gives a chance for enemies to intercept routes.

Walking shouldn't be too long for obvious reasons, but if its too short then a players freedom of movement is compromised, with some additional drawbacks such as ability of killing your killer within a few seconds after being killed.

So closer spawning can give more frantic in your face fighting, where spawning at a further distance can give somewhat slower tactical play. Neither of both is really better or worse, just a different taste or flavour. Which is why I'd love to see something server configurable. For instance if you spawn closer to enemies you will have less long range fighting as well.
 
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