Decrease TF2 respawn times?

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Should TF2 respawn times be shortened by 25%?

No.
4
33%
Yes.
8
67%
 
Total votes: 12

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Suck.
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Decrease TF2 respawn times?

Postby Suck. » Nov 19th, 2007 at 12:16 am

The idea has been thrown out that we might install the plugin to reduce the respawn times. Long respawns are definately part of the game and are important in both strategy and tactics, but we all hate those 20 second respawns. Any change would minor enough not to completely disrupt gameplay, but would be enough to be noticeable. The number that has been tentatively suggested is a 25% reduction in length. Discuss. :idea:


-Grant.

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Oreo
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Postby Oreo » Nov 19th, 2007 at 2:55 am

10 seconds :o 15 is still a lot, but better than 20-25.


I thought option 1 would be Yes, and it's no... I think I voted no when I wanted yes.

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K2
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Postby K2 » Nov 19th, 2007 at 3:18 am

IF we shorten the respawn times, it will be minimal... something like turning 20 sec into 15.

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Phoenix
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Postby Phoenix » Nov 19th, 2007 at 10:18 am

If anything 15 seconds would be ok but I vote NO. It is hard enough to cap the last points on dustbowl when there is a 20 second timer for the red team, if there was no timer or even a 10 seconds timer I don't think it could ever be done.
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Oreo
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Postby Oreo » Nov 20th, 2007 at 6:03 am

Phoenix wrote:If anything 15 seconds would be ok but I vote NO. It is hard enough to cap the last points on dustbowl when there is a 20 second timer for the red team, if there was no timer or even a 10 seconds timer I don't think it could ever be done.



Played on a 32 player with 5 second respawn time. The last point was still very capable on dustbowl.

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K2
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Postby K2 » Nov 20th, 2007 at 11:21 am

We're gonna try a lil experiment, and the beauty of SM is, we dont need an extra plugin to try it out.

I've just set the respawn timer to decrease respawn times by 25%. The cvar changing this is not a fixed value in seconds, but a percentage of the default value for that map, or circumstance. So in other words, if your respawn time for a particular instance was going to be 10 sec, it'll now be 7.5 (or 8 if the system rounds up). Those annoying 20 sec timers will become 15 sec. And so on.

Don't say anything about it on the server - I'm curious to see how ppl react and if they notice or not. Gauge their reaction, see what they think when they catch on.

Just an FYI - just about every instant respawn TF2 server out there stays full 24/7. Food for thought :P

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rekloose-[PUPPY]
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Postby rekloose-[PUPPY] » Nov 20th, 2007 at 12:12 pm

why not try reducing sudden death? five minutes is waaay to long. people leave the server. maybe 2.5 - 3 min?

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Suck.
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Postby Suck. » Nov 20th, 2007 at 2:58 pm

I haven't noticed people leaving during sudden death, but if that's the case, I'm open to trying a lower time limit. The main reason I set it at 5 minutes initially was because there had been a number of stalemates with a 3 minute timer, which only dragged maps out longer.


-Grant.

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K2
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Postby K2 » Nov 20th, 2007 at 5:14 pm

Every sudden-death scenario I've played in, there's never been any kind of max exodus. I think 5 min is fine... I've seen a few down to the last second wins, anything shorter wouldnt be enough time imo.

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G$
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Postby G$ » Nov 20th, 2007 at 5:41 pm

Shortening sudden death too much takes engineers and medics out of the mix. You would just have time to get buildables or uber done once.

G$

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Oreo
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Postby Oreo » Nov 20th, 2007 at 6:21 pm

People on hydro stalemates were suggesting 1 minute scout melee only. :P That could be interesting though that might make some players leave, but others join.


Yes, instant respawn time servers are more fun late at night and early morning when you're tired. It just makes you fall asleep or be more tired when you're staring at a really long timer.

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rekloose-[PUPPY]
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Postby rekloose-[PUPPY] » Nov 20th, 2007 at 7:59 pm

not at night, which is when i seem to be plkaying. 3 or 4 people will drop for each sudden death


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