IS SPAWN DELAY BROKEN?
(12 votes, average 3.08 out of 5)
Written by KFS1   
Monday, 12 July 2010 08:50

Spawn delay is one of the most discussed features in our player discussion forums, KFS1 takes a stab at answering questions like this one: "I SD supposed to be bouncing like its doing in game. I mean I don't mind waiting almost 45 secs to spawn but for it to disappear in under a few mins time frame going from 45 secs to 0 then back up to 15 then to 35secs then back to 0 is nutz. I just got off the map and the axis had double double on 3 towns and allied side had 1 in spa yet we where at a 40 sec delay. I mean its possible we could have alot of air or ppl blowing FBs But something does not seem right with it"


The spawn delay system is one of those things that sits on the proverbial "how the game works" diagram as a fluffy white cloud. People love to speculate how the cloud is formed, whether it's a goat or a sheep, and if its going to rain on their parade.

 

To understand the system, you must first understand its goal: To even out the number of boots on the ground. It monitors the number of active players on each side every so many seconds, but it tracks the trend of change at all times. I'm not going to define "active players" except that it does NOT include people sitting at the lobby.

That detail is crucial to the system. By delaying players at the lobby, you remove them briefly from the boots-on-ground equation. Once it deems a delay necessary, the delay "feedback" system kicks in. First it sets a small delay, and then it watches for a while before making adjustments. Increased imbalance begets increased delay. If the delay has started to go down, but not much, it cautiously begins to expand the delay, watching for effect. If the delay has started to drop significantly, it stays where it is at. Only when the imbalance gets back under the trigger level will it start bringing it back down.

So what causes it to sometimes build up massively and then flip entirely?

It's all down to how people are spawning and whether folks are taking the "switch sides" candy.

But typically where people see this kind of rapido-swing occur is exactly the kind of situation that the SD is supposed to most impact, the camped pin-down of a town with out-balanced numbers. No, we're not trying to kill camps or zergs here - but they are the most important place for the SD to do its thing.

So, sometimes the SD system determines that the best thing to do now is to kick the delay in the nuts and get back to letting people play. And that's why you see the "spikey" behavior.

 

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Comments (8)
1 Monday, 12 July 2010 09:09
Caydel
Any comments on how effective spawn delay is at causing people to switch to the underpop side?

I think most players have a fair amount of side-dedication, and spawn delay doesn't change that. It just makes us more likely to log off.
2 Monday, 12 July 2010 11:36
Easting
I agree with Caydel. While I totally agree the system is working as designed, I'm not so sure the design should have been implemented.
3 Monday, 12 July 2010 13:04
Dukk
So why is SD map-wide instead of regional or town based?? If the "zerg" or "camp" limitation is the intent of SD, then make it useful!!! A/C from a back town or naval from across the map shouldnt be punished!!
4 Wednesday, 14 July 2010 04:58
Weiker
"Switch sides" candy. About that... I'm not going to switch sides during a campaign, so would it be too much trouble to remove the spawn delay when first entering the game, in the Persona screen?
5 Saturday, 17 July 2010 11:16
imkharn
LOL - Spawn delay isnt to make you switch sides.

Imagine haveing to maintain a 2.0 K/D just to not lose a town. Instead your K/D would be the opposite surrounded by EI that shoulnt be there. I think you would more likely "log" if SD was removed.
6 Sunday, 18 July 2010 19:13
Ezrelay
Its not how many boots are on the ground , its whats available and how it gets spawned.
7 Wednesday, 21 July 2010 19:48
stang
i never switch sides cuz of delay. squad would kick me if i did.
i usally log and i am not very happy about it. i set time aside to play and cant.
i guess it works in that case.
8 Thursday, 22 July 2010 11:25
Jon Clemens
The purpose of the game is supposed to be to win campaigns. If a player plays for both sides it defeats the purpose of the game. Without a 'goal' / 'purpose' it isn't a game, it's just a way to kill time.