| IS SPAWN DELAY BROKEN? |
| 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. |
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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. 



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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.
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.
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.