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spawn point changed after reset in Ker'rat

tfomegatfomega Member Posts: 812 Arc User
edited June 2013 in PvP Gameplay
Hahah.. now both factions spawn at the fed spawn after reset instead of the KDF spawn.

I didn't see that in the patch notes today.

***HINT*** cryptic.. whatever code you inadvertently changed for today's patch.. that is the code you need to focus on to finally have separate faction spawn locations in ker'rat.

On a plus note.. now that the reset spawn has been changed.. feds will now have to deal with (for a change) all the borg that were aggro'd before reset before they can start their mission. That should infuriate them a little bit more which makes me happy :)

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Comments

  • edited June 2013
    This content has been removed.
  • ssb64ssb64 Member Posts: 101 Arc User
    edited June 2013
    i want the old one ! everyone spawning at kdf was nice... kerrat was a quick pvp area xD
    if they are planning to make kdfs spawn away from feds they are doing it wrong
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2013
    Might be a reason to go in Ker'rat on a Fed now...hrmmmm.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited June 2013
    The nice thing about such change is KDF will no longer spam AA there prior to reset, a commonly used dishonorable cheats by you know who. :rolleyes:
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2013
    iskandus wrote: »
    The nice thing about such change is KDF will no longer spam AA there prior to reset, a commonly used dishonorable cheats by you know who. :rolleyes:

    It's the KDF spawn. The Feds, were they honorable, would quietly die at a restart and return to their own spawn. Since the majority of Feds couldn't find the KDF spawn without having started there, they tend to do the dishonorable thing by hanging around. That some KDF, looking to help Cryptic return the Feds to the Fed spawn, would drop various things at the KDF spawn before a restart...is not dishonorable. It's helpful. :D
  • mimey2mimey2 Member Posts: 0 Arc User
    edited June 2013
    Y'know, I'm not very surprised by the spawn change. I'm VERY surprised however at the fact that they CHANGED something in Ker'rat!
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • naeviusnaevius Member Posts: 0 Arc User
    edited June 2013
    Are the light cones fixed? (i.e. no collision now?)
    _________________________________________________
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  • coupaholiccoupaholic Member Posts: 2,188 Arc User
    edited June 2013
    Ah man, well done Cryptic. Now the warranty seal is broken, Ker'rat is never going to get fixed!

    Still, as a silver lining, the KDF are the brave and dashingly handsome invaders - it does make a little more sense for them to camp the Fed spawnpoint.
  • ivantomdisplayivantomdisplay Member Posts: 0 Arc User
    edited June 2013
    Yay PvP content!
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    Poor soul didnt have time to log out.
  • edited June 2013
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  • jheinigjheinig Member Posts: 364 Cryptic Developer
    edited June 2013
    Very strange. There should be multiple respawn points for each faction now, on opposite corners of the map. Could be some oddity with the gating.
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited June 2013
    jheinig wrote: »
    Very strange. There should be multiple respawn points for each faction now, on opposite corners of the map. Could be some oddity with the gating.

    Really ?
    More changes made and nothing about it in the patch notes ?
    :confused:

    Whats the point of reading them, unless this is the new way to bugcheck: throw out an unannounced change and see if anyone notices.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2013
    jheinig wrote: »
    Very strange. There should be multiple respawn points for each faction now, on opposite corners of the map. Could be some oddity with the gating.

    If the original issue persisted, then even if additional spawns were added - then the issue could present in such a fashion.

    It's not likely that it is a switch/case issue (I've wondered if it was that, in the past)...but it would be interesting to check the list of potential spawns and see if the one where folks are ending up...isn't the last one in the list.
  • jheinigjheinig Member Posts: 364 Cryptic Developer
    edited June 2013
    No oddities on the data yet. Going to hop into Ker'rat on Holodeck and see what I can see.

    To be clear, the changes that I made should only affect spawn/respawn position by putting multiple spawns on each side of the map and randomizing where players wind up when respawning. No changes were made to the initial spawn-in point, and the map should still put Feds and KDFs on opposite sides of the map, hostile to each other.
  • jheinigjheinig Member Posts: 364 Cryptic Developer
    edited June 2013
    naevius wrote: »
    Are the light cones fixed? (i.e. no collision now?)

    Yes. If you find one that still has collision, please let us know.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2013
    nothing pvp related is ever easy to work on. good luck jheinig!
  • jheinigjheinig Member Posts: 364 Cryptic Developer
    edited June 2013
    Looks like it's a case of "fixing one thing broke another." In this case, fixing up the problem that caused you to team-switch, wound up trying into something that broke how the reset-warp handled your destination.

    While updating this, I think I will see if I can squeeze in that the reset also cleans up mines and aceton assimilators on the map.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2013
    jheinig wrote: »
    While updating this, I think I will see if I can squeeze in that the reset also cleans up mines and aceton assimilators on the map.

    that will be good. its just hilarious when someone leaves tac buffed DPB3 tric mines at the respawn location right before warp out. :rolleyes: an assimilator there is annoying too
  • mimey2mimey2 Member Posts: 0 Arc User
    edited June 2013
    jheinig wrote: »
    Looks like it's a case of "fixing one thing broke another." In this case, fixing up the problem that caused you to team-switch, wound up trying into something that broke how the reset-warp handled your destination.

    While updating this, I think I will see if I can squeeze in that the reset also cleans up mines and aceton assimilators on the map.

    Ok, but only if you also apply it to all entities that aren't players or the Borg.

    That includes stuff like Warp plasma/theta, all mines, all targettable torps, and most importantly, carrier pets.

    Plus other stuff I am probably forgetting.

    But not launchable pets such as the Odyssey's Saucer, those can stay. Long CD, little usage, so those usually aren't a problem.

    If you wanna do that, that's ok, but might as well go all the way then if that's the case. So that way trying to spawn camp anything is gonna be tough to do on a warp-out.

    though that said, I hope the spawn issue IS actually resolved soon, or else it'll be tough to break a spawn camping group for anybody if you put these changes through before that happens.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • timezargtimezarg Member Posts: 1,268
    edited June 2013
    jheinig wrote: »
    Looks like it's a case of "fixing one thing broke another." In this case, fixing up the problem that caused you to team-switch, wound up trying into something that broke how the reset-warp handled your destination.

    While updating this, I think I will see if I can squeeze in that the reset also cleans up mines and aceton assimilators on the map.

    Just wanted to say. . .thank you for working on this. Really. This has been a problem for Ker'rat for a long, long time now, and it's good to see someone finally at least trying to fix it and make Ker'rat less of a perpetual spawngank-fest. I think the rest of the PvP community shares this sentiment.

    I eagerly look forward to seeing if you're able to get it running properly.
    tIqIpqu' 'ej nom tIqIp
  • vegie0vegie0 Member Posts: 480 Arc User
    edited June 2013
    jheinig wrote: »
    Looks like it's a case of "fixing one thing broke another." In this case, fixing up the problem that caused you to team-switch, wound up trying into something that broke how the reset-warp handled your destination.

    While updating this, I think I will see if I can squeeze in that the reset also cleans up mines and aceton assimilators on the map.

    Leave it as spawning on Fed side. Seriously, Klinks are outnumbered 12 to 1, atleast this way they can't go hulk smash on us at our spawn areas. Even better if you can warp us in at respawn points rather than reset point.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2013
    vegie0 wrote: »
    Leave it as spawning on Fed side. Seriously, Klinks are outnumbered 12 to 1, atleast this way they can't go hulk smash on us at our spawn areas. Even better if you can warp us in at respawn points rather than reset point.

    The outnumber thing's been one of those curious things as well, eh? Literally, at the same time that the Feds painfully outnumber the KDF in Ker'rat A...the KDF could outnumber the Feds in Ker'rat B. One of those things where you're on your KDF getting camped on one toon, decide to grab a different KDF toon (perhaps one with more cheese, ahem)...only to find yourself in the other Ker'rat where the Feds are outnumbered.

    From the sound of it, though, it seems like Jesse's tackling the camping issue with multiple spawns on each side. Sure, if the one side can figure out where the other spawns are - they can make their way over their to camp, but they would have to split their forces to do so.

    Sounds like they want to move more of the fighting to the middle of the map (which is a spread out middle at that)...which has always been a good idea, imho.

    But yeah, can see where the farmers won't like it and the folks that camped won't like it and...heh, don't care. :)
  • mimey2mimey2 Member Posts: 0 Arc User
    edited June 2013
    I have a question: How come you are fixing Ker'rat?

    I'm not ungrateful or anything, hardly so, it's needed it for a long time. But I'm just curious as to why? I thought I heard once that it'd be easier just to remove Ker'rat and put in something else like it considering how old, and out-dated the code and such is for it.

    Is that why? are you fixing it to possibly remove it (so you know what to look for in a new war zone map), or just fixing it because you've had the time? Or maybe fixing it to handle a lot of the new stuff that's been released? (primarily allowing Romulans to properly enter the zone I'm sure)

    I'm not trying to put words in your mouth or anything, I'm just honestly curious. It's had me surprised all day since I first read this thread, and it has been itching at the back of my mind to ask as well.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited June 2013
    I'm just glad someone is taking the time to address an game issue that has long needed fixing. :)
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  • timezargtimezarg Member Posts: 1,268
    edited June 2013
    mimey2 wrote: »
    I have a question: How come you are fixing Ker'rat?

    I'm not ungrateful or anything, hardly so, it's needed it for a long time. But I'm just curious as to why? I thought I heard once that it'd be easier just to remove Ker'rat and put in something else like it considering how old, and out-dated the code and such is for it.

    Is that why? are you fixing it to possibly remove it (so you know what to look for in a new war zone map), or just fixing it because you've had the time? Or maybe fixing it to handle a lot of the new stuff that's been released? (primarily allowing Romulans to properly enter the zone I'm sure)

    I'm not trying to put words in your mouth or anything, I'm just honestly curious. It's had me surprised all day since I first read this thread, and it has been itching at the back of my mind to ask as well.

    Yeah, I'd like to know this as well. I appreciate the fact that someone's finally doing something to improve Ker'rat, but I'd like to know the specific reason for doing so. Is there a plan for Ker'rat in the future, or is this a one-time thing?
    tIqIpqu' 'ej nom tIqIp
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2013
    Pretty sure that either Geko or Stahl said that they'd be going over old stuff as they were talking about the new stuff...could be as simple as that. Little tweaks/polish to try to bring existing content more in line with the new stuff and improve the overall game....
  • stevehalestevehale Member Posts: 437
    edited June 2013
    Thanks for working on this JH!
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  • naeviusnaevius Member Posts: 0 Arc User
    edited June 2013
    Even better than the Kerrat fxes - my Rom/KDF finally got all the PvP daily missions! Many, many thanks for that.
    _________________________________________________
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  • tfomegatfomega Member Posts: 812 Arc User
    edited June 2013
    Devs said in the past that if they ever had to touch Ker'rat again, that it would be to remove it from the game as they spent months and months trying to fix the problems with it, but to no success, thus, the statement from them.

    I am glad they are fixing it, but if Ker'rat were to ever go the way of the dinosaurs, I would not have any reason to play this game any longer.

    Sure, make some tweaks and fixes to make it better, but don't change the premise of the map in any way, shape or form. Ker'rat has an entire sub community within it. There is more chatter in that little map than you'll find in any other map of the game.

    STFs are like.. do the mission, maybe a couple sentences exchanged and never see them again. In Ker'rat, you are consistently with the same people and therefore, a community is born..one with it's own unique character and personality somewhat like various towns you may visit on a road trip.

    If anything disrupted Ker'rat, I'd no longer have any reason to visit the game. It is the only map of it's kind in this game!

    I AM NOT A FAN OF PWE!!!!
    MEMBER SINCE JANUARY 2010
  • vegie0vegie0 Member Posts: 480 Arc User
    edited June 2013
    The outnumber thing's been one of those curious things as well, eh? Literally, at the same time that the Feds painfully outnumber the KDF in Ker'rat A...the KDF could outnumber the Feds in Ker'rat B. One of those things where you're on your KDF getting camped on one toon, decide to grab a different KDF toon (perhaps one with more cheese, ahem)...only to find yourself in the other Ker'rat where the Feds are outnumbered.

    From the sound of it, though, it seems like Jesse's tackling the camping issue with multiple spawns on each side. Sure, if the one side can figure out where the other spawns are - they can make their way over their to camp, but they would have to split their forces to do so.

    Sounds like they want to move more of the fighting to the middle of the map (which is a spread out middle at that)...which has always been a good idea, imho.

    But yeah, can see where the farmers won't like it and the folks that camped won't like it and...heh, don't care. :)

    What can I say, I am a creature of P2W. :) But if Spawn Camping becomes a difficult thing for Feds to do, as well as some Klinks. Then the Ker'rat experience might grow some. As we all know that a very large percent of the Klink faction is more designed for PvP as a very small percent of the Fed population even knows that PvP is in the game. I do think this will help players get more into PvP, perhaps this is a new motivation from Cryptic. If so I greatly approve. As when they try to make PvP a more desireable aspect for the game, they will increase the interest of the PvP players in other games. Then we get "More Meat for the Grinder". <--- Kudos for the person who gets the Reference.

    I am also curious with the others what spurred an interest in fixing Ker'rat. This is something that interests me, but what made Cryptic like it? :confused:
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