Island map, Knight spawn.

DIFTOWDIFTOW Senior
edited 2:12AM in Bugs/Support
I think it is about time this gets fixed. It is quite unfair that knight spawn can be camped so excessively, while Pirates and Vikings are now safe, especially vikings.

The spawn camping in Knight spawn is extremely annoying, please fix this if you're gonna fix anything.

Comments

  • edited 2:12AM
    Just extend the spawn above the throneroom hall and make the roof higher, put a blockade in a way that only knights can come out and nobody in. ( also make it long enough, around a corner that kegs can't get thrown in and hit everyone )

    People will still come up for the food though but you can place the food somewhere else. A good spot would probably be infront of the throne room, at the wooden closed gate. You could also make the gate open and add a small pathway to the other side that leads to the closed gate at the old viking spawn. There, you could add the food pickup, and also make it impossible for anyone to hit the vikings walking by from the other side of the knight base.

    Or you just make it so that you won't be able to see the viking spawn, and you could just make a small corridor for the food.
  • DIFTOWDIFTOW Senior
    edited 2:12AM
    Good ideas there. And if PVK II dev team is too "busy" to fix this at the moment, then I would kindly request a release of the VMF for Island.

    Let us fix it ourselves if there are any issues. Beats waiting months, no offense, for a small fix.
  • TschoppoTschoppo the choppin´ Senior
    edited 2:12AM
    don´t think dis is a good idea

    slugsig.jpg

  • HeiHei and truly did she know the name of the Kong Senior
    edited 2:12AM
    As much as I would love it if there was a fix for this, I'm struggling to think of one that wouldn't ruin the dynamic of the map. IMO it's necessary to have the passage through the upstairs, otherwise I would suggest making 1-way paths and moving the health pickup.
  • AchroiteAchroite Members
    edited 2:12AM
    I would say a decent fix would be just having a room above the current spawn that is too high to be jumped, with perhaps a broken staircase or something(So it doesn't look stupid).
  • PeepeewilsonPeepeewilson PVKII Team
    edited June 2011
    I'm sure there's a tasteful solution that could be done.

    When it actually gets done is up to Gaz.

    QUOTE (ChrisDoucette @ May 31 2011, 02:18 PM) »
    And if PVK II dev team is too "busy" to fix this at the moment, then I would kindly request a release of the VMF for Island.

    Let us fix it ourselves if there are any issues. Beats waiting months, no offense, for a small fix.


    No offense taken, but it's this sort of condescending attitude that makes us less inclined to consider some of the suggestions posted on these forums. We aren't all too "busy." Some of us have nothing to do, but there are factors beyond workload (or motivation) that you have to consider in this situation. None of us have access to any of Gaz's uncompiled map files, and we probably never will.

    Also, if he ever decides he has some spare time for PVK, I will strongly urge him to finish up Pinegrove before wasting any more time on Island. It doesn't matter what he does to that map, people will always find reason to complain about it..
  • HeiHei and truly did she know the name of the Kong Senior
    edited 2:12AM
    Word
  • edited 2:12AM
    Offtopic: Where has Gaz been?
    image
    image
  • PeepeewilsonPeepeewilson PVKII Team
    edited 2:12AM
    Handling his business I presume.
  • Bingo BangoBingo Bango one-eyed willy PVKII Team
    edited June 2011
    Working full time, making proper games, living and so on. Making games for free is really hard!

    But this really does need a fix. Maybe you guys should do an online petition and PM it to Gaz.
  • DIFTOWDIFTOW Senior
    edited 2:12AM
    Came off wrong with the 'busy' thing. I've done modding before, and managed a team so I know how that whole thing goes.

    So really just meant it like, if no one can get to it, I'd be happy to do it. And it does sound like Gaz is in fact occupied with other things.

    But is there a fix we can do without the VMF? I know there is some in-game editor or something like that.. or maybe thats just L4D.
  • .sverek.sverek PVKII Team, Authorized Creator
    edited June 2011
    I think overreacting of a such tiny problem is little bit too funny, don't you think?

    Actually, I think if knights spawn to be changed, there will people mentioning "why it takes so long to get to chests?". Currently, knights spawn inside of castle, so they can quickly access chest room from different places (tower, wall, 2nd floor). Image you wait 5 seconds to spawn + 10 seconds to get to the chest room, only to be bottle-necked with kegs.
    It will be major nerf to knight team, in my opinion. I playing on Island, and I never had such problem with spawn camping. I mean, if there major inbalance in teams, so knights get all dinahs (which is not rare) and vikings + pirates don't care about object, yeah it possible to become blood bath in knights spawn.

    Really gotta look more wider at how game works. Getting stack on single problem, won't wide up your gameplay experience.

    I for example, saw 5 dinahs, who felt of bridge (knight - pirates path). And what was really sad, is just to watch them all disconnect, cause they didn't knew there was cave path. Now this is the problem in my opinion. If there was a tiny light, that showed those dinahs, that there is a way to get out from a "trap", they won't disconnect and would probably keep having fun.

    QUOTE (ChrisDoucette @ Jun 4 2011, 11:41 AM) »
    Came off wrong with the 'busy' thing. I've done modding before, and managed a team so I know how that whole thing goes.

    Than I don't understand why be bothered over such a problem? Game is made on those problems and there more of them than you can image. You picked only 1 that affected you. If you really were making games, AND managed dev team, you probably experienced how many problems exists, and what problems are really bad for game and what are tolerable. Yet, you picked a problem, that won't be fixed without breaking other game elements / balance + without properly explaining why.

    And if you really really really were a "mod team manager" you probably would contact Gaz directly, instead of using forums. Talking is easy, eh?

    Bravo "Dev Team Manager". icon_agapirate.gif
  • HeiHei and truly did she know the name of the Kong Senior
    edited June 2011
    I've honestly never in my 3 years of playing mostly island seen anybody immediately disconnect over that "trap" room, most people will sit there for 10 minutes the first time, then suicide via console, and then eventually ask in chat.

    In other news, why would you be openly hostile towards your fellow developers like that?
  • MaydayMayday Engineering Supreme Senior
    edited 2:12AM
    Upon joining island, forcibly invoke a script which swaps all player models with the heavy knight. Players who are legitimately a heavy knight will thus be attacked by what seems to be their friends.

    This turn of events will result in a violent group of forever-traumatized individuals who will never be able to discern friend from foe. They will leave the server and join a map which isn't island and be bombarded with a wall of powerful feelings and emotions that they've never experienced before. They will see other character models that aren't clad in metal suits and will wrack their brains in confusion, and will consequently result in them furiously attacking their own team mates in a bout of saliva-spewing madness.
  • DIFTOWDIFTOW Senior
    edited 2:12AM
    QUOTE (Mayday @ Jun 4 2011, 04:12 AM) »
    Upon joining island, forcibly invoke a script which swaps all player models with the heavy knight. Players who are legitimately a heavy knight will thus be attacked by what seems to be their friends.


    That would be entertaining to see.
  • SmackSmack Damn this compooter Senior
    edited June 2011
    Give Knights a really high spawn room with a siren that flashes when enemies are about, and ropes leading down to the throne room.
    Wise Chinese proverb say "He who pays for porn has failed at life."

    image
  • edited June 2011
    Holes above the throne room would be a easy way for the skirmishers to keg them

    not sure if srs
  • DIFTOWDIFTOW Senior
    edited June 2011
    Why not create a brush that blocks kegs and projectiles? Would be good for the other spawns as well, although pirates could be better.

    EDIT: By better I mean, a bigger and nicer ship allowing for less spawn camping as well. Perhaps like the ship from malestrom?
  • TschoppoTschoppo the choppin´ Senior
    edited 2:12AM
    dude island is fine, it´s a great one

    and playing with guys who like to spawncamp isn´t fun, even if they can´t

    slugsig.jpg

  • rickinator9rickinator9 Senior
    edited 2:12AM
    QUOTE (ChrisDoucette @ May 31 2011, 08:18 PM) »
    Good ideas there. And if PVK II dev team is too "busy" to fix this at the moment, then I would kindly request a release of the VMF for Island.

    Let us fix it ourselves if there are any issues. Beats waiting months, no offense, for a small fix.

    Why don't you just decompile it?
    A man chooses, A slave obeys - Andrew Ryan, Bioshock
Sign In or Register to comment.