#Remove forced observer for threat spawning on Colony Fall

1 messages · Page 1 of 1 (latest)

normal glacier
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A new feature got added where threat players have to wait between 30 to 60 minutes in observer mode before they can spawn in as their roll. They lose their roll if they disconnect (accidental or intentional) or take a mid-round spawned roll. I agree that the threat immediately walking into colony on round start and destroying the colony is bad and there should be a delay before the colony interacts with the threat, but this is quite possibly the worst way to fix the issue. There are multiple problems:

  1. Forcing players to observe a round for up to 60 minutes and not play the game is the antithesis of fun and engaging gameplay, this is not going to encourage players to want to play threat on CF. If I'm playing a game I expect to actually be playing the game, not waiting for an arbitrary amount of time alt-tabbed doing something else.
  2. People have busy lives and are sometimes pressed for time. If someone has an hour to hop in and play a game of CMU and they want to play threat, they are shit out of luck if the game decides to make them observe for 60 minutes before spawning them in.
  3. People don't have a solid internet connection 24/7, if they accidentally disconnect because their internet cut out for 30 seconds they lose their threat roll for the round through no fault of their own.

There are many ways to address delaying threat and colony interaction that would be a much better solution. For example, you could have threat spawn in immediately but inside a closed off area that is surrounded by dense fog that drops after a certain amount of time (20 minutes or so) or you could have them spawn underground and only have an entrance open up after a certain amount of time. I'm not the most creative type, but I'm sure we can think up some solutions where players get to play and enjoy the game without forcing them to observe and come across the above problems.

I really think this should be immediately removed until a better solution is added.

rare harness
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hear me out:

let people play a colonist role for up until five minutes before threat spawn, then they are told to go cryo before threat spawns

normal glacier
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It would be better than the current restrictions but the current system should just be scrapped entirely.

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Remove forced observer for threat spawning on Colony Fall

meager turtle
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It's also not fun when the abomination/wendigo starts killing the entire colony in the first minute of the round or even in the 40th second, 30-60 minutes seems like a lot to me, I would reduce it to 15-20-25 minutes

past tartan
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I think 15 is good it’s gives colony enough time to actually setup. most antags aren’t going to just rush into the colony right when they spawn in and start fragging people except maybe wendigo

restive ridge
naive wing
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Not even 30 minutes till they spawn

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They spawn in the base and have an entrance made of rubble with fog behind it that goes down once the timer is up, and they get to break the rubble and leave, up into the caves of Stable for example

high jewel
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ok i will say
the intention is that the threat takes like 20-30 mins to break out and get loose
but none of the mappers have done this correctly so we're using this fucking timer shit so CF stops being gigaslop

naive wing
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just some random shit for the threat to larp and aura farm until they get to play the actual game (wendigo pre-game dead by daylight)

high jewel
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if we keep doing this timer shit id rather figure out some automated shit for ghosts to do pre-threat spawn for fun like thunderdome or whatever

normal glacier
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Even slapping the threat down in a corner of the map and putting up a fog wall that drops in 20 minutes would be far better than forcing people to sit in observer mode

raven pecan
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i think colony fall should be sped up in general, which is an unpopular take, and that having around an hour just to spawn them in is in the long run going to have people be increasingly bored

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Believe me I get the frustration coming from being signaled out by a wendigo twelve minutes in just to rot, but I think if the wendigo in question didnt take two plus hours to either be killed or eat the colony people wouldn't be quite as upset, and we wouldn't need to wait an hour for the threats to spawn in

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just my two cents, since it seems like the devs are more in line with just making them spawn an hour in so people can enjoy the round at the start one way or another

analog walrus
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One concern i haven't seen brought up is that threat players being forced into observer basically forces meta gaming.
No matter how hard you try to act IC as threat, before that as a ghost theyre either going to afk in a corner doing nothing or theyre going to be watching and getting exposed to information even involuntarily

solar igloo
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I think generally, my best term of just where it fun for both sides.

Tone down the time colony threat arrives, from 10 minutes to 20 minutes. That is plenty of time where people are in their roleplay positions or comfort zones however you wish, and adds a dynamic on where it arrives.

the only threat that I actively remember that can steam roll colony is abomination, and perhaps if we going to count tribal depending how it set up.

Xenos don't really stream roll colonist unless the cultists decides to make that the case by getting captures in a really low roleplay way, but each to their own separate issues.

The general point of making it where threat can spawn sooner, is so people don't have to wait an extra round intermission time to just to actively play the game, at that point it only encouraging people to play as colonist and not actively play the threat.

If were going to keep the same system, at least make it more reliable to tell the person they are not getting the role they want, the threat is not randomized should of already been designated for the person to know they did not get the threat role. It quite disappointing to wait 30 minutes, to not even get a role, or better yet just nothing in general.

Also I want to add this detail in, it really not difficult to map out a threat guaranteed spawn exclusive to colony fall where fog is temporarily there for X amount of time if were worried about roleplay time for colonist, this is just so people just objectively at least see if they are getting their role or not, then just play something else and move on.

I know it can be done better perhaps maybe just to where it fun for everyone around. I think that about it.

delicate nebula
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colony fall round delay should be 10-20 minutes

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not 30-60

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it needs to be WAYYY lower

thorny wagon
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So that way they can wander around and build inside and maaaybe RP until they're let out

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Barkers and Garrison already have something like this, except the walls can be mined so the threat just lets itself out earlier than intended (the colony exposing it with their mining)

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It's like what RMC does with its fog walls

delicate nebula
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xenos n stuff should def have time to build up a nest

rare harness
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would maybe result in round stalling(?)

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but

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hear me out here

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if the whole threat team retreats into the underground cave base stays in there for ~5 minutes then the colony spawns a huge bomb which can be dropped into one of the cave entrances with a doafter

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bomb will then detonate underground system and result in colonist major

naive wing
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They should be losing decisively every round

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The stalling in question would be one guy hiding in a cabinet

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who gets railgunned from orbit by the admins

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To imply that, rather would to be to imply that the colony is winning, which shouldn't be happening