#Respawn Timer that actually matters

1 messages · Page 1 of 1 (latest)

next bobcat
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Oki has repeatedly said that mechanics like combining mags, reviving and to some extend supply drops are simply not used because players can just respawn. Respawn refills everything including your armor which currently can't be replenished while alive.

So what if we change the respawn mechanic?

Right now respawning on official servers takes ~8 seconds, counting down from the moment you die and resets if you get revived. Pretty simple, fast paced and people right now give up very quickly because of the benefits listed above.

The system I propose therefore should reward players that are persistent and do not give up, while rewarding players that stick with the team and play objectives. My suggestion would be increasing the default deploy time to 12s, but have a second timer, the persistent timer, changes the deploy countdown. The persistent timer has a value between -40s and +90s and changes the deploy timer, positively or negatively. Staying alive long, reviving or capturing objectives increases the persistent timer, while deploying in quick succession does the opposite, as seen in the picture below.

Of course these values can be changed, this is just a concept after all. But in general this would work like some sort of honor system to reward teamplay and punish those that spawn, make a kill or two, die instantly and give up. I am still unsure on whether being in the deployment screen should increase the persistent timer, but I fear it else might get too frustrating if you are spawn killed multiple times. But as I said, more "Honorable" actions could be added such as spotting, healing, supplying etc. that adds to the persistent timer and it can be fine-tuned, if this system where to be added. Of course the option to only add this for the milsim mode and not change the current respawn mechanic is also there.

delicate kindle
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that would kinda punish new ppl that die a lot

radiant hare
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So good players insta respawn 🔥

next bobcat
# radiant hare So good players insta respawn 🔥

I mean yeah sure, but if groups of soldiers clash together you can die even if you are good. While going solo has that additional risk of getting into negative. But yes, that is one of the reasons why I didn't add kills giving positive values to the list.

next bobcat
radiant hare
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Like there's gonna be any if it's -60 on deploy

wheat marten
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Also making new accounts just better as a crutch is pretty stupid imo

radiant hare
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And also they're just gonna get hit with a completely different experience and likely quit

next bobcat
radiant hare
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Yeah playing with bots not completely fucking fundamentals 💀

wheat marten
next bobcat
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And in the tutorial it could be advised to stick with team members at first - cause teamplay is what, atleast Oki, wants to achieve. It's not the perfect solution sure but Idk if there is one.

wheat marten
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And I'm okay with things like that in comp modes but that doesnt really apply here for two reasons. One is that BBR is not a comp game, so you aren't letting your team down if you jump right into the game without knowing how to play it. Two is that what you suggested provides advantages for a small group of players, but this is a restriction.

next bobcat
wheat marten
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Or change the types of players who play your game

next bobcat
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I mean, surely oki adds more content that rewards teamplay right?.... right? at some point

wheat marten
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I'm not sure what can be done to promote teamplay without losing a big portion of the remaining playerbase. As it stands teamplay is already really really good if you want to win games. I don't think the problem is that nobody thinks to do it, I think it's just that nobody wants to for whatever reason. The only suggestions I've seen that would actually change this come at the expense of solo players, which sucks.

next bobcat
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Listen, I have heard like a lot of devcasts and especially in one Oki critized that right now BBR is just respawning, killing, dying and repeat and players, or the majority of players do not feel satisifed by that because they don't see their impact in doing that. So my thought was that such an respawn honor system would establich one system that can be expended upon.

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If BBR still has an identity crises after all these years and it is still not clear what this game should look like then that is not my decision to make. I proposed something that I felt like went into the direction Oki, based on what he repeatedly said in the devcasts in the past, would fit that vision

wheat marten
# next bobcat Listen, I have heard like a lot of devcasts and especially in one Oki critized t...

I agree that you see people complaining about that a lot but its very hard to tell if that's the reason people quit the game or not. It could just be the case that that's something that the remaining players are complaining about because they like the rest of the game, but there was something else that drove the majority of the playerbase away. I think in game polling could have probably helped with this.

next bobcat
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If he wants a slower tactical shooter, then consider it. If you want it to be arcady, might as well go like the community server and put the deploy timer to 4s or whatever. Or make two modes (milsim and arcade) which is also something buzzing around that comes up every once in a while. But idk if the game will be alive to see that split of modes

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Ingame polling is also something that was said by oki to be added. Yes

wheat marten
wheat marten
next bobcat
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Like here, a german news channel (didnt watch video) asks the very question in the thumbnail after revisiting BBR https://youtu.be/5ccsRBAMgp8?si=IIAocQcfpzYZ9wzD

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wheat marten
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I disagree with all of those people. BattleBit's goal is to mix arcade and milsim and I think it does that pretty well. There are a few milsim features that arent that useful but could easily be made useful with slight tweaks (e.g. mag packing). I honestly feel like the identity crisis thing is a meme.

delicate kindle
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how would you make mag packing usefull with slight tweaks?

wheat marten
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Make it faster and so that you can run while doing it

delicate kindle
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dont think that would change much

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most "good" ppl dont pick up their mags anyway

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and most bad ppl dont need it because they die before they run out of mags

wheat marten
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You're assuming that all players try to optimize the same playstyle. High kd players would benefit from mag repacking more than high kpm players.

coral bobcat
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Rather, throwing shit to the “acrade main game” and seeing what sticks

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Why name the game battlebit, attract a BF audience, then proceed to say “uhhh actually we dont wanna be like battlefield”? To this day I still wonder the logic behind that.

next bobcat
storm light
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You could standardise packing speed for some mags sizes ig

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But outright increasing it wouldnt be good idea

azure bobcat
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I think that just solves alot of issue of respawn timer and how 90% of players gameplay is kill one and die

delicate kindle
fresh prism
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Absolutely anything to stop people from spacing out is a good thing. The game was a blast for me when ever there's a wave of new players since we all revive each other and did teamwork to keep ourselves alive. One time we lasted so long as a squad that I asked a new player to drop me some of his medic bandages because I ran out. This gameplay is 100x more enjoyable then holding the spacebar and squad spawning nearby near instantly. 👍

fresh prism