#Major Hardpoint Changes Suggestion - Discussed with Glen
1 messages Ā· Page 2 of 1
W platy
fax unc
I think tdm'ing, spawntrapping all that adds an extra layer to the game
if you remove it by semi-punishing those who choose to do this it just removes an aspect of the game
allowing more casuals to not get farmed on once they hit gold/dia and spend more money + brings in more revenuefrom ads, its purely an economical aspect
simplifying the game makes it appeal more to casuals and literally just removes an aspect of the game just for appeal
its crazy, we either gotta take this boring update and hope we get more of an audience as comp for it, or we let the comp game with its uniqueness die
especially since its "Discussed with glen" just makes even more sense that he has motive to push for a change that will make them more money instead of improving their approach
as someone who doesn't play hardpoint at all, I think this would be a good idea
its not a choice most of the times
just forced to do it
to win
š
?
how is it good it just makes npcs even more stronger
š
qb agario doingpurposes will drop 2k elo instead of 1k everygame and forever stay on master coz they will only lose 10 elo when they lose the game meanwhile someone who drops 10-20x of their kills and gets -30 -40 elo
Just to clarify, this was my idea that I brought up to help ranked/casual players. Glen thought it was good but worth having a discussion over it more than anything.
Updated idea from lage, if anyone wants to discuss over. I'll pin as well for anybody late.
i think speeding up is better, something like this might encourage more point play but not nerf tdming and pushing off as much cuz rn u get way too much reward for just sitting
maybe something like this:
1 on = 1.5s
2 on = 1.25s
3 on = 1.10s
4 on = 1s
comparison in 4v4 (obj for 10s):
1 on -> same obj
2 on -> current suggestion 133; speeding up 160
3 on -> current suggestion 300; speeding up 272
4 on -> current suggestion 533; speeding up 400
its a big difference
Yes but you framing it as "Discussed with glen" looks more to people that are not aware that its just another game going to the trenches bcs of greed by the company. If your target is to eliminate tdm just say it
It comes to perspective, helping casual players doesnt mean greed always lol
I think gap between becoming good now is like u just need 5+ years of experience or when I played back in the day literal fps pros who could learn the game fast
When wall jumping was added people complained it was shifting the meta away from slow play to faster off site plays
Think of it like Bedwars: sometimes the best strategic play is to throw yourself into the void. You lose your position/advantage temporarily, but you respawn with access to resources, better defense options, and a faster rotation back into the fight. In comp, TDMāing works the same way. You take a short-term loss (less obj points) to secure a better long term position may it be a stronger rotation, map control, or a timing advantage. Itās a deliberate, strategic advantage, not a lack of skill or a cheesy move
And now we are converting back to slow site plays?
yea
The title says "discussed with glen". Perspective --> glen and you have it figured out already. And even if there is majority vote, we won't be able to stop it. That's my own personal perspective while it also doesn't really help glen when he is not responding to my DM'S (ghosting) makes me feel even more uncomfortable about someone.
Then why do you want to remove the part of a competitive game that requires skill
i dont i am literally against it
Great
i dont want more masters who should be bronze / silvers just coz they STACK and now will get 2k obj instead of 1k and gain even more elo after winning with 1 kill 20 deaths and 1k obj and lose only 10 elo after losing the game with same 1 kill 20 death 1k obj
And do you also get ignored by the krunker staff team or is it some kind of personal vendetta they have against only me
and this change will just give them more power
when i say some dumb shit yea but usually no š
coz i have a habbit of just instantly dmming the first thing that comes to my mind
Aha
So they do indeed just ghost people the moment they start criticizing something
That's odd (its not)
we will have to wait on a reply, if they feel obligated
Glen asked specifically for this to be community based lol
Even if he thinks this is good
and the intentions are good
then why is he ignoring community members?
Do you think the creaters of bedwar intended that mechanic?
I am not the creater of bedwars?
??? slidehopping was a bug
just answer the question bro
our game's movement mechanic is a bug
u will have a high ranked player basically running around with sniper
abusing the terrible krunker spawn logic
this just incentivizes those players to play near the site
i agree that these values could be over tuned to the point where it seems stupid to take any roams
im talking about people on 3rd site that jump off and wrap the ENTIRE map
because of close and favorable spawns such as slav mentioned
yes but now you punish the people who use it for rotational advantage, etc
since they cant ever use it
and only results in less tdm's not eliminate
Do you think it is healthy as a viewer perspective and a person trying to understand hardpoint coming in?
and tdm'ing will only be cery capitalized on in matches that are a clean 2-0 not the tight 2-1 games you see very often in tournaments
Me and tjwysk casted a site where there was only 1 person on the site for 30 seconds, because they were all doing these "tdm rotations"
simply because the hardpoint doesn't matter enough
Meta shifts are fine
the truth also is this
u are way better off tdming like u mentioned
the peakers advantage to holding site is awful
with how fast players can go
even if the feature was not intended, you are not really fixing the problem, the problem as you described yourself is terrible spawn logic, why are you thinking of a temporary solution, that will not fix the entire problem
it only applies to comp
plus you yourself are not addressing my concerns, so I get why you want me to answer but do you think its fair when you yourself dont do this?
the caveats that @coral summit mentioned with 3v4s and when players have the site early are pretty excellent points
wdym "dont do this"
this first sentence is an assumption that is pretty baseless
compared to like ur points on bedwars which i responded on
like i dont know how to respond to that without us deviating from the convo and both of us turning into brick walls
how is my sentence baseless? your title is "discussed with glen" ?
its facts?
is it not?
Yes these ideas have been discussed with glen but u are assuming it is confirmed and good to go lol
and I told u it isn't
and u still don't believe so
so i dont know what else to say
no, I told you that was my perspective when I first read it, is that something you can image?
and also if you read further along those lines
u want me to respond to this?
could you think that I can feel that way bcs of the stuff happened with me?
last week, not longer ago
ill make it more general for you
again this is exactly why i didnt address that point because we are deviating from the subject and i feel like we can take this to dms instead
lets say, you are getting ignored by a game developer, how would you feel?
nah, its fine here
i would feel ok
in valorant game devs ignore all the time
in krunker we have an expectation of the devs to listen to us
sorry, let me rephrase, you had contact, but you made critique to the devs and now they are ignoring you
whatever
depends on how u made that critique
if you think ghosting someone is fine thats okay
id assume they are doing something else better
i have a way higher tolerance though
so i get where u are coming from emotionally
i went 7 months with no response for weeklies back in 2021, no discussion with devs till this year
how i enjoy and play krunker doesn't revolve around admin stuff though so me talking to glen or leo isn't a necessity
i guess now it is, since im the proxy for comp in a way but b4 it didnt matter much
yea so thats bothering me, but still if the point is that the shift is introduced to mainly reduce TDM and spawntrapping then it isnt solving the real issue, the root cause is the spawn logic, and adjusting point distribution is like applying a band aid, and to come back to bedwars, its a slow, zone based playing game, not fast paced like krunker is. high speed, rotation, individual outplays, flanks etc. changing points instead of spawn system just risks removing the depth of instead addressing the actual flaw, which is spawn logic
there is depth to learning how to anchor sites
it's just right now there is no incentive to play near point, not enough ROI for that style
people don't do it because theyve found a way more effective way that has been trained now for years
yes, but there is so much still to learn for a ton of players, why are we removing a layer to the game that adds just this little extra to the game that is what makes it unique
but still not fixing the root cause is weird
The goal is not to remove the layer
its like having a broken leg, but then getting painkillers (point changes) so that the situation feels better for a bit, but the broken bone (the spawn system) is still the actual problem. until you fix the broken leg (root cause) the pain will keep coming back no matter how many painkillers you take, I think the problem will just shift itself, from spawntrapping to something that is still unknown
are u on the values side or the issues side
guep, lage, etc are on the issue side
then the others that down voted are on the values being extreme
game logic issue which should be fixed by devs
this is a temporary solution to a permanent problem
some yes majority no people who like to tdm will keep tdming forever no matter if they lose or anything š
i personally feel like this should be discussed once ranked is fixed
itll just push most people away rn with how ranked alrdy is
coz if this gets implemented with how ranked is right now
people should just stop playing completely
core problem:: spawntrapping/TDM'ing
solution: More dynamic spawn flipping when enemies are nearby? make an "area" where players can spawn, not just 1 static spawn option like we have now. or you can add short grace period when spawned into the game. redesign of maps and block angles that are commonly used for spawntrapping in comp
This fixes spawntrapping issues increasingly more, with **more **impact than adjusting how hardpoints work.
this current change of hardpoints will force a massive meta shift which is not needed if you fix the actual problem, krunker comp is in a very good spot meta wise, balance changes have made gun fights more fair than its ever been, And there are some solutions to spawntrapping already like spawning late (which used to work at some point, idk how much this impacts games nowadays) this proves that you can combat spwantrapping meta, making the game more fair. but I don't think that the change of how you gain points on a hardpoint impacts the real problem we are having, which is fucked up spawn mechanics
i actually completely agree
nvm we need this
Would lowkey be good if let's say u had a leaver/afk and if there were 3 on site it would count as 4 and get 40 per 1.5 seconds instead of 30 but this idea just forces flooding
Itās just the ceiling of spawn trapping
Itās gotten so high and calculated
And u could play to counter a spawn trap
And youāll simply lose because of peakers advantage
Not a single hp game where you play for spawn traps, usually bigger maps hurt those type of plays but krunker is very fast paced
I feel like this would only make attacking gate sites even worse as it is. Like imagine you are down 200 by 2nd site on sandstorm and then it switches to gate site and they are 4 stacked and keep spawning after u lose a push? If u lose a push they basically get 600-800 points in 10 seconds depending on how much people u killed and if they spawn on
oh yeah true
bad spawns especially ones on site can be really detrimental
because ive seen that happen before
Interesting idea, not sure how I feel about it
@glossy wing these guys are clueless, what do you think we should do

We are not sending you any more fenanyl, cause youāre addicted
Okay buddy
Idk why asokra is so against tdming
It's a startegy
It's literally a fundamental
This is 2019 weeklies sorry man
If u don't know how to use basic spawns then ur flat out missing out on a fundamental
Plus would create more flooding
Its bcs spawn logic is not properly implemented, so its very easy to abuse this, but I don't think the solution is adding extra points
Its like giving painkillers to someone with a broken bone, you are fixing the problem temporarily while the pain (tdm'ing/spawntrapping) still keeps existing
Devs need to rewrite the code for it, I understand its hard and can't be figured out in 1 day, but try fixing that before implementing this temporary solution which is going to shift the meta completely
aka, he wants casuals to not feel like they are being beaten over and over again, which is understandable but hes not fixing the real problem
I wa sjust gonna say just fix spans
Spawns
how is that supposed to work on a map like sandstorm for example
what would you define as a fix?
I would define it as: "not being able to abuse spawntraps"
would you agree?
so adding dynamic spawns instead of the static ones we have right now would be an option?
solution: More dynamic spawn flipping when enemies are nearby? make an "area" where players can spawn, not just 1 static spawn option like we have now. or you can add short grace period when spawned into the game. redesign of maps and block angles that are commonly used for spawntrapping in comp
this is what I suggested
ohhh
i mean if they add multiple spawn points on the area of a hardpoint that would help a bit yea
I think that plus maybe a very small redesign
but very tiny
for example when B point on sand is being played there is a high chance of the enemy spawning on C site in matches (this due to players watching mid andlong at the same time, game logic is to be spawned into C point. then C point is an easy spawntrap which is being abused all the time by players (as seen in montages) if you give the game more options to spawn people on, in this specific site, 2 or 3 spawn points in that site, players already have more of an advantage than before, since there are 3 spawning options, that makes it harder for enemies to spawntrap, since they have to watch 3 spawning positions at once
"or you can add short grace period when spawned into the game" u mean invincibility?
I mean invincibility
yes
ttk is way too low for that to be implemented id say
its all better solutions than reworking the meta on how hardpoint should be played
its all arguably better than reworking hardpoint logic which doesnt counter the problem at hand: spawnlogic
i mean if they would add that there would be way less tdming prob
theyd just rat a bit outside of spawn
I think a combination of these solutions will ultimately work way better than changing how many points per player you get
I think that plus maybe a better spawn point system would ultimately solve the problem
bcs changing the hardpoint point system is just treating the symptons
Too much coding for me
And Iām not even the one doing the coding
KulikitakatĆ, kulikitakatĆ”
KulikitakatĆ, kulikitakatĆ”
Sakalakatikitakatiki, sakalakatikitakatiki
Sakalakatikitakatiki, sakalakatiki-taka
KulikitakĆ”, kulikitakĆ”
KulikitakĆ”, kulikitakĆ” y
Sakalakatikitakatiki, sakalakatikitakatiki
Sakalakatikitakatiki, sakalakatikitaka
Yup
if ur intention is to help new players i dont get how this idea would help
90% of good players dont take ranked seriously, they just try to kill as many as they can, so they are gonna tdm anyway and still win if the other team is bad
and if the other team has 1 good player then it would be expected of that 1 good player to know how to deal with someone tdming
and this doesnt solve the roaming issue
spawn traps really aren't that hard to counter, and if someone good is hard spawn trapping and farming against a bunch of bots then thats on matchmaking
this whole idea is like trying to change valorant because immo's are smurfing in bronze and ego swinging on defence at the start of every round
roaming is op because not only is everyones aim crazy these days, but they can also zoom around at 200 speed and beam on 0ads
if you forced a higher ads then its harder for people to move around fast and aim well at the same time, so if i have a flank im probably getting max 1 kill
and people shouldnt be punished for ratting, because its strategic but still balanced, as attackers can clear angles as a team
but i could be wrong, and thats why i think forced ads should be playtested
thats not the issue at hand
asokra brought up roaming multiple times
and before this thread he was talking about finding ways to deal with roams
i personally like to roam around and tdm non stop just to feel like im playing clan wars and spawn trapping
š
its fun
icl
thanks devil
we shall not get rid of tdming
yes, but we concluded that it was not an issue of roaming, it was an issue of spawnlogic
if you want to I can share with you the details of how I got to this conclusion
sure
since the root cause is not roaming
i think ur solution is fine theres no harm in that
where people spawn at different parts of the site
and your better off treating the root cause than the symptons
No
Its not the sole solution
There is not 1 solution, there never is
Multiple solutions implemented work for this, and adding a point change to hardpoint certainly is not a solution, since you are only fixing a symptom
im just suprised u guys are caring more about spawn traps over roaming
I care about spawn logic, spawn trapping is just a part of the spawn logic problem
Spawn logic being the part that needs a change.
Spawn trapping + roaming is part of the "pain" that comes with bad spawn logic.
Besides that, the other "pain" being the shit codebase the devs have to work with making a change harder than it should be.
To come back on that, title/purpose of this thread is wrong (I believe). Shouldn't focus on a change in hardpoint points per player. Changing the numbers doesn't change how competitive players behave, they will always find the new optimal strategy, even if creates a new problem
And to add to that, in playtests in the comp test server these changes don't reflect the reality of the solution
Since players need time to develop these new strategies
Roaming canāt be fixed by changing how spawns work
I agree with you to an extent
If players were on a forced ads and tried to roam we can see how well it works
The only way they adapt is if they want to play offsite they would probably rat
Which is healthier
we dont want forced ads
š
the game is good as it people can choose wtv ads they want
I am not trying to fix roaming here
I am trying to fix spawnlogic
roaming is a critical feature of the comp gameplay
Can we just stop arguing for a minute and listen to our hearts
That seems like an irrational move
Gangy lower your tone gangy
Ur addicted to rage baiting?
Very bad ones, 0/10 not even 1 for effort
Just because some people are less smart than you doesnāt mean you can call them rage baiters
Its all he does in these threads
Iām not but okey
What a useless activity
@civic hedge What do you think of this thread?
yeah the peakers
maybe it can be be brought up again but unfortunately people love the "unfair" over skill
because it's fun
it can be good and cant be good
idk
this will force players to focus on the hardpoints
more than running in the maps as some players do
I'll say when crispycrust made sandstorm, it was not his intention for people to run around the entire map. Unfortunately with fps based slide hopping that happened, I've heard in the past they wanted grace periods (1 second where you can't kill off spawn). And even @mossy nova suggested that in my dms
true but 4 holding is still very hard
I keep doing crack because I enjoy it ahh argument
Back in the day we had to count the seconds when we would have to peek out hold slow on sites and if we didn't get the timing right (with 1 movement speed also not 0.97, we'd be cooked) today I only see 1 team doing that which is a team that has only played for 7 years. Counter argument is, those type of teams barely slide hop which take away from movement but they prioritize hardpoint
my grammar was bad in that sentence ignore
i just woke up
i think outside of free-wifi i dont see many teams playing near sites
viewer pov i hate seeing cross map roams, i dont think there should be 5 players in temple when the entire site is empty.
I get it if the site had even 2 people
Nope that's how the game is for years š game should go from 500 players to 5k not 500 to 50
default players play on 1 ads
You always take the extremes
its the best option you have, maybe implemented together with a change in spawns (from static to dynamic) it will help exponentially more than changing the game's objective. now people do rotations to keep in control, if you focus the game on stacking only people will trade endlessly which results in new problem becoming meat grinding on point with zero room for creative plays
Yea default settings should be set to .5 add
Ads
It could be done with krunk script also
dynamic spawn points?
Going in greys always goes sideways better to stay fully in black or white
I dunno if that can be done
which part can be done with ks?
Dude your opinion doesnāt represent the entire playerbase
Current players will adapt to the change and new players donāt even know that they had the option to change their ads
It's not even like current players will get worse or not
if dynamic spawnpoints dont work, you will have to carefully design more spawnpoints instead of dynamics
create "safe but not free" spawn zones
to encourage more neutral rotations
testing spawns in general is a nightmare, i dunno if dynamic is even possible with krunkscript
but it would fully change the meta
Default settings are trash coz they are set on 1ads
Forced ads is just bad u can ask leo to make a poll in kb and see the result
it's also the hard to measure
š
yes, I tried expiremnting yesterday, but in the editor they dont have the sandstorm map in their quick start menu
we need devs to be active for the tests and also actual data
so I couldn't experiment for the spawn locations
Letās not give someone medicine because it tastes bad
These arguments are so terrible
I just think ur scared of change
polls aren't good
when people used polls in nack when i was gone they hurt the server
krunker players can take a lot of change
ik gun display is a very weird argument
but when i talked to krunkie for balance changes, he asked me "tell the players to show the guns they are using"
Well game went to shit coz yendis used to listen to a certain few š clan wars prime example pushed away thousands of people away so they can cater towards top 100-200 dumbasses
So poll is just better
And that's is a fact
Somehow cw removal was supposed to help the game yet here we are at 500 concurrent š when it was 7-8k
šš
Yeh bro
The 1k good players back then must have loved cw
And the other 6k mustāve loved getting stomped every pub
Def wasnāt cause idk there was a pandemic that player count was up
Lol
And Iām not saying that the game has lower player count only because there isnāt a pandemic btw
so u think cw stomping players on default settings is good for the game ??
btw the reason the game had 7-8k was because of covid lol
the reason it has 500
is because of shitty yendis management lol
Yea thousands of clans which used to get yellow blue pink tags absolutely loved it and enjoyed playing it even the red clan tags
It was just verb and few other dumbasses crying to get it removed coz they didn't want to play it
When nobody forced them to play it in the first place all they had to do was stfu and not play it if they don't want to and game would've been at a better place today
Even after Covid it was 5k plus
Shotgun isn't skill either let's remove that too then
I only got around 3K tags in 1 week when I had covid in my kpd time
shotgun is skilled though
So cheating defo isn't a problem
It doesn't matter if it's skilled or not when thousands of people loved playing it and enjoyed the game
thousands of players didnt like it
only 300 active community people played it
i saw the activity in pubs drop momentarily with cw lol
they would just go to customs
i do agree with this
everybody would be lobby hunting
And wb the yellow blue purple clans ? They don't exist ?;
yeah that's cool and all
they can add that concept back in
but it shouldnt be kill based
That's the core playerbase and they were basically told to fuck off
they should have better challenges for clan wars
fax bro fax bro
how is this gonna solve the spawn logic problem?
Game is going no where as long as everyone's against the absolute core playerbase of the gameš
idk devil likes to take tangents
i think it started from how forcing ads was gonna KILL the game
or something
i think only some spawns need to be tweaked
to stop people from standing still and spraying into a spawn and killing people
what people do in clanwars is the biggest loser stuff ive seen, just run around stomp people on 30 fps because you'd be scared to play comp against players like 39e, color, and m2ch back in the day
yes exactly
level req should go up
if it is for experienced players there should be vc
redesign spawn angles, a hybrid approach to spawns withmore static spawning options
yea +rep
u get an upvote
š
@steep seal any comment?
and also did you want to address roaming too
is it
we're looking at basically 80% perfect spawns i feel like
it's just the 20% makes up a good chunk of the mistakes we see
like
ive played maps
where u can win the site
and people dont spawn on
most maps rn do basic core functions like that
im saying if u redesign
u might break that
@hard wadi can attest a bit more than me
it's cat and mouse game
hes talking about changing spawns like this so that i cant just stand still and spray into this corner
and kill people
and
That's happens like once every 20-25 games prolly more
the wall behind where those people spawn
if that was moved backwards
surely like
Krunker spawn logic is just terrible
Wish we could see how it actually works as map makers to understand best placement
theories but no fact
anything on roaming?
bro
when i was talking to flipbait he was saying u guys concluded that roaming wasnt an issue
and i havent read the chats above so i just took his word for it
yea or force higher ads
i think
idk this feels like one of those things that is never going to happen
nerfing movement might buff semi even harder than it already is
cause semi already outclasses every other gun
nah im just saying nerf semi too
@hard wadi what have you tried and what haven't you tried
Concerning spawn logic
And are there any theories
whatever u can think i have mostly likely tried:
- completely hidden spawns
- 4 corner spawns
- wide open spawns
- minimal spawns
- extra spawns
- doubled up spawns
- pocket spawn areas
Is this for specific maps?
Basic theories are that spawns donāt really care about distance, more about direct line of sight
Or only and
Nope all maps
All maps have used those types of spawns one way or another
Would you have examples of the things you tried, for example 4 corner spawns
As in: screenshots with map overview
Bureau
Cubby on sand yes, Iād also consider Pillar on UG a Psuedo-Pocket spawn
Only bureau? Or other maps aswell
I can agree with this
But not prove it
I know site probably has the most problems with this type of spawning logic
Completely hidden: Gate Spawns, Hut Spawns,
4 corners: Bureau
Wide Open: Pillar on UG, Industry 1st site
Minimal: Bureau (this one is kinda tough because game needs 8 spawns minimum but itās more of only having one direct spawn per site
Extra Spawns: all maps do this, essentially fake spawns in the middle of the map that almost never get used, like sandstorms ACTUAL market spawn or ug 2nd site spawn
Doubled up: sandstorm having a tree and site spawn, UG having hut and pillar, Lush having 3rd site spawn and a spawn under the scaffolding, doubling up is essentially to try and force one specially to avoid bad interactions
Pocket spawns: cubby on sand, kind-of pillar UG, in a way the first second site spawn on bureau is a pocket as well
Bad because when all spawns are out of POV of player it makes spawn camping really easy
itās like how players abuse the second site spawn on sand because theyāre never in POV until you jump out with ur knife and get #fucked
In addition to four corners, sandstorm is essentially a 4 corners map
Undergrowth isnāt though
Well then the issue is even more clearly a spanwlogic issue and this wouldn't require us to add more points gain per member of your team that is on site
150 capped speed instead of forced ads
ez
It always has been
Then we don't need to implement this change of how hardpoint works
Since the issue is the spawnlogic, not in the way obj is given to teams
old oasis had a hut spawn even that got camped hard
This isnāt that the practices are good or bad, itās just that they get implemented
some are better than orhers
@devs fix spawnlogic, look through the codebase and change the way spawning is approached by the game
And u can do a bad hut on many maps
spawn trapping will forever be a thing coz its fun to farm every single lobby to its maximimum potential
Everyone needs this as focus, not hardpoint changes
thats the hard part
coz sidneys code is soo dogshit
Yea no shit
they would prolly just have to make a fully new system than tinkering with sidneys system
But step by step everything can be solved, break down the problem in little problems and every little problem then is easier to fix than just 1 big problem in one go
true
Just approach it step by step
yea
no point targetting a specific group of people instead just do smth that either affects everyone or noone
^^^^
Literally the point im tryna make
This whole suggestion doesn't target spawn logic (which is the issue) it rather gives newer players an advantage in the hardpoint game mode
Idk why we are trying to give newer players more advantage? Why are we lowering the skill gap? Its called ranked for a reason, its competitive by nature and it should not be the other way around
especially when we alrdy have multiple people on master rank who bot frag every single game and go quad negative everytime
just coz they stack
Devs listening to this?
Its a big issue
like u can carry the entire team and lose 30 elo meanwhile ur npc teammate loses 10 elo coz all he did was sit in a corner on site and nothing else
I'd understand it if it were not changed within a few months, but let us know you are looking into it, we as a community will be more happy when you say its gonna take a long time to change rather than no communication at all about it
Yea he's probably not gonna perform well when it comes to an actual pug
yea
he will go quad negative even in a t3 game
he literally went 1/16 in my game and lost less elo than me
š
another example
Summary for devs: change spawn logic (internally in game code), let us know if you are looking into it, we are more happy this way than when you change the way ranked works, bonus that if you fix spawns you also stop spawnkilling and tdm'ng for a big part
Wdym
elo gains / loses are fully obj based
Lmao
all u have to do is get 1k obj every game and u are guaranteed master
Lmao
coz getting more obj will make you lose the least elo possible which is 10
and when u win u get more elo
š
I think that maybe is another issue, but not related to spawnlogic
yea
that issue is the reason this has soo many downvotes coz this will just make that issue even worse and fix nothing
Bro
This is not true
Itās just matches
Obj doesnāt factor in nearly as much
Yall deviating
nope no of matches doesnt make u lose only 10 obj
having alot of obj does
so how does qb get only -10 when he goes quad negative with 1k obj
just wait
just watch weeti's stream
every game he stackes he gets more obj
when he stacks less he gets less
100obj 600obj and 1k obj games
?
i dont see what this is proving
he lost -13 elo
then -13 then -10
if you're talking about that -3 elo then yes you can have it
but the fact that he's losing -13 vs. -40 is only because of his matches played
did glen confirm that
glen doesnt respond to shit
we can see trends though and make do with what we have
yea this season
well i cant check agar's this seasons matches but its defo high as usual
all of his losses are on EU so let me check his eu stats
he only has 40 right now
judging by the fact he was silver 2 when that screenshot was taken id say he had maybe 20 less
so 20 matches played in the season, hes losing much more
compare that to at the end of season when he's master/diamond with 300 matches played, losing -10. clear statistical trend
ive been saying that bro
shits so ass
i would be happy if it was obj but its just not
like it couldve literally been targetted towards agario
as bro did spend a bunch of money
Honestly its not the spawns its map size, depending on how fast ur going you can reach another persons spawn or be able to intercept them in like 3 seconds which isnt even spawn logic because you can get anywhere on the map that fast
We will be testing this change in comp testing on Sunday at 2:30 pm EST
In the private comp testing discord
If there is anybody interested that is not in the discord, I can allow temporary visits for just the test. I'm open to anybody, just don't be obnoxious.
React to this message if you are interested, and I will send you an invite to the server.
Surely this doesn't get into the game with 14/23
No one is signing up
How can we even take these guys serious
I have done a research based on principles of finding the root cause, and yet you still choose (while there's no substantial playerbase to support this) to implement this change? How exactly is this even a feedback thread anymore? We are better off not sending anything at this point since clearly you guys dont even take it into account
Itās not being implemented
Itās being tested
On krunkscript
Because someone offered to
Btw if the vote was 100-109, itās still the same
You still donāt forget 30-40%
most the down votes wanted to see the test at least
Dw bro youāre not invited
But this test does not focus on fixing the root cause
ik
u can say research and all that but u just wrote a couple paragraphs
the root cause cannot be solved with krunk script
and idk maybe @hard wadi u have to explain for the 10th time
dont make me ban u ....

So you are saying that what I wrote is false?
it's not research, research contains statistical trials, qualitative/quantitative data, etc
It's more of an opinion but it's well thought out
if u want to optimize spawns this week when you're free we can test that too
but those ideas have been tested before
I think with the hp change, in this play maybe 2 players on free wifi benefit from playing backsite since they can get on site quicker. Industry is a terrible example because it is very biased imo. https://www.twitch.tv/krunkerna/clip/CrunchySincereLocustShadyLulu-VmmaYsAe--4TSn9M?filter=clips&range=7d&sort=time
Either way casters are completely loss and we get yet another empty site
What free wifi did is smart because they have the small lead and by taking pushouts they prevent team s from even getting near site
it's impressive because they had players on 1 hp and they did these push-outs and won
How do you expect me to gather datašš
Im not allowed access to data
Pretty weak argument
Ur lowering the skill gap only by doing this
^^
by the time the fight started they were both 80%+ hp š¤
yeah sydex pushed out early
because he knew that
the fight starts
when he fought
mb
i dont have data either
the only difference in that fight is 2 players go backsite
instead of running all the way down ramp
with the new change
I've never seen this much push back from a potential test š I'll be very honest. The culture of trying new things has still not fostered yet
@mossy nova when u cook up something with spawns or have a framework (to execute and work with a mapmaker) we will test it
The priority is all the same at the end of the day
no one said nothing about not wanting to play test?
weāre just saying our opinions of ur original question
like u asked
the general rhetoric ive been getting in this chat at least with flipbait is that im blatantly ignoring him and should just not test
I think it will make the viewing experience more enjoyable if less people are tdming so itās at least worth testing
Still I think having 1 person offsite is the most exciting to watch
Pizza might be the first guy who did his research from the guys writing on this topic here
Cause I see a lot of people arguing but nobody articulates solid facts
ok ur ragebaiting
I canāt even say anything cause everybody says I rage bait
ur saying heās the first guy who did his research when iāve played the game more then heās ever seen it and same with most of the people here
everyone has done their āresearchā
You donāt know that
Iāve been seeing pizza grind crazy amount and Iām from season 1 of the game
The only thing he does in these threads is ragebait lmao better off just ignoring him, he never has anything meaningful to say
Sad that somebody makes ragebaiting their entire persona
I've got some news then
Bcs there are people out there that do this continuously in the comp com
Apparently im not allowed more than 10 lines in this server so I'll have to recopy shit
Not blatantly ignoring me, but rather ignoring the rational thought process ive been telling you. You said yourself the issue is spawnlogic. Well spawnkilling isn't caused by point values. Its caused by map flow and spawn logic. Spawnkilling happens bcs the spawns are;
- spawns are too predictable
-spawn control allows the enemy to have more power over the rotation and pace of the game.
Changing how many points you can get WILL NOT prevent people from spawnkilling, if anything it may even give more incentive to spawnkill since control early of point witha few players while 1 is spawnkilling gives incredible advantage in this new system.
Now onto the tdm'ing;
People do it bcs it:
-feels good
-is easier than defending the point
-is less chaotic than fighting on point
Players don't mentally calculate scores, 95% will follow their ego anyways.
To go on with the behavior of players, its not that if you increase the incentive -> behavior change. Since most if not all people will follow their instincts instead of thinking logically. That's how humans work, they will follow instinct rather than incentive. You can't change that and I can't. So changing a hardpoint value does not fix spawnkilling/tdm'ing while that's effectively what you are trying to achieve
@steep seal
And while I also don't know how to change spawns in a way that spawnkilling isn't happening. I do know what I wrote is logically correct since the incentive of a human doesn't change if you change hardpoint values. And I also do not know a better map structure, since I'm not active in krunker or mapping, but I do know the problem that is causing it
So yes, I think my pushback is rather logically formulated
Instead of the way you think, that people will automatically change their behaviour
And the only data I have is that everytime I look in kpc, or kb the number of members has dropped week over week
The advantage would be less 1.77x vs 1.33x
You said basically everything people already know and understand
I can make a suggestion saying āimprove spawn logicā and the devs will be like āhowā
dynamic spawns, more spawns, redesign maps to give more of an advantage to players that spawn. grace period when you first spawn in for x amount of time. may only work if you give a hybrid approach to this (combine all these solutions)
here you go
ideas enough

