Effects of Instant Respawn

So I get that instant respawn was put in this game for the thousands that play mindlessly, and don’t ever want to get better. You know … those kids who used to stare at their respawn screen for 1/2 the game.

But let’s look at where this has gotten Halo 4.

It could or probably was part of the equation that drove many hardcore fans away, because it really is ridiculous that you just beat someone in a 1v1 encounter only for them to respawn instantly and finish you off wth a DMR headshot across a map. The devoted guys who sink their money into the LE’s and map packs and the works. Their game is on their entertainment center for a rainy day. Meanwhile the kids that the feature was made to appeal to? They’re moving on to the next game. Their copy of H4 is in the used section at Game Stop.

So how did insta-respawn benefit this game when H4 has lost both casual and hardcore gamers in the end?

Quick and simple: It doesn’t work in Halo.

> it really is ridiculous that you just beat someone in a 1v1 encounter only for them to respawn instantly and finish you off wth a DMR headshot across a map.

How often does this actually happen, and why does it matter who killed you?

> So how did insta-respawn benefit this game when H4 has lost both casual and hardcore gamers in the end?

Well for me, it means I get to spend a bit more time actually playing and a bit less time waiting for the counter to go down.

Insta spawn in Griffball… Why?

Instant and dynamic re-spawns help to prevent spawn killing.

Your views to why people left the game are misguided im pretty sure 15% of the people who stopped playing halo was because of the game itself. I mean it is not like BLOPS 2 came out or other games that people wanted to play now it is not because of the game’s outcome why the population loss happened

I dont like it. It’s nearly impossible to get the Extermination medal. I didnt even know it existed in H4 (like they got rid of the sniper headshot medal) until i got it in grifball.

I personally love Halo 4 after giving it a deserved chance and adapting to all of the new changes. The instant spawn is the one thing that I tolerate however because I also don’t like it. As you mentioned I too have been a victim of destroying a kid in a 1 vs 1, only to be taken out because the instant spawn is directly across from my unshielded body.

As part of the collaboration of mutations 343 integrated into Halo, I wouldn’t say insta respawn is the worst one.

This game is very fast paced. It’s up to the gamer to stay on and retain focus upon respawning, hesitate to hit x to do so, or be more tactical in general by aiming for survival.

Instant respawn is a bad mechanic for a game like Halo and just like several other features in the game, it’s only in because Call of Duty has it.

It’s supposed to create fast paced gameplay, but it does it so effectively that it becomes chaos. And to the people who defend it as the end of spawn trapping, you do understand that a predictable, controllable spawn system is far, far better for the game than the chaotic, structureless mess that results from Instant Respawn. Don’t believe me? Look at Halo CE.

> As part of the collaboration of mutations 343 integrated into Halo, I wouldn’t say insta respawn is the worst one.

Butchering power weapon control was easily the worst, but instant respawn is a close second.

i dont have any problems with instant respawn. but i kinda wish they could take that out and have a halo reach type gameplay

Instant respawn was implemented in order to make the game more fast-paced and action-packed… And it failed miserably.
That kind of respawn system may work in games like CoD, but only because weapons kill you instantly. In other words, breathing room is virtually non-existent.
Halo practically requires that kind of breathing room, largely because of the regenerating shields and comparatively slow time-to-kill.

One of the things that really irks me is that Halo already had fast-paced gameplay. Halo 3 had non-stop action, but it came at a very steady pace. However (and this is very important), Halo’s gameplay can best be described as “hectic”, and you need not look any further than a video of someone getting a killionaire. CoD’s gameplay is best described as “chaotic”. It’s running around aimlessly, killing some people, dying, respawning, rinse and repeat.
Halo did not need something like instant respawn in order to be fun and fast-paced.

-Slightly off topic-
One argument for instant respawn that I really do hate is, “it helps prevent spawn camping”. Granted, my hatred towards this argument is largely because of my backgrond in competitive gaming. The best way to tell a competitive game from a casual game is to look at what the most effective strategy is: “spawn trapping” or “camping”; “aggressive” or “defensive”, respectively. Hyper-aggressive gameplay rewards good teams, because they can gain the upper hand and keep it. Hyper-defensive rewards, and actively promotes, bad gameplay, because there’s no penalty to playing like an idiot and dying. Yes, getting spawn trapped sucks, but the other team was clearly better than yours; you deserve the loss. Games like BF1942 and Monday Night Combat, which are some of the most competitive, hardcore games out there, would be nothing but watered down if they had instant respawn.

> Instant and dynamic re-spawns help to prevent spawn killing.

This is a great point. It also works to speed up gameplay tremendously. Go play Halo 3 or Halo: Reach and you’ll feel that the respawn time seems to take an eon. I think the addition is fine and rarely am I ever “garbage manned” by the person I just killed.

It can also be regulated and customized so you can set the respawn time to your liking.

And ironically, quotes like this:

> One argument for instant respawn that I really do hate is, “it helps prevent spawn camping”. Granted, my hatred towards this argument is largely because of my backgrond in competitive gaming. The best way to tell a competitive game from a casual game is to look at what the most effective strategy is: “spawn trapping” or “camping”; “aggressive” or “defensive”, respectively. Hyper-aggressive gameplay rewards good teams, because they can gain the upper hand and keep it. Hyper-defensive rewards, and actively promotes, bad gameplay, because there’s no penalty to playing like an idiot and dying. Yes, getting spawn trapped sucks, but the other team was clearly better than yours; you deserve the loss. Games like BF1942 and Monday Night Combat, which are some of the most competitive, hardcore games out there, would be nothing but watered down if they had instant respawn.

really annoy me because of their lack of respect for casual gameplay. Halo 4 is scheduled to come out with a competitive playlist soon. Opinions like these see Halo as ONLY a competitive video game, when in many, many ways it’s much more.

Being spawn camped is not fun, regardless of who is better or worse and that’s not what casual gameplay should be. I’m glad they’re going to implement a competitive playlist. But you can’t ignore casual, easy going gameplay, just because you want competitive Halo all the time.

needs to be taken out of small maps and made optional. Big team infinity slayer instant respwns seem ok to me idk. Its the small maps with instant spawns that are annoying people the most. Just take it out and make it optinal in customs and such.

> really annoy me because of their lack of respect for casual gameplay. Halo 4 is scheduled to come out with a competitive playlist soon. Opinions like these see Halo as ONLY a competitive video game, when in many, many ways it’s much more.
>
> Being spawn camped is not fun, regardless of who is better or worse and that’s not what casual gameplay should be. I’m glad they’re going to implement a competitive playlist. But you can’t ignore casual, easy going gameplay, just because you want competitive Halo all the time.

Here’s a dilemma, I’m either going to call people “casuals” and “competitive”, which labels them and people immediatley assume that “competitive” people are better than “casuals”, or I’m going to start saying bad players and good players, and I’m going to get crap for calling people bad.

So here goes.

Spawn trapping only occurs when one team makes mistakes, a bad team will make loads of mistakes and can therefore easily be spawntrapped by a way better team.

If the trueskill system was strict, meaning that the random John No Clue wouldn’t get matched up against Jenny Plays Alot and her team. It would immediatley separate the players not doing any good from the players who are in it for the competition. As most of the times, the ones in it to win whatever the cost is more or less going to “outskill” the “casuals” who are in it to win but won’t do everything in their power to do so. Therefore Jenny will most likely have a higher trueskill than John and then with a strict trueskill setting, Jenny wouldn’t be able to spawntrap John because they never meet in game.

There will always be the exceptions that confirm the rule, the bad competitive team getting outclassed by random lone wolves, or the casual team playing well and ending up with the “competitive” teams, but that’s that. It wouldn’t happen frequently.

The “Causual easy going gameplay” happens at lower level trusekill and the “sweaty competitive gameplay” happens at higher level trueskill.

Also, Halo 4 in it’s current settings is perhaps the top Casual FPS to this day. If it isn’t at the top, it sure is close to it, and I saw a lot of casuals enjoying the competitive nature that was in Halo 2 and Halo 3.

Easy going casual gameplay is fun for a while, but when it starts to seep into everything then it wears out and gets boring.

I partly blame the loose trueskill setting for this though. I don’t want Mark Lone Warthog Driver in the match, you know the person who hops into the warthog and drives off without a gunner, only to do doughnuts at the enemey’s door. There’s almost always a couple of those players in the match that take “casual” to a new level. The casualness in this game makes casuals in previous games Uber competitive players.

I don’t dislike casual gameplay, but when I don’t want it, I really do not want it, not one bit, but there seems to always have to be that Ferdinand in the game that much rather sit under his freaking cork oak sniffing those freaking flowers.

Instant Respawn really does make the game more casual, dying is not a punishment, players rush in, die, insta respawn, rush in again, die, insta respawn and perhaps on their third time manage to do whatever they were doing.

Let’s not forget that it interferes with tbagging too.

Instant respawn is good , it was so boring waiting before after you got killed . Really fastened it Up for the better.