fix for spawning in future games.

I jut got off of playing reach, during which half my BTB team quit pregame and everyone else left except one during the game, we got spawn killed for 10 minutes leaving me with -50 kd, (this was on paradiso). this is really only a problem because of spawn point locations. so what I’m getting at is that in Halo 4 perhaps spawning could be more dynamic. I find spawn killing as a normal thing in a game, but after 10 times in a row it really get’s annoying, at which point PM’s start flying like the bullets and bad player reviews swirl about in the air.
the best fix would be to spawn them on the other side of the map after a certain amount of deaths.

anyone else have spawn fix ideas?

> I jut got off of playing reach, during which half my BTB team quit pregame and everyone else left except one during the game, we got spawn killed for 10 minutes leaving me with -50 kd, (this was on paradiso). this is really only a problem because of spawn point locations. so what I’m getting at is that in Halo 4 perhaps spawning could be more dynamic. I find spawn killing as a normal thing in a game, but after 10 times in a row it really get’s annoying, at which point PM’s start flying like the bullets and bad player reviews swirl about in the air.
> the best fix would be to spawn them on the other side of the map after a certain amount of deaths.
> anyone else have spawn fix ideas?

Well well well. Guess the TU is starting to come back and bite you in the -Yoink-. You can thank 343 for the new fixed spawning. Bungie had dynamic spawning to help prevent this problem. 343 promotes spawn killing, didn’t you know that? what do you think of your TU now? Karma is a -Yoink-.

To me, you should spawn at the farthest available point (with decent cover) from any enemy.

It’s well known that the spawning system is flawed in Reach, and I believe that 343i’s going to strive to not have that a problem in Halo 4. You’re always going to have some bad spawns, however I think this is pretty high on 343i’s list for multiplayer fixes.

Well, first of all, you were playing Reach, so that should explain itself.

Other than that, yes, the spawning system should be tweaked, in my opinion. I mean, it’s okay (I’m talking pre-Reach), and it certainly isn’t as bad as CoD’s spawn system.

Yeah, I agree that the Reach spawn system was flawed. That’s why I have high hopes that 343 will do their best to perfect it in Halo 4.

> I jut got off of playing reach, during which half my BTB team quit pregame and everyone else left except one during the game, we got spawn killed for 10 minutes leaving me with -50 kd, (this was on paradiso). this is really only a problem because of spawn point locations. so what I’m getting at is that in Halo 4 perhaps spawning could be more dynamic. I find spawn killing as a normal thing in a game, but after 10 times in a row it really get’s annoying, at which point PM’s start flying like the bullets and bad player reviews swirl about in the air.
> the best fix would be to spawn them on the other side of the map after a certain amount of deaths.
>
> anyone else have spawn fix ideas?

LMAO!

Reach does not punish you in any way for quitting. Going -50 because you don’t want to quit is absolutely your fault and yours only.

The spawn system doesn’t need fixing, it’s the matchmaking that does. Static spawns provide more competitive play as they allow the chance of spawn trapping. However, spawntrapping i meant to be only a short term effect, it shouldn’t become spawncamping. But when the game matches players who are good compared to not so good players, the game easily becomes spawn camping.

So, instead of having dynamic spawns, the game should have stricter TrueSkill matches and it shouldn’t match full parties against randoms. Those are the two fixes that are needed. The spawn system needs nothing else except maybe better abilities for the player to control the spawns. I would love to see a Halo CE style spawn system where you could practically decide where your teammate spawns.

> > I jut got off of playing reach, during which half my BTB team quit pregame and everyone else left except one during the game, we got spawn killed for 10 minutes leaving me with -50 kd, (this was on paradiso). this is really only a problem because of spawn point locations. so what I’m getting at is that in Halo 4 perhaps spawning could be more dynamic. I find spawn killing as a normal thing in a game, but after 10 times in a row it really get’s annoying, at which point PM’s start flying like the bullets and bad player reviews swirl about in the air.
> > the best fix would be to spawn them on the other side of the map after a certain amount of deaths.
> >
> > anyone else have spawn fix ideas?
>
> LMAO!
>
> Reach does not punish you in any way for quitting. Going -50 because you don’t want to quit is absolutely your fault and yours only.

“Reach does not punish you in any way for quitting.” - Quit ban.

It’s not the spawn system, it’s the matchmaking system.

> It’s not the spawn system, it’s the matchmaking system.

Exactly. Making the spawn system less controllable hurts the game more than helps. Making an unpredictable spawn system decreases the competitive value of the game as spawn traps get harder to set. And as this whole problem only happens in good players versus bad players situations, it can all be fixed by better party and TrueSkill restrictions. Just like every other problem caused by skilled people using tactics against less skilled players. After all, lowering everyone to the same level of skill helps no one, not even the bad players.

> > I jut got off of playing reach, during which half my BTB team quit pregame and everyone else left except one during the game, we got spawn killed for 10 minutes leaving me with -50 kd, (this was on paradiso). this is really only a problem because of spawn point locations. so what I’m getting at is that in Halo 4 perhaps spawning could be more dynamic. I find spawn killing as a normal thing in a game, but after 10 times in a row it really get’s annoying, at which point PM’s start flying like the bullets and bad player reviews swirl about in the air.
> > the best fix would be to spawn them on the other side of the map after a certain amount of deaths.
> > anyone else have spawn fix ideas?
>
> Well well well. Guess the TU is starting to come back and bite you in the -Yoink!-. You can thank 343 for the new fixed spawning. Bungie had dynamic spawning to help prevent this problem. 343 promotes spawn killing, didn’t you know that? what do you think of your TU now? Karma is a -Yoink!-.

TU did nothing to affect spawns. Nice try, though.

> I jut got off of playing reach, during which half my BTB team quit pregame and everyone else left except one during the game, we got spawn killed for 10 minutes leaving me with -50 kd, (this was on paradiso). this is really only a problem because of spawn point locations. so what I’m getting at is that in Halo 4 perhaps spawning could be more dynamic. I find spawn killing as a normal thing in a game, but after 10 times in a row it really get’s annoying, at which point PM’s start flying like the bullets and bad player reviews swirl about in the air.
> the best fix would be to spawn them on the other side of the map after a certain amount of deaths.
>
> anyone else have spawn fix ideas?

Sounds more like a quitting problem.

> Sounds more like a quitting problem.

Yes, it is undoubtedly a quitting problem. I frequently do not play with a full party and we [or just myself] get severely punished. It is rare to finish any game within any playlist without at least one player quitting. It is rarer still that all the remaining players will continue to play once this happens.

Keep matchmaking and Trueskill for Ranked/Competitive matches. Allow drop in/out play in separate Social playlists. Full parties and competitive players will be able to compete. Social players will finally be able to finish a game with a full party whether they play alone or with a handful of friends.

Don’t fix what ain’t broken. Our spawn system is beast.

> > > I jut got off of playing reach, during which half my BTB team quit pregame and everyone else left except one during the game, we got spawn killed for 10 minutes leaving me with -50 kd, (this was on paradiso). this is really only a problem because of spawn point locations. so what I’m getting at is that in Halo 4 perhaps spawning could be more dynamic. I find spawn killing as a normal thing in a game, but after 10 times in a row it really get’s annoying, at which point PM’s start flying like the bullets and bad player reviews swirl about in the air.
> > > the best fix would be to spawn them on the other side of the map after a certain amount of deaths.
> > > anyone else have spawn fix ideas?
> >
> > Well well well. Guess the TU is starting to come back and bite you in the -Yoink!-. You can thank 343 for the new fixed spawning. Bungie had dynamic spawning to help prevent this problem. 343 promotes spawn killing, didn’t you know that? what do you think of your TU now? Karma is a -Yoink!-.
>
> TU did nothing to affect spawns. Nice try, though.

Wrong. TU added static spawning. In TU settings you will always spawn in the same area allowing spawnkilling. In Pre TU spawning was dynamic and the game settings would not allow you to spawn within 25 meters of an enemy player. Nice try though.

I don’t see why Halo doesn’t have a drop-in system like CoD that way your not constantly down a man or two, I think that would help with spawns and people’s complaints of quitters. And dude no reason for u to be a hero and go -50, know when the battle is lost and get out of there, being that negative is your fault. The people who spam the forums about quitters prob love u though hahaha

> I don’t see why Halo doesn’t have a drop-in system like CoD that way your not constantly down a man or two, I think that would help with spawns and people’s complaints of quitters. And dude no reason for u to be a hero and go -50, know when the battle is lost and get out of there, being that negative is your fault. The people who spam the forums about quitters prob love u though hahaha

Halo doesn’t have drop in/ drop out. Because people get mad when they join a game just to spawn and see “game over, you lose”. I feel that a drop in/ drop out system could work as long as you can only join a game in progress you are invited into by someone on your friends list.

@Rawgasm xXx
I agree joining a game to see its over and u lost sucks! That’s why it should be a refined drop in system with the following:

  1. Have a mercy rule if the score gap gets too large lock the match down, exit only no one can join
  2. Have a two min warning if the match goes the distance once again exit only
  3. Have a similar lock down if a team is within a established set of points to win say like 10 for TDM.
    Maybe that’s too complicated but I think it can work

Halo Reach has a good spawning system. Not the best, but still, it’s a good spawning system.

The real problem here is bad maps like Paradiso. Static spawns are a must when it comes to competitive Slayer gametypes, so that way you don’t spawn behind enemy lines. You should always spawn on your side of the map, and you actually do spawn on your side of the map in Paradiso.

Paradiso lacks cover, and that is the problem.

> > > > I jut got off of playing reach, during which half my BTB team quit pregame and everyone else left except one during the game, we got spawn killed for 10 minutes leaving me with -50 kd, (this was on paradiso). this is really only a problem because of spawn point locations. so what I’m getting at is that in Halo 4 perhaps spawning could be more dynamic. I find spawn killing as a normal thing in a game, but after 10 times in a row it really get’s annoying, at which point PM’s start flying like the bullets and bad player reviews swirl about in the air.
> > > > the best fix would be to spawn them on the other side of the map after a certain amount of deaths.
> > > > anyone else have spawn fix ideas?
> > >
> > > Well well well. Guess the TU is starting to come back and bite you in the -Yoink!-. You can thank 343 for the new fixed spawning. Bungie had dynamic spawning to help prevent this problem. 343 promotes spawn killing, didn’t you know that? what do you think of your TU now? Karma is a -Yoink!-.
> >
> > TU did nothing to affect spawns. Nice try, though.
>
> Wrong. TU added static spawning. In TU settings you will always spawn in the same area allowing spawnkilling. In Pre TU spawning was dynamic and the game settings would not allow you to spawn within 25 meters of an enemy player. Nice try though.

What are you talking about?

I’ve played almost 1000 games of Vanilla Reach BTB and new TU BTB, and I can say with complete confidence that not a single spawn in the game has been altered.

Do research before you try to say something that’s blatantly wrong.