Instant Respawn Hate

Instant respawn. Why does it get so much hate?

Now before you start hurling ‘noob’ or ‘fail’ at me, just know this is a legitimate question. I have played Halo 3 extensively, so know that I am not a Halo nub. I passionately love the lore and story; can’t wait to see where Halo 5 leads us! I know there was an original delayed respawn. But seriously; why does it get the repulsion that I’ve seen here at good ol’ Waypoint? I personally enjoy it. But again, I don’t understand why people are against it. Perhaps I’m missing something.

Could someone please explain?

> Instant respawn. Why does it get so much hate?
>
> Now before you start hurling ‘noob’ or ‘fail’ at me, just know this is a legitimate question. I have played Halo 3 extensively, so know that I am not a Halo nub. I passionately love the lore and story; can’t wait to see where Halo 5 leads us! I know there was an original delayed respawn. But seriously; why does it get the repulsion that I’ve seen here at good ol’ Waypoint? I personally enjoy it. But again, I don’t understand why people are against it. Perhaps I’m missing something.
>
> Could someone please explain?

From what I have surmised it “copies off of CoD” and a “True Halo” game doesn’t have instant respawns. And no “True Fan” would ever want to play just a “CoD Copy”

Other than that I have no idea.

There used to be a reward for winning in combat. That reward was making the opponent wait for the respawn timer to disappear, allowing your team to gain a deserved advantage.

That reward is gone. Now, I wouldn’t be surprised if the number of revenge kill medals being awarded is through the roof when compared to prior titles, especially on slayer maps.

It also was the end of the t-bag.

Good night sweet prince.

> There used to be a reward for winning in combat. That reward was making the opponent wait for the respawn timer to disappear, allowing your team to gain a deserved advantage.
>
> That reward is gone. Now, I wouldn’t be surprised of the number of revenge kill medals being awarded is through the roof, especially on slayer maps.

Ohhhh. I understand. Thank you for explaining. :slight_smile:

> It also was the end of the t-bag.

I respawned behind the person doing that and killed them. It was rather satisfying.

Guess I’m not a “true” Halo fan.

But with instant respawns does the flow of the game not increase? Continually holding spots becomes more of a challenge now. You need to be always aware of the situation. I thought that is what was wanted, a faster Halo experience.

Seems to me nobody can win.

I hate it because t bagging is useless

Personally, I think it keeps you in the action, pumping up the adrenaline, and having fun. Thus why I enjoy it. However, I also get where Zealot Tony is coming from.

I honestly have no opinion on it. So, I’m neutral.

The reason I’ve usually seen posted on these forums is that instant respawn forces larger map sizes. Maps have to be enlarged and given extra space to act as a “spawn buffer”, so that teams aren’t constantly on top of each other. The problem is that larger maps have longer sightlines and travel times, making movement and navigation a chore.

I try to stay neutral on the subject and enjoy games with or without instant respawn, but it’s hard to stay used to respawn times when most of Matchmaking uses instant spawning. :\

Totally ruins the definition of Halo by Luke Smith

“Two men enter. The better man leaves. The lesser man is respawning. And that’s Halo.”

Instant repawns don’t punish players for losing their gunfights. If someone were to go clutch and get an important kill, they should be rewarded with the time to recharge their shields and pick up weapons.

With instant repawns, they might die immediately because his/her opponents got a lucky immediate respawn and took out their killer before they got their shields back.

There is an ability that increases shield respawn rate. If you choose not to use it and someone kills you before your shields respawn when the option is there?

> Totally ruins the definition of Halo by Luke Smith
>
> “Two men enter. The better man leaves. The lesser man is respawning. And that’s Halo.”

Luke Smith was critical about the “oh so perfect” Halo 2.

> Totally ruins the definition of Halo by Luke Smith
>
> “Two men enter. The better man leaves. The lesser man is respawning. And that’s Halo.”

Not necessarily.

Even if the respawn is instant, a losing player still respawns: they still die, they still have to return to the fight, and they still have to battle to regain whatever weapon or positional advantages that they lost when they died.

> Instant repawns don’t punish players for losing their gunfights. If someone were to go clutch and get an important kill, they should be rewarded with the time to recharge their shields and pick up weapons.
>
> With instant repawns, they might die immediately because his/her opponents got a lucky immediate respawn and took out their killer before they got their shields back.

Players should be rewarded for winning gunfights, but why do they need to be “punished” for losing them? I don’t mean to be confrontational or anything; I’ve just never understood the use of that word in that concept.

There definitely should be negative consequences to losing a gunfight – such as, and not limited to, the loss of weaponry and position I noted above – but the word “punishment” seems excessive. When I think “punishment”, I think of the game going out of its way to impose significant, indirect consequences in response to morally-wrong actions. Booting for betrayals. Bans for AFKing. The concept of “punishing” someone based solely on skill differences seems weird; I don’t know if there’s something I’m not understanding, or if I’m just getting tripped up on the word choice. :\

> > Instant repawns don’t punish players for losing their gunfights. If someone were to go clutch and get an important kill, they should be rewarded with the time to recharge their shields and pick up weapons.
> >
> > With instant repawns, they might die immediately because his/her opponents got a lucky immediate respawn and took out their killer before they got their shields back.
>
> Players should be rewarded for winning gunfights, but why do they need to be “punished” for losing them? I don’t mean to be confrontational or anything; I’ve just never understood the use of that word in that concept.
>
> There definitely should be negative consequences to losing a gunfight – such as, and not limited to, the loss of weaponry and position I noted above – but the word “punishment” seems excessive. When I think “punishment”, I think of the game going out of its way to impose significant, indirect consequences in response to morally-wrong actions. Booting for betrayals. Bans for AFKing. The concept of “punishing” someone based solely on skill differences seems weird; I don’t know if there’s something I’m not understanding, or if I’m just getting tripped up on the word choice. :\

Well, it’s a light punishment unless there are good players in the game.

In a decent Halo game (automatically excluding Halo 4), players are going to be more motivated to teamshoot and stay alive if there’s more to lose when half or more of a team is respawning. Instant respawns are 343’s way of catering to bad players and giving the middle finger to fans of skilled, competitive gameplay.

> Well, it’s a light punishment unless there are good players in the game.
>
> In a decent Halo game (automatically excluding Halo 4), players are going to be more motivated to teamshoot and stay alive if there’s more to lose when half or more of a team is respawning. Instant respawns are 343’s way of catering to bad players and giving the middle finger to fans of skilled, competitive gameplay.

I don’t understand this logic…

It’s simple really.

Long respawns reward good play and punish bad play. Instant respawns do not punish players for dying, and often harm strategic play.

I’m going to use Oddball as an example:

Scenario with Long Respawns
I see the ball, and enemies around it. I carefully take out the enemies. While they are respawning I have time to grab the ball.

Scenario with Instant Respawn
I take those enemies out, but by the time I reach the ball they have already respawned and are swarming at me, despite the fact that I managed to kill them all.