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7/28/2014 6:32:33 AM
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My own problems with PvP

I would like to start by saying that some things seemed odd in PvP (to me at least). My first issue is that the spawning seemed weird. I would sometimes spawn on my team or team controled points, then other times I spawned and instantly died due to a few enemy team members being almost on top of me. Another problem I had was that I had all uncommon gear with my defense being around 150 in total and my weapons at 62 in damage; yet I would die almost instantly to some people that were using gear that was about the same as mine. I never could understand that problem. I normally averaged a 1.2 to a 1.5 k/d, but I also had matches with a 0.5 k/d as well. Those are just a couple things that I was bothered by, but overall it was fun.

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  • In a few games there were people spawn camping and I was dying before I even got to move. Maybe there should be a few seconds that you can't get hit and not just an easy target.

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    • Yeah I had the spawning one

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    • Edited by StiviX77: 7/28/2014 7:35:04 AM
      [quote]My first issue is that the spawning seemed weird. I would sometimes spawn on my team or team controled points, then other times I spawned and instantly died due to a few enemy team members being almost on top of me. [/quote] I can only guess the spawn system attempts to place you in the safest position possible - controlled points, groups of teammates, or in what it believes are clear areas away from combat. If the criteria for 1 isn't met, it checks 2, and so on. Obviously there's that issue of not tracking enemy players, so for example on Venus: Your team holds A. The enemy team holds points B and C and has a player positioned near C and a player positioned near B. When you die, the two likely positions the game checks are teammates and friendly control points. If say, someone on the enemy team is capturing A, the spawn system won't spawn you there because it's no longer safe. But similarly, if all of your teammates are engaged or dead it won't spawn you on them because that's also not safe or possible, so the system goes with the third option and spawns you outside on the fringe of the map because that is "safe" in the sense that all other available options do not fit the parameters set for a safe spawn point. There's likely multiple spawning spaces around the fringe of the map (typically within a small distance of a control point), but if enemies occupy regions near some of these spaces the spawn system will try and prioritize their safety level. In the case of Venus, if an enemy is positioned in the jungle region between B and C the spawn system will not spawn you there, it's not safe. That being said, the system will pick out what it deems is the best option considering the parameters, but if an enemy is heading in the direction you spawned or has view of that area (but isn't necessarily close to it) you may still spawn there because it is the safest option with respect to the parameters the spawn system tests against, leading to what you describe in the quote. Two such spawn spaces are the initial spawning points for Bravo and Alpha on Venus. I can't remember which is which, but the two points are the jungle like region near C (Which, in the example, you couldn't spawn at) and that open space with the alien structures by the cliff protrusions near A (Which in the example, is the most likely spawn point for you given the scenario I described). This is effectively manipulating the spawn system to "spawn trap" the opposing team. By positioning your team in such a way as to limit the options for the spawn system to the smallest amount of possibilities, you can predict where they'll be as they respawn or before they show up.

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      • Armour and weapon attacks level don't matter unless you're playing on Iron Banner. Just stats and weapon/armour skills.

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