Author Topic: Spawnkilling (and how YOU can stop it)  (Read 5925 times)

spawnkilling cannot be "restrained"

it's a simple fact: if one team is even remotely possible to spawnkill in the first place and you get them to back off in one way or another they will eventually reach a point where they're spawnkilling again

think about it like this

if a car reaches it's top speed in 30 seconds and you bring it to a complete halt, it'll still just get back up to speed in 30 seconds

like i said spawnkilling isn't so much a sign of disrespect as much as it is a conclusion to either stacked teams or just really bad map design

I made a TDM map, it's a class.
How players get in it? They teleport in a base?

No.

There are a total of 15 spawns on the entire map. Players teleport to them in shift. (1>2>3>4>5) by using shiftEventEnabled. Thus, it's hard to anticipate the next spawn, in the battle-field you need to think fast, this fast thinking can't be done as "Where will the next spawn be?!" so noone can really realize where the player will spawn.

I died a lot of times on my server while the map was on. I didn't got spawnkilled at all. It just happened once that me and a player teleported at the same time at the same spawn (Both teams use the same events) and I killed him, and obviously he called out spawnkilling, but that was my mistake.

I made a TDM map, it's a class.
How players get in it? They teleport in a base?

No.

There are a total of 15 spawns on the entire map. Players teleport to them in shift. (1>2>3>4>5) by using shiftEventEnabled. Thus, it's hard to anticipate the next spawn, in the battle-field you need to think fast, this fast thinking can't be done as "Where will the next spawn be?!" so noone can really realize where the player will spawn.

I died a lot of times on my server while the map was on. I didn't got spawnkilled at all. It just happened once that me and a player teleported at the same time at the same spawn (Both teams use the same events) and I killed him, and obviously he called out spawnkilling, but that was my mistake.
This is a poor attempt to patch up the problem rather than fix it.

This is a poor attempt to patch up the problem rather than fix it.

As a addition, get the invincible playertype. Make it so once someone teleports in the map they stay on the invincible playertype for some seconds then returns to the playertype he should be.

if both teams have identical weapons and forts then the team that is being spawnkilled is more then 30% noobs. from the playercount i see in most dm's if one team is more then 30% newbies who can't shoot for stuff they will usually get spawn killed. the 70% of other players suffer from the fact that the newbies get in their way and distract them. they also usually run out in front and alert the others and get them shooting.

Kicks and maybe some bans work well to fix it.

Kicks and maybe some bans work well to fix it.
Somebody hasn't been reading the topic.

I would say another difference is if you have weapons or not.

If you have weapons then you can defend yourself. If you cannot defend yourself, then it is spawnkilling.

you can make like a safe room, that has a door that can only be opened on the inside.
You spawn on the inside, and asny noobs that camp infront of that door, dies or any other suggestions.

Kicks and maybe some bans work well to fix it.
If you have to kick someone from a server for doing something in a minigame then there's a problem with the server.

Oh and wanna know what really helps against spawnkilling?

Use a scripted class selector. Don't even spawn the player till they select a class.
This way, you can use normal/team spawn points, instead of teleports.
Make rounds shorter/actually end.
This way some people don't have like 200 points while others have 2 and -5. Instead of just racking up points, it gives the team an actual goal.

As a addition, get the invincible playertype. Make it so once someone teleports in the map they stay on the invincible playertype for some seconds then returns to the playertype he should be.
This is a poor attempt to patch up the problem rather than fix it.

Kicks and maybe some bans work well to fix it.
If you have to kick and ban people for this then you're doing it wrong and it's your fault.

This is a poor attempt to patch up the problem rather than fix it.
If you have to kick and ban people for this then you're doing it wrong and it's your fault.
And how about my solution?

And how about my solution?
I don't see how that could possibly be relevant in the slightest.

I'm really starting to go off this rkynick guy.