Possible solutions to spawn camping.

  • Title says it all. The fact that 1 person with a shotgun can camp the respawn of a 4 man crew and keep them dead until he runs out of ammo is pretty broken.

    Right now on both the sloop and the galleon the respawn takes place at a very specific spot on the ship, with the crew member always facing in a particular direction when spawning. So if someone is standing behind that spot with a shotgun, boom. Easy spawn camping. Even worse on the small ship because the ammo box is right next to the spawn as well, so it's not like the camper will run out of bullets.

    3 solutions I offer ye.

    1. Add 3 second invulnerability to respawning. This should give plenty of time to kill anyone attempting to camp the spawn. This can easily be telegraphed by having invulnerable players glow with that pale green glow when they are dead ghosts.
    2. Double the health of a respawned player. The health decays to normal over 3 seconds.
    3. Have the respawning players spawn in random places on the ship. This way the invading crew has to stay alert while running around your ship.

    Combined, or individually, this will encourage hit and run tactics far more than continuous combat on board an enemy ship. Even if the invading crew is much more skilled at the game, this should still give the noob team an edge to fight back.

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  • I've definitely spawned in multiple places on the sloop, sometimes its below deck and sometimes its been behind the wheel, which is great when they try and sail your ship into an island or rock and you manage to shoot them in the back of the head without them ever realising you were there.

  • @amykittee Strange, I always respawned in front of the map table. Maybe some bad rng on my part, but that seems strange. I've seen many videos of players re spawning on the sloop near the map table. In one video in particular a solo player respawned there 3 times in a row and was shotgunned down every time.

  • I have two words for you... White screen.. This white screen when you respawn is the only thing giving the camper an advantage.

    We do not need invulnerability, because that will put the attacker at a disadvantage. We don't need a white screen because it puts the defender at a disadvantage. What we need is for our physical body to only enter the world again once we can see and interact with the world.

    Think about it for a second. The only reason the camper is prospering is because you are forced to stand there in a white screen and take buckshots. This white screen is either a bug or poor design and needs to be addressed before any other changes are made!

  • How about you don't get to respawn if your ship has any enemy on it so if someone kills you, they can actually feel some sort of achievement

  • @zanzikahn The white screen is there because it takes forever for the scene to load in. Basically, when the white screen goes away is when you can "see and interact with the world." You can notice it particularly when you use the mermaid while your ship is at different distances from you - sometimes you will pop instantly on the ship because there is little to no loading that needs to be done, but if the area around the ship needs to be completely re-loaded it will take the same time as respawning from the ship of the damned.

  • @d3adst1ck The thing is, enemies are capable of attacking you while your in this white screen. I've had it happen to myself on many occasions where I can hear the enemy shooting at me, but I am still in a white screen. Unfortunately when the white screen dissipates, I'm already dead because the enemy had enough time to shoot and kill me, as my lifeless body stood in spawn. I've noticed this when attacking enemies as well. Once they respawn, they always have a few moments of standing still and doing nothing. Thinking of which, I have never once encountered an enemy that was immediately mobile after respawning.

  • @zanzikahn No, I get that - but they can't take the white screen away. They will hopefully be able to shorten it with optimization of the loading process, but it will likely always be there in some form.

    The best they could do is add an invulnerability for a few seconds to prevent you from being killed before you are able to react.

  • @d3adst1ck Oh, I don't mean for them to remove the white screen. I'm sorry if I've been misleading. What needs to be done instead, is the character should be invisible until you are fully loaded in. Your character should not be loading in before you've been able to render an image on your screen. If they would prefer a white screen for the loading screen, it's a little plain to me, but I have no real complaints about it. It should, however, stick to being a loading screen, and not afterthought(after loading) of an animation to bound you motionless and blind.

  • @vitaefinis That is just bad design. You died? Oh, I guess you better quit the game and start restart so the camper gets off your boat. Or scuttle. If 1 person kills a 4 man crew he can stop 4 people from respawning. That is just bad. You are making 1 person happy at the expense of 4 other people being angry. That is a great way to lose player numbers.

  • @d3adst1ck Sounds like we need invulnerability during white screen, and for a few seconds after player is given control of his character again. This should be plenty of time to 180 shotgun blast the son of a sea hag trying to camp the spawn. Or just rush him with the cutlass.

  • @cows-n-muffins The invulnerability would have to restrict your ability to shoot as well. It should just be a way to allow player to get an idea of whats going on and maybe get some distance. I don't think it should be any longer than 2 secs after the white screen fades, that would be plenty of time to react without giving the other person a disadvantage.

  • @cows-n-muffins well, dont die to 1 person as a crew of 4, problem solved. git gut ^^

  • @vitaefinis Again, the bottom line is this: You are making 1 person happy at the expense of 4 other people being angry. That is a great way to lose player numbers.

    That is not the right approach for a new IP like Sea of Thieves.

  • @lonegoatknifer Why should the attackers have advantage on an enemy boat? That does not make sense. The defenders should have advantage because it is their boat. 2-3 seconds of invulnerability would be a decent advantage, but could certainly be overcome by running away during the invulnerability period if the attackers are good enough.

  • @cows-n-muffins I'm not making anyone anything. It's a skill based game, if 1 person has more skill than all 4 combined, that's a well-deserved win. Otherwise what's the point?

  • @cows-n-muffins What i said doesn't give anyone an advantage.

  • If your entire crew dies, you SHOULD lose your ship. If you're getting spawn camped, it's by choice. You always have the option to scuttle. Respawning and retaking the ship SHOULD be incredibly difficult once you're overwhelmed by another crew. Camping your spawn is a valid strategy once a crew has bested you. If you're getting camped, you lost. Scuttle and move on. This isn't WoW.

  • @vitaefinis If you can't deal with 2-3 seconds of invulnerability when an enemy respawns. Maybe you're the one that should git gud ^^

  • @carm3154 What you are proposing has no counter play. You're just backing players into a corner with no way out. Bad mechanics like that is what causes players to quit playing any game, not just SoT.

    Funny you should bring up WoW, because WoW has actually already corrected a similar problem. Mount time used to be 3 seconds, which gives someone camping you plenty of time to run over to you and start attacking again, even if you spawned maximum distance away and the camper was a melee class. The mount time today is 1.5 seconds, which drastically reduced the window a camper has to run over and begin attacking someone. So spawn camping became a lot harder. Can it still be done? Yeah, if the camper is fast enough. So git gud and learn how to defend yourself better against someone who is invulnerable for a couple seconds. Instead of standing behind the spawn with a blunderbuss, not even aiming, and firing as soon as the model renders. Though you are right, if you bested a crew you are already gud, so what I'm saying is git better.

  • @cows-n-muffins I guess I meant specifically battlegrounds in WoW. Who does world pvp anyways? I wish they would, world pvp was great fun. But let's not get off track here. In BGs, you respawn a ton of times in a game. If your whole team wipes, the game isn't over, that just might mean the other team takes the flag or that objective. Within the context of the BG, even if everyone dies, you didn't lose yet. It's surely not a great sign for your team, but you didn't lose. What I'm trying to say is, in SoT, if your ship gets boarded and all of your crew dies, I consider that as you having lost, not just that you died. You can die and not lose, but if they're positioned to camp you, you died AND you lost. In that situation, the other crew should get all of the plunder they can salvage from your ship, and you should have to start with a new one. It's a totally different system, but I think people are equating a full wipe in SoT to a full wipe in something like WoW or CoD. In SoT, wiping once is more akin to losing the entire BG, not just wiping in a BG. It's effectively the same mechanic, but the environment is totally different, and so similar fixes like limited invulnerability or randomized spawn locations are not only unnecessary, but actually detract from the feel of the game they're trying to create. Or at least, my perception of what they're trying to create. I could be totally wrong and they'll implement invulnerability in the next patch, but this is just what I think.

    Did anyone ever play the multiplayer in Ratchet and Clank: Up your Arsenal? In that, you would claim nodes, and you could choose to spawn at any one you claimed. People would complain about spawn camping on that game, but I see it as valid strategy. If you spawn at a node that you own but is well guarded, you're going into it with the knowledge that you will probably die, but maybe the reward is worth the risk. If they're on your node ready to kill you as soon as you spawn, you effectively no longer own that node, but you can have a chance to retake it if you do really well. It's the same thing in SoT. If you respawn on your ship, and there's somebody waiting there to kill you immediately, you actually spawned on THEIR ship, not yours. They just won it. If you want to respawn for a chance of taking it back, go for it. Just know that it is now effectively their ship, and they are vastly better positioned to defend it than you are to assault it. And that's the way it should be. They bested you, they should get yer booty.

  • @carm3154 I get what you're saying regarding the BGs in WoW. The only one I can think of that has spawn protection is AV with the really strong guards at the initial graveyards in the tunnel.

    The main thing I am trying to convey is that dying in SoT should still be fun to some extent. I know that sounds strange, but the objective of the game is for the players to have fun, even if things are not going your way. Have you ever had one of those games playing something where even though you lost you felt good about that particular play session? I imagine that for most people that is a fairly rare feeling. I most frequently get those moments in competitive games like Heroes of the Storm, World of Warships, and Overwatch. Even if you find yourself on the losing side, the game mechanics still allow the players to have fun, be it playing defensively in Heroes of the Storm, trying to outmaneuver the enemy in World of Warships, or swapping heroes to exploit a weakness in the enemy lineup in Overwatch.

    In SoT dying right now feels like you are being cornered by the enemy players on your ship. No way to fight back. Rarely enough time to even swap weapons before you are gunned down because the enemy knows where you spawn. Invulnerability and randomized spawns would help mitigate that cornered feeling. Also, the invulnerability would only be useful if you spawned close to an enemy player, which on a 4 man ship becomes less likely. On a sloop it is far more useful. The randomized spawning would work against the invulnerability mechanic if you spawn at the lowest deck in the back of the ship. Because by the time you reach the stairs you are already vulnerable. Dying in SoT should still have an element of fun to it, because if it does not I feel that the PvPers will sap the fun out of a lot of crews and make them not want to play. Counter playing death is hard, and maybe this is not the best solution, but it's the best one I could think of to counter the current camp spawn spot with a blunderbuss "strategy".

  • @cows-n-muffins Oh I definitely agree that dying should be fun wherever possible. I know what you mean about having some times where you die but you're happy about it. But for the most part, that has been my experience with SoT. I had an encounter where I stole somebody's treasure, and then they sunk my ship and killed me, and I was happy about that. I was camped a couple times, and those weren't fun, but after dying a couple times I kind of went "wait, I can just get out of this" and just scuttled and started having fun again. I think if I had just done that right away once I had been boarded and wiped, I wouldn't have even had any unpleasant feelings about the encounter to begin with. I mean yeah it sucks losing especially if you lost a lot of resources and chests, but doing that battle is still exciting and fun. There has yet to be a time where I felt completely helpless from the very start of an encounter. Like you always go into an encounter with a ship thinking "okay we got this, we can beat them." Once you're boarded and your crew is on the ship of the damned, it's pretty hopeless, but from my perspective, at that point it should be hopeless, and people who are respawning (instead of scuttling) in under that circumstance are shooting themselves in the foot in terms of fun. They can keep having fun by scuttling and getting a new ship, but they choose to stay and get camped and have no fun. That having been said, those people are still not having fun, regardless of the fact that it was their choice. So if there's a solution that helps those people, I'd probably be for that, but not at the expense of the cohesiveness of the world. Putting in a longer respawn would work, but I don't like that because that just takes you out of the game for even longer. Automatic scuttling once the whole crew is dead would also counteract this particular problem, but that is an awful idea and would introduce 99 other problems.

    I suppose my sympathy here is not to the defender, but to the attacker. I think most people see this as "ugh why won't these damn campers leave me alone" whereas I see it from the opposite perspective as "ugh why won't this dead crew just admit defeat and let me have the treasure so I can be on my way?" Though I recognize there are some attackers who are much more malicious and think more along the lines of "my self esteem is low so I'm going to camp these people so I can feel superior" and I feel bad for those people. However, countering that maliciousness by scuttling is the same as countering people who use camping only long enough to secure their loot and then sink the ship.

    To me, respawning on the ship is for when one of your crew gets eaten by a shark, or when you fend off an attack successfully, you can pick up the pieces and move on. But I think everyone is trying to use it as a wow-style respawn, and it just doesn't feel like the right way to use it given the structure of the world. I don't know what the correct solution might be (if there needs to be one) but invulnerability and/or random spawns don't make a lot of sense to me. The problem with it is that it's an inorganic modification to counter a particular strategy that doesn't really fit with the game as a whole. My worry with those types of changes is that it can snowball out of control. These kind of one-off counter patches start with invulnerability when you spawn, and end with pirates diverting power to shields to block the other ship's summoned meteor. And all along the way, the cohesion and immersiveness of the world are degraded for the sake of balance. This is especially true in this case, the counter already exists, and it seems pretty intuitive within the environment of the game, but people don't see it as a counter because they're trying to play SoT like they play Overwatch and I just don't think that's the direction the game should go.

    Maybe some sort of mechanism where you could claim someone else's ship and thus force them to spawn elsewhere? Like say you could hoist your banner on their ship (and that process would take kind of a long time) and then their ship would become yours, and they would get a new one somewhere else, and spawn there when they died or took a merperson. With that change, you could counteract spawn camping somewhat. But then, I know some people would just board and camp without raising their banner and you'd have the same issue again, just lessened somewhat. Bleh, I don't know. To me, it's a problem that doesn't need fixing, but I can see where some people have trouble letting go and admitting defeat, so it might be nice to come up with something to help them move on. I just don't know of a good way to do it that makes sense in the world and doesn't cause all sorts of other problems.

  • I cannot say I fully understand the issue here.

    During my time solo and duo I did have two incidents with spawn campers. However, they did not last more than two deaths.

    They would kill me, I would respawn, and die instantly while I was one the white loading screen. After this second death I would instantly scuttle my ship, go grab a drink while I waited for said scuttling to finish as it sometimes took a minute for the ship to actually sink and not just creek repeatedly, respawn back in the water and click the mermaid.

    Now, here is where I would take it a step further, if I returned to wherever I was previously and the same crew was there doing the same thing, I would just log out and log back into the game and it usually put me on another server.

    While some might argue that this extra step taken on the part of the 'victim' is unnecessary or should be handled through adjustments on Rare's developmental side of the game, I personally did not find a problem with taken this extra step. It was not something I HAD to do but rather something I took upon myself to better ensure the time I spent on SoT was relaxing and positive.

  • @cows-n-muffins said in Add respawn invulnerability and randomized spawns to stop spawn camping.:

    Title says it all. The fact that 1 person with a shotgun can camp the respawn of a 4 man crew and keep them dead until he runs out of ammo is pretty broken.

    Right now on both the sloop and the galleon the respawn takes place at a very specific spot on the ship, with the crew member always facing in a particular direction when spawning. So if someone is standing behind that spot with a shotgun, boom. Easy spawn camping. Even worse on the small ship because the ammo box is right next to the spawn as well, so it's not like the camper will run out of bullets.

    2 solutions I offer ye.

    1. Add 3 second invulnerability to respawning. This should give plenty of time to kill anyone attempting to camp the spawn. This can easily be telegraphed by having invulnerable players glow with that pale green glow when they are dead ghosts.
    2. Have the respawning players spawn in random places on the ship. This way the invading crew has to stay alert while running around your ship.

    Combined, this will encourage hit and run tactics far more than continuous combat on board an enemy ship. Even if the invading crew is much more skilled at the game, the invulnerability and randomised spawning should still give the noob team an edge to fight back.

    Good ideas!

  • @cows-n-muffins I never said anything about respawn invulnerability :)

  • @avirex-idyll said in Add respawn invulnerability and randomized spawns to stop spawn camping.:

    It was not something I HAD to do but rather something I took upon myself to better ensure the time I spent on SoT was relaxing and positive.

    ^
    I don't think a lot of players understand or implement this concept nearly enough.

  • @carm3154 They shouldn't have to. If the solution to a player having a bad time is to restart the game, odds are pretty good one time they will just not start it back up. Imagine that in any competitive game. Losing a game in Overwatch? Relog! Losing a moba match? Relog! If that concept does not work in other games, why would it work in SoT?

  • The respawns must be addressed or this will be a very frustrating game ....even for the winner since he has to constantly fight over and over the guy he beat.
    They are doing so much to make fair play and skill based combat but have a respawn system that basically comes down to whoever has the most bullets or cannons or planks to keep resspawing and fighting.

  • like i mentioned in the https://www.seaofthieves.com/forum/topic/29120/mega-thread-pve-versus-pvp-discussion/307
    post just disable respawn if there is an enemy player on your ship
    until they leave again after they finished looting
    your balls and stuff
    there is no other way to fix
    it i just want to loot you ship without killing
    you over and over again :P

  • @cows-n-muffins I meant more on the avenue of self-care than in support of that specific solution. People will bang their heads against a wall for hours having no fun rather than saying "I'm not having any fun, so I'm going to modify the way I'm playing to make myself happier." I'd agree that it's not a great solution to have to relog all the time, but I see a lot of people playing a particular way because they think it's righteous or something, not because that's the way they'll have the most fun. I wasn't really trying to say "oh yeah if you're being camped you should just relog!" I was more saying that people have more control over the fun they have than they seem to think, but they're not exercising that control. For that person, relogging was the way that worked for him to maintain a fun experience for himself, so I fully support that. It hurts no one, and if it helps him enjoy the game more, I say go hog wild. I personally don't need to, but if someone else does, it doesn't matter to me.

    Overwatch or MOBAs are a bit different. There are time constraints there, and your team depends on you for THEIR fun, so you deciding to relog in the middle of a match does hurt someone else. That said, I absolutely support logging out of a MOBA match if you're having a miserable time. I would say that you should manage your expectations of what you're likely to experience when playing said MOBA before entering a match, though. Think about whether you really are going to be able to handle the likely course of the game, and decide if you want to play based on that. If you're okay with a 50% chance of you losing, and an even higher chance of your teammates doing poorly, go ahead and join. If not, probably better to not join, because it's pretty rude to leave your team mid-match, and you'll actually be degrading their fun, not just controlling your own.

  • @carm3154 said in Add respawn invulnerability and randomized spawns to stop spawn camping.:

    @cows-n-muffins Oh I definitely agree that dying should be fun wherever possible. I know what you mean about having some times where you die but you're happy about it. But for the most part, that has been my experience with SoT. I had an encounter where I stole somebody's treasure, and then they sunk my ship and killed me, and I was happy about that. I was camped a couple times, and those weren't fun, but after dying a couple times I kind of went "wait, I can just get out of this" and just scuttled and started having fun again. I think if I had just done that right away once I had been boarded and wiped, I wouldn't have even had any unpleasant feelings about the encounter to begin with. I mean yeah it sucks losing especially if you lost a lot of resources and chests, but doing that battle is still exciting and fun. There has yet to be a time where I felt completely helpless from the very start of an encounter. Like you always go into an encounter with a ship thinking "okay we got this, we can beat them." Once you're boarded and your crew is on the ship of the damned, it's pretty hopeless, but from my perspective, at that point it should be hopeless, and people who are respawning (instead of scuttling) in under that circumstance are shooting themselves in the foot in terms of fun. They can keep having fun by scuttling and getting a new ship, but they choose to stay and get camped and have no fun. That having been said, those people are still not having fun, regardless of the fact that it was their choice. So if there's a solution that helps those people, I'd probably be for that, but not at the expense of the cohesiveness of the world. Putting in a longer respawn would work, but I don't like that because that just takes you out of the game for even longer. Automatic scuttling once the whole crew is dead would also counteract this particular problem, but that is an awful idea and would introduce 99 other problems.

    I suppose my sympathy here is not to the defender, but to the attacker. I think most people see this as "ugh why won't these damn campers leave me alone" whereas I see it from the opposite perspective as "ugh why won't this dead crew just admit defeat and let me have the treasure so I can be on my way?" Though I recognize there are some attackers who are much more malicious and think more along the lines of "my self esteem is low so I'm going to camp these people so I can feel superior" and I feel bad for those people. However, countering that maliciousness by scuttling is the same as countering people who use camping only long enough to secure their loot and then sink the ship.

    To me, respawning on the ship is for when one of your crew gets eaten by a shark, or when you fend off an attack successfully, you can pick up the pieces and move on. But I think everyone is trying to use it as a wow-style respawn, and it just doesn't feel like the right way to use it given the structure of the world. I don't know what the correct solution might be (if there needs to be one) but invulnerability and/or random spawns don't make a lot of sense to me. The problem with it is that it's an inorganic modification to counter a particular strategy that doesn't really fit with the game as a whole. My worry with those types of changes is that it can snowball out of control. These kind of one-off counter patches start with invulnerability when you spawn, and end with pirates diverting power to shields to block the other ship's summoned meteor. And all along the way, the cohesion and immersiveness of the world are degraded for the sake of balance. This is especially true in this case, the counter already exists, and it seems pretty intuitive within the environment of the game, but people don't see it as a counter because they're trying to play SoT like they play Overwatch and I just don't think that's the direction the game should go.

    Maybe some sort of mechanism where you could claim someone else's ship and thus force them to spawn elsewhere? Like say you could hoist your banner on their ship (and that process would take kind of a long time) and then their ship would become yours, and they would get a new one somewhere else, and spawn there when they died or took a merperson. With that change, you could counteract spawn camping somewhat. But then, I know some people would just board and camp without raising their banner and you'd have the same issue again, just lessened somewhat. Bleh, I don't know. To me, it's a problem that doesn't need fixing, but I can see where some people have trouble letting go and admitting defeat, so it might be nice to come up with something to help them move on. I just don't know of a good way to do it that makes sense in the world and doesn't cause all sorts of other problems.

    This answer, is the one that everyone should read.
    There are already solutions toward spawn camping.
    Just use them instead of complaining about spawncamping

  • @vandaelium What solutions? Scuttling is not counter play to spawn camping in most cases. Let's break that down.

    I highly recommend watching this 5 min video on counter play

    The definition of counter play when it comes to gaming is that an action taken by the first player has counter mechanics built into it so that the opposing second player can play around the action of the first player. Thus ensuring that both players are having some fun. Some examples include:

    Skill shots in mobas.
    Non homing guns in FPS.
    Telegraphed attacks in hack and slash games.

    Skill shots have good counter play because the counter play in a skill shot is when an attacking player launches a projectile the defending player can dodge it in a small period of time. Both players are having fun because they are taking actions to deal with a situation. It is arguably less fun to dodge skill shots than it is to launch them, but there is still a positive interaction there for both players.

    Abilities that require a player to simply click on an enemy and instantly deal damage with an ability have very limited counter play. Because at that point the only option is to stay out of range of the attacking player, which is much less fun.

    In Titanfall 1 there is a smart gun that locks on to enemies in a wide cone after a couple seconds, and then 1 shot kills them. A lot of players hated that gun because it had very limited counter play options of aiming fast enough, or line of sighting, it completely clashed with the other guns in the game. Remember the needler from Halo? That gun that shot semi homing needles and you could duel wield? A lot of people had issues with that gun too for similar reasons. Overwatch is a game literally built on counter play mechanics, and has lock on guns, but very few people complain about lock on guns in that game because there are already so many other options for the player to choose from to deal with a lock on gun. That is good counter play at work. Imagine Soldier76 having a lock on gun all the time instead of just his ultimate, that would be broken as hell.

    In hack and slash games in recent history there has been a wave of mechanics that paint the ground to indicate an incoming attack so the player can dodge. Or a big monster having a wind up to a big swing so the player can dodge. Dark Souls is entirely built on this concept. Every enemy in that game has small indicators to the attack patters it uses, because without those indicators the game would not be any fun. It would just boil down to memorizing hundreds of attack patterns that have no indicators. Most people want to play a game, not memorize animations. Providing indicators of incoming attacks provides the opportunity to play around those attacks.

    So now let us take a look again at scuttling and what it can be used for.

    One obvious thing is your boat getting stuck. That's never happened to me, but it is an obvious solution if the game physics freak out and you find your boat wedged between some rocks with no way out. Sucks that you need to lose boat and possibly the treasure, but without scuttling your only other options is to quit the game. If you are close to an island you could even have 3 people gather up the chests and store them on the island, then scuttle, and have the 4th player comes back with a boat.

    Another positive use of scuttling is if you have no treasure on the ship and you are attacked and killed and being spawn camped, scuttling is a way to reset your journey without quitting the game. Nothing lost on the defenders side, and the jerks camping you for whatever reason also get nothing. Without scuttling the only other option would be to quit the game.

    If you have chests on board your ship, this is where scuttling is not a very positive action. Scuttling in this case is the same as quitting the game. You lose everything, and gain nothing. Every example of good counter play is for the player to have an answer to a particular action that is also fun for them. Scuttling when your hull is full of chests might annoy the enemy crew for a moment while they wait for your chests to bob to the surface of the water, but that is hardly a positive outcome. If scuttling destroyed all the chests on board your ship, that would be better, but I think in that case that would be too much of a negative outcome for the attacking party because they can't play around that.

    If you have chests on your ship scuttling is not counter play to having everyone die and spawn camped, because it literally does not fit the definition of counter play.

  • @cows-n-muffins you sound like the type of kids that made wow into the s**t game it is today, instead of the great game it was in the past. no the game doesn't need to be changed to be easier for you. I've never died in a white screen, as far as i can tell, you are invisible until you spawn, anytime anyone spawned in on me they instantly started moving. You can hear things before you spawn, but your body is not there till you can see, and yes, maybe as soon as you could see you got shot. I'm thinking you just suck at the game, and you want it easier for you.

  • @kruqnut I am not the person I worry about. I am the kind of player that has never surrendered a moba. I fight until I see the Game Over screen no matter the odds because the simple fact of the matter is that you lose 100% of the games you surrender, so if you want to win more, don't surrender.

    A lot of people do not have that kind of mentality though. I want more people to play SoT because I like the game, and I believe that the current respawn system is detrimental in the long run because it will bring frustration to those that have less resolve than I do. Adding a small edge to a re spawning player would go a long way toward building a more fun experience.

    Instead of invulnerability, how about doubling the health of a respawned player, that decays to the normal amount over 3 seconds. Not invulnerable, but certainly much harder to 1 shot with a blunderbuss if they just spawned.

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