Because they don't want to. Believe me, it's been brought up before. It would make things a hell of a lot easier, though I think we'd see less competitive teams as a fair few teams are just casual players who enjoy pub and decided to make a team. If it was a different game mode they wouldn't do this.
After just skimming through the discussion, why doesnt UWE create 2 separate game balances. One for Public Play and one for competetive play like in L4D2 where you have CONFOGL that the competitive scene uses. Or the competitive scene could unite under one balance mod like CONFOGL and use that for the competitive scene. UWE can then focus on the Public scene of the game and balance for that.
Or is that something that has been discussed already at an earlier point?
It has been discussed and for the most part people are against it, because it's already difficult enough to retain new players. If you then tell them that they have to learn a new set of rules after they've played a certain number of hours and want to become involved in higher levels of play, it becomes even more likely they'll leave the game behind. It isn't such an issue with L4D2 because that game is made by Valve and everyone owns it.
Also UWE has repeatedly tried to use streams of competitive events to sell the game (see: their recent hyping of the NS2WC) and if competitive players played with a different ruleset than pubs it would be harder to explain/sell the game at such events
Actually, that was a bug that was fixed, not a feature that was added just this patch. :-P
Sunday 3rd November 2013, 8:40 pm Etc/GMT+8 Build 259
"fixed xenocide causing the skulk to instantly respawn (it should have been only a spawn time reduction)"
edit: Now i'm unsure, conflicting info - brb when i have more
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited November 2013
It was reduced the amount of time deduction you get when xenociding. It's only -4 seconds from the normal time now.
Easy math. If normal time was say 10 seconds and it's a -12 deduction...10-12=.....-2 so therefor you would spawn instantly
Actually, that was a bug that was fixed, not a feature that was added just this patch. :-P
Sunday 3rd November 2013, 8:40 pm Etc/GMT+8 Build 259
"fixed xenocide causing the skulk to instantly respawn (it should have been only a spawn time reduction)"
edit: Now i'm unsure, conflicting info - brb when i have more
Finally, I always wondered if this was an unreported buff but at some point I noticed that my skulk would always respawn really fast. So fast I could not even change my spawn point lol.
Actually, that was a bug that was fixed, not a feature that was added just this patch. :-P
Sunday 3rd November 2013, 8:40 pm Etc/GMT+8 Build 259
"fixed xenocide causing the skulk to instantly respawn (it should have been only a spawn time reduction)"
edit: Now i'm unsure, conflicting info - brb when i have more
Strange indeed.
I only felt that xeno time increased in new build, it surely was not in 259. I failed at picking right build to compare and "was" code is from build_258.zip, and spawntime=4 was in 259.zip as well, but xeno was still ~3 seconds in 259. Could it be possible that fix didn't work in 259 for some reason? Or I just might be looking at wrong place.
Comments
It has been discussed and for the most part people are against it, because it's already difficult enough to retain new players. If you then tell them that they have to learn a new set of rules after they've played a certain number of hours and want to become involved in higher levels of play, it becomes even more likely they'll leave the game behind. It isn't such an issue with L4D2 because that game is made by Valve and everyone owns it.
Also UWE has repeatedly tried to use streams of competitive events to sell the game (see: their recent hyping of the NS2WC) and if competitive players played with a different ruleset than pubs it would be harder to explain/sell the game at such events
Edit: found proof in code
was player.spawnReductionTime = 12
now player.spawnReductionTime = 4
Another stealth balance change.
Very observant of you..
Actually, that was a bug that was fixed, not a feature that was added just this patch. :-P
Sunday 3rd November 2013, 8:40 pm Etc/GMT+8 Build 259
"fixed xenocide causing the skulk to instantly respawn (it should have been only a spawn time reduction)"
edit: Now i'm unsure, conflicting info - brb when i have more
Easy math. If normal time was say 10 seconds and it's a -12 deduction...10-12=.....-2 so therefor you would spawn instantly
Finally, I always wondered if this was an unreported buff but at some point I noticed that my skulk would always respawn really fast. So fast I could not even change my spawn point lol.
Strange indeed.
I only felt that xeno time increased in new build, it surely was not in 259. I failed at picking right build to compare and "was" code is from build_258.zip, and spawntime=4 was in 259.zip as well, but xeno was still ~3 seconds in 259. Could it be possible that fix didn't work in 259 for some reason? Or I just might be looking at wrong place.