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Battlegrounds Respawn Time

IcyDeadPeople
IcyDeadPeople
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If I understand correctly, the respawn time will be 20 seconds whenever you die in battlegrounds. Would you prefer shorter or longer respawn time?

Edited by IcyDeadPeople on March 18, 2017 6:25PM

Battlegrounds Respawn Time 52 votes

20 seconds is too long
28% 15 votes
20 seconds is too short
13% 7 votes
20 seconds is just right
28% 15 votes
Not sure
28% 15 votes
  • Turelus
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    I would need to play it to see really.

    Twenty seconds might seem long if I sit and watch a clock now, but when playing I may not want enemies in the game again right away.

    Also these are not 20 seconds right after you die no? As when Brian died and spawned on ESO Live he said how he was lucky and could go back out right away.
    So this is more like the SWTOR force barriers which stay up and drop every x period of time unleashing anyone who died back into the game.
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  • [Deleted User]
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  • idk
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    Vaoh wrote: »
    It has not even released yet. There's no way people can complain already.

    ^^^^^^ This. Besides, moot question. No one wants to have to wait but that does not mean the timer should be shorter so the results of the poll will be more skewed that the normal polls in these forums. None provide what the player base really thinks.
    Edited by idk on March 18, 2017 6:33PM
    Really, idk
  • IcyDeadPeople
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    Played Team Fortress 2, Chivalry, Forge, Nosgoth and similar team deathmatch/CTF games quite a lot. Tried various community servers with different respawn times ranging from instant respawn up to 12 seconds. I prefer instant respawn. It's boring to sit around dead and the action is so much fun when you have lots of people dying and jumping right back into the action.

    I really like how in Cyrodiil and Imperial City you can always spawn somewhere immediately. Dying is not a big deal. If I ever get hit with the 2 minute forward camp respawn time, I just forget about that battle and spawn somewhere else.

    The battlegrounds game mode feels like it will be ideally more fast paced than Cyrodiil, and 20 seconds seems too long. 4 or 5 seconds would be great, instant respawn even better.
    .

    Edited by IcyDeadPeople on March 19, 2017 4:47PM
  • Jitterbug
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    Battlegrounds are the only reason I came back to ESO and the only thing I've ever wanted from this game, so I'm hyped AF.

    But honestly, who cares if it's 20 seconds or 15 or 25?
  • idk
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    Played Team Fortress 2 quite a lot, and tried various community servers with different respawn times ranging from instant respawn up to 12 seconds. I prefer instant respawn. It's boring to sit around dead and the action is so much fun when you have lots of people dying and jumping right back into the action.

    I really like how in Cyrodiil and Imperial City you can always spawn somewhere immediately. If I ever get hit with the 2 minute forward camp respawn time, I just forget about that battle and spawn somewhere else.

    The battlegrounds game mode feels like it will be ideally more fast paced than Cyrodiil, and 20 seconds seems too long. 4 or 5 seconds would be great, instant respawn even better.

    Games like TF are a bad example. The designers came up with what they felt was best but since people can have their own servers they can do what they want. That does not mean their change is actually good.

    It really does not matter what an individual player wants. The design is based on what works well. Besides, the player died. He/she should not be able to just hop right back into battle.

    Maybe they should eliminate the respawn time and have a long tunnel one has to walk down to get back into the battle. Eliminates the wait, but adds a long walk.
    Really, idk
  • IcyDeadPeople
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    Games like TF are a bad example. The designers came up with what they felt was best but since people can have their own servers they can do what they want. That does not mean their change is actually good.

    It really does not matter what an individual player wants. The design is based on what works well. Besides, the player died. He/she should not be able to just hop right back into battle.

    Maybe they should eliminate the respawn time and have a long tunnel one has to walk down to get back into the battle. Eliminates the wait, but adds a long walk.

    Tried quite a few different games with CTF and team deathmatch. Obviously excited to try it whenever the Morrowind patch arrives on PTS, but in any game with this kind of format, 20 seconds is a pretty long time to sit on the bench.

    The individual experience of each player is important - if people are having a lot of fun, the battlegrounds will be popular and hopefully attract new players.
    .
    Edited by IcyDeadPeople on March 19, 2017 5:00PM
  • Oakmontowls_ESO
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    It really should be variable based on how much you are dieing. For example suicide bombing would make your respawn timer go up while playing smart and not dieing within a certain time of respawning would keep the respawn timer lower. This would reward skilled and tactical play and discourage blindly zerging an objective until you take it.
  • Yasha
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    Played Team Fortress 2, Chivalry, Forge, Nosgoth and similar team deathmatch/CTF games quite a lot. Tried various community servers with different respawn times ranging from instant respawn up to 12 seconds. I prefer instant respawn. It's boring to sit around dead and the action is so much fun when you have lots of people dying and jumping right back into the action.

    I really like how in Cyrodiil and Imperial City you can always spawn somewhere immediately. Dying is not a big deal. If I ever get hit with the 2 minute forward camp respawn time, I just forget about that battle and spawn somewhere else.

    The battlegrounds game mode feels like it will be ideally more fast paced than Cyrodiil, and 20 seconds seems too long. 4 or 5 seconds would be great, instant respawn even better.
    .

    There needs to be some sort of delay or else dying has little meaning. 20 secs seems reasonable to me, but will have to actually play it to find out. How they handle CP, foods, potions, gear, etc is a much bigger issue imo. ESO has extreme gear/level (CP) gaps, even with battle leveling. If they leave that as it is in Cyrodil it won't matter if the game has instant or 10 min respawns: it will be virtually unplayable except for people at the top of the power curve.
  • idk
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    Yasha wrote: »
    Played Team Fortress 2, Chivalry, Forge, Nosgoth and similar team deathmatch/CTF games quite a lot. Tried various community servers with different respawn times ranging from instant respawn up to 12 seconds. I prefer instant respawn. It's boring to sit around dead and the action is so much fun when you have lots of people dying and jumping right back into the action.

    I really like how in Cyrodiil and Imperial City you can always spawn somewhere immediately. Dying is not a big deal. If I ever get hit with the 2 minute forward camp respawn time, I just forget about that battle and spawn somewhere else.

    The battlegrounds game mode feels like it will be ideally more fast paced than Cyrodiil, and 20 seconds seems too long. 4 or 5 seconds would be great, instant respawn even better.
    .

    There needs to be some sort of delay or else dying has little meaning. 20 secs seems reasonable to me, but will have to actually play it to find out.

    This exactly. If a team defeats a player or two from another team they should reap the reward of playing against a team short handed for a short time. 20 seconds is good and we really do not know how that 20 seconds will actually play out.

    It may not be a 20 second wait. It may merely be that players can only leave the respawn area every 20 seconds which would make the average time shorter.

    We will see it on PTS and then we can offer good opinions. Currently this type of discussion is pointless and should be completely ignored by Zos until it is worthwhile feedback based on testing it.
    Edited by idk on March 19, 2017 10:20PM
    Really, idk
  • HatchetHaro
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    It's more of a 20-second respawn cycle, so you can just write it down as a 10-second average respawn time.

    Though I would prefer a fixed 10-second respawn time...
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  • paulsimonps
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    When we play tested the Battlegrounds we tested with a few different timers and I'm not sure which I liked the most, but all of them were on a cycle. So the timer will be different each time depending on when you die. It was nice for yourself when you respawned almost instantly but its not fun when the enemy does it. I know we discussed for a long time about this, cause killing someone especially on a Domination type map should matter a lot.

    Taking and holding a point should feel rewarding. Defending a point should feel rewarding. If you have a point and you kill an enemy it would suck if he instantly came back. Or if you fight the whole team trying to get them off a point and you kill one of them hoping to break them of and defeat them but before you can kill the 2nd one the first one is already back and nothing has changed. The constant fighting with no push and pull gets boring really fast. There should be a consequence for dying.

    I don't think 20s on a cycle is that much. I liked 30s more cause it at least has a chance to punish you quite a lot. The idea of course behind the cycle is to have the team spawn in together as a wave if more than one is killed. So we respawn together if we die in the same cycle. But we will see more on live how it feels against more diverse teams. People will play in all kinds of different ways. I am either way super excited over Battlegrounds.
  • KeiruNicrom
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    In the end it depends on how well one can play the gametypes solo vs grouped and how big the battlegrounds are/how far objectives are from the spawns
  • Stovahkiin
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    It really should be variable based on how much you are dieing. For example suicide bombing would make your respawn timer go up while playing smart and not dieing within a certain time of respawning would keep the respawn timer lower. This would reward skilled and tactical play and discourage blindly zerging an objective until you take it.

    In other words, new players who aren't very skilled yet would be screwed and wouldn't be able to play as much because they die more. Meanwhile, people who are extremely good can pretty much constantly stay in the game and wreck everyone else... no thanks.
    Edited by Stovahkiin on March 20, 2017 2:31AM
    Beware the battle cattle, but don't *fear* the battle cattle!
  • out51d3r
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    Hard to say. Depends how far the respawn points are from the capture points and such.
  • paulsimonps
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    out51d3r wrote: »
    Hard to say. Depends how far the respawn points are from the capture points and such.

    Not far at all, they are really close.
  • Kay1
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    15-20 seconds is perfect time to avoid having pugs who go 1/50
    Stovahkiin wrote: »
    It really should be variable based on how much you are dieing. For example suicide bombing would make your respawn timer go up while playing smart and not dieing within a certain time of respawning would keep the respawn timer lower. This would reward skilled and tactical play and discourage blindly zerging an objective until you take it.

    In other words, new players who aren't very skilled yet would be screwed and wouldn't be able to play as much because they die more. Meanwhile, people who are extremely good can pretty much constantly stay in the game and wreck everyone else... no thanks.

    Maybe not in a casual environment but for the ranked playlist a punishment must be added yes, increasing up to 50 seconds.
    Edited by Kay1 on March 20, 2017 9:22AM
    K1 The Big Monkey
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