AgitatedPenguin
AgitatedPenguin
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- AgitatedPenguin
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Comments
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It's amusing how many people think the game is broken because dead hard is gone. Try learning to play without it. Killers get metas changed all the time. Although I still don't get why they brought PR+DMS back just because of the niche situation of merciless storm that wasn't even used that much.
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@Katie_met said:
Crossplay came out yesterday and I play on Xbox as a survivor main, though I can empathise a lot with killers and understand that killer is the harder and more stressful role to play.
Originally I turned off crossplay, but queue times were ridiculously long and I was playing with rank 15 teammates but I'm rank 1, so I decided to turn crossplay on, I didn't play much last night because every game I was just being tunelled to death. This morning I played again and kept going against killers who would slug, most games I just spent on the floor. There didn't seem to be any balance, the only game where I had some chance of escaping, the killer had an ebony mori. I can understand the slugging if it was for map pressure, but I was being slugged when we had 4 or 5 generators left.
I thought to play killer instead but I kept finding matches with the try-hard pc survivors. I know people will just say 'turn off crossplay', but that just means that queue times will take a really long time.
I don't know what queue times were like on all platforms before crossplay, but on Xbox in the morning survivor games would be quick and easy to find, killer games would take about 3-4 minutes to find. In the evening killer games would be quick to find and survivor games would take 4 minutes, so I'd just listen to a song or watch a bit of YouTube while waiting for a game.
So I feel like crossplay may be the end of my dbd experience because now I'm stuck between playing games where I'm on the floor or just tunelled, or wait nearly 10 minutes to play a game with people who seem to have no idea what they're doing.
Best Part is that slugging doesn't even get you that many points as killer so if you 1 hook everyone you depip.
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SWF isn't much of an issue if we had opt in game comms so solos can communicate, then properly balance killers so they're stronger.
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@TotemsCleanser said:
I have had a friend of mine be accused of lag switching when honestly it was only her internet connection being crap. The game is far more filled with laggy players than with cheaters. I think I have only faced an actual cheater once in my 650 hours in the game.
I'm aware people can lag but it's usually during the whole game, not just magically when the last gen is done for the whole end game
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@ZerLukas said:
It's not daily basis at least for me. Last time I faced a cheater was probably in 2018.
Maybe I'm just lucky or cheaters decided to show somw activity during crossplay.
What I mean is facing cheaters and hackers on PC is absolutely not the norm and happens quite rarely.
I constantly see posts on the forum complaining about cheaters so I just assumed it was normal.
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@OldHunterLight said:
Never had a cheater, seen videos but never played against one.
If you are playing on console, I think the servers are having issues, I'm lagging every now and then since crossplay became a thing.
It was working fine the entire time in that game and every game before/after. It was that blatant that it was actually funny. I would've recorded it if I'd known.
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I'll only turn it off for killer if I constantly get pc survivors who can just run me around all game. For survivor, ill only turn it off if I just get the same killers constantly but honestly it's been a good so far minus the 1 lag switcher I went against.
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PS4, I had it crash the first 2 times but the 3rd time I managed to get in.
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@Masochistic_Killer said:
https://forum.deadbydaylight.com/en/discussion/comment/1530949#Comment_1530949
Depends, if I play Trapper it's every game, because I play him a lot. If I play, as I mentioned elsewhere, Deathslinger for a daily like last night where I almost never play him, it's noobs, still, half of them SWF, but confused and scared - which frankly is how all survivors should be.
The problem isn't necessarily SWF, It's killers being to easy to beat when you're a high rank survivor. And the fact that the 'skill' rating isn't how well you play the game but how much of each thing you do doesn't help things. Skill should be based on how long you survive for survivors and how fast/ how many kills you get as killer instead of all this point scoring in certain categories.
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@Masochistic_Killer said:
https://forum.deadbydaylight.com/en/discussion/comment/1530730#Comment_1530730
The current MM is like 90% sweaty af SWF. Speak for yourself.
Overestimating a little aren't we. pairs are pretty common but every game isn't just sweaty 4 stacks. I love this notion that ever group of red ranks are SWF. Solos and Duos can be good at the game and smash killers you know
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Honestly, with the current matchmaking I think SWF is the least of your problems.
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@kingoftheirish1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1527698#Comment_1527698
Don't use any of those perks. Bbq, shadowborn, thrilling, and save the best for last. Survivor is easy mode.
As someone who plays both sides, Survivor can be easy but only when you are playing with a good team or a potato killer. With how matchmaking is, you get matched with potatoes so often that the killer just steamrolls those 3 and makes it a 1 v 2 or 1 v 1 very easily. Or if you have slow killers on big maps, that is also pretty easy.
If you want a challenge as killer try playing Trapper, Myers or Pig
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@kingoftheirish1992 said:
Love going against newer players because they don't have a toxic mindset to the game and give props when you play your best. Lately tho I get props for my Freddy play wish I played him more but the same gameplay gets tiresome after a well. I miss being a new player much more chill then red ranks.
Freddy has no props to give, he is just easy mode. Whack discordance, ruin and surveillance on. Job done
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1527623#Comment_1527623
That is average to the current rotation, so yes.
Kate was released the same year (earlier than Adam) and also has about the same amount.
If they had came out at launch, and it was the other way around. Claudette and Meg would still be averaging those same numbers.
So by your logic, The one's who have been out for 4 years should have about 10 skins:
Meg has 23
Claudette has 21
Dwight has 20
Jake has 18
Even the one's who have been out for less than 4 years but the start of the Console Era who should have maybe about 7:
Feng has 15
Nea has 14
Ace has 18
If we look at killers, Spirit who come out at the same time as Adam has 16
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If anything, I find vsing SWF better than solos as they actually give you a challenge. Additionally, the amount of super altruistic groups you get who are determined to get everyone out, you can abuse them just as much as they can abuse you.
Although, I feel when you get SWF they should go up against a much stronger killer player skill-wise. I think the biggest mistake people make especially in red ranks is just assuming every good team are SWF. They can just be really good players.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1527607#Comment_1527607
Not counting his common/uncommon he has 5 complete outfits.
And that's good for 2 years?
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Myers is fine, I main him as my killer of choice. The only problem Myers has is massive open maps. Unless it's a smaller map he has almost no map pressure until tier 3 although good Myers players can work around it within reason.
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@Veen said:
Yui and Adam just got a cosmetic though.
And Zarina had one a little bit before linked skins got released.
And in the time they had 1 for which Yui's is almost just a recolor of her ninja outfit Meg and Claudette have had 5 or 6.
Also Adam has been out how long and has had like 3 skins.
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@MeltingPenguins said:
I agree.
The priority should be this I think:
- Fix game breaking/hindering bugs
- Make the game more accessible (optional colorblind mode, the visual indicators as seen in the mobile version)
- Add more modes (there's a number of good proposals floating around)
- Add/overhaul maps (there so much storytelling in these maps, it's often a shame that things like Lery's or Glenvale have just one version)
- Add new original killers and survivors (maybe even a roleswap dlc that adds survivor versions of the killers to the pool and vise versa)
- Add a skill overview to see how good people are with individual killers and their abilities (which might prompt people to play killers differently)
- Polish the balancing.
I'm very agitated by your name.
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It is definitely really bad matchmaking. It's gotten to the point where it's actually boring now, I think out of all the games I've done since the rift has started, I've enjoyed about 2 games as killer and I've had about 2-3 games as survivor where I've actually had to try.
If nothing is done soon, I think the game my be dying as new players won't want to be immediately destroyed by experienced players and the veteran players will just be bored not being able to get good games.
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@Onyx_Blue said:
Some nostalgia for ya, d'you remember when the Devs used to patch game breaking bugs a week, at max, after they were reported? Now we have no audio at all for certain killers, no audio for downed or injured survivors, no footstep audio (even outside of chase), button prompt issues, hook issues, hitbox issues yada yada yada. If dbd was a person they'd be the most unhealthy sod in the world. We'd be forced to put him out of his misery.
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@thrawn3054 said:
That's cleary a bad spot. But there are tons of really well hidden ones too.
I honestly don't remember the last time I've seen a very well hidden totem playing both sides. I'm in the camp where I think totems need a rework because I don't think you'd ever get a true balance with them. They're either right in from of you or you never find them, but even then it's only the newer map designs where the totems are in sensible hiding spots.
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@VSchmitt said:
I love how they say that hexes are "high risk and reward" perks, but with their "awesome" totem placement code running a Hex perk is almost a guaranteed wasted perk slot (Sallon, Midwich and some Yamaoka's configurations are good tho').
I think the darkness added to Yamaoka makes it even better for bright fire totems like you see there.
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@Dsalter said:
what totem? all i see is scratches and a gen :)
Yeah, they spawned at that gen so I rushed over thanks to discordance.
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There's nothing wrong with the grindy challenges like do so many gens, escape so many games etc, even the challenges to do gens or heal with certain perks are fine. The problem challenges are the do in 1 game (master) challenges that will make some people dc if they can't do it or have done it .
I think a decent fix (or compromise would be a better word) would be that if we must have these challenges then we should have to ability to have a regular challenge and a master challenge active at the same time, that way if you have completed or missed the master challenge, you can still work at the grindy regular challenges and doesn't make you feel like you've wasted the game if you care that much about doing challenges as quick as possible.
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I could definitely get behind this being a Myers main but I don't think it would happen since they would need to get like 4-5 different licences.
If they did go for these, I could probably see either Halloween 2, Rob Zombie or 2018 Myers.
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Killers do 4x the work of survivors so they deserve more BPs.
My suggestion to survivor BPs is to cap the maximum that you can get so the 32,000 but not cap the category so instead of getting capped at 8000 per category yo could get like 16,000 if you do all the gens by yourself or 20,000 for boldness if you're running the killer around for the entire game.
So if you get 16,000 objective, you are then capped at 16,000 for the remaining 3 categories.
The overall problem for Bps and ranking in general is that you have to do a bit of everything in order to get them. It doesn't reward you for carrying in 1 category.
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Unless we get a new Japanese girl, Yui will always be my main.
I doubt anyone will replace Long Leg Myers as my favorite killer, even less if he gets a shirtless cosmetic like David did.
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Scratched Mirror Myers on Lerys, works every time except for spine chill.
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@Taiga said:
The legion one isn’t bad but how could they pick the Claudette one over the Yui one? This seemed like a bad joke at first.
https://us.v-cdn.net/6030815/uploads/YV2RTWC9UJLO/2872631d-da74-4a32-b5b7-e4009193c416.jpeg
I really wanted this one 😅 Yui needs a good skin.
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I can't wait to see everyones thoughts when we get the swimsuit pack. 😂
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Dead Space with the Necromorph
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I'd like to know how much of the community is actually on console. That could be an indication on how much of a priority it is.
Why bother with keeping console players happy when 80% of the player base is on PC could be a mentality.
I mainly play on PS4 myself so I would love optimization but unless it's getting saved for next gen I don't know when it will come.
My hope is that with Sony basically confirming PS4 backwards compatibility for PS5, my assumption would be that they are saving a massive optimisation patch for next gen in which there won't be a new PS5/XB version but we will just play a massively optimised PS4/XBO version on the new consoles.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1311176#Comment_1311176
I mean, you are ignoring so many arguments.
Again - why should someone who does not want to use an optional Voice Chat have any disadvantages when the game would be balanced around Voice Chat? Because if you balance around this, you balance it around mandatory Voice Chat.
And if someone does not want to use the Ingame Voice Chat, they should be screwed? Not everyone wants to talk to strangers. I dont want to get shittalked by some Kid in a language I dont understand for something they think I did wrong. And some people playing DBD want to have a Solo Experience, no communication, just immersion.
You have to keep every player in mind, not those who would use Voice Chat anyways.
I'm not saying balance killers around voice chat, I'm saying balance it around a TEAM. Key word there. I'm trying to make solos as close to SWF as possible to killers can be buffed. Why even have 4 people in a game if you're not expected to work together and you can still trash a killer?
Voice chat is merely a single suggestion. Not everyone is an antisocial lone wolf trying to play a team game. Some people would like to communicate and work together to overcome an actual threat which let's face it doesn't exist at (actual) high rank survivors. When killers only win because of survivor mistakes you have a problem.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1311140#Comment_1311140
Why should anyone use ingame Voice Chat when they can use Discord? Like I said, I am Solo, there is a 3 man SWF. Why should they include me by any means? If they use Discord, myself as the Solo Survivor will have a disadvantage because the game would be balanced around usage of Voice Communication.
I would rather change the UI (so that there is a Chase Indicator, Gen Indicator, and so on)... Basically so that every Survivors knows what the other Survivors are doing (might be frustrating, lol). Stuff like Totem Counter as well.
To get as close as possible to the information a 4 man SWF has. And then Killers should be buffed to this level.
Because not everyone uses Discord? Why should people be forced to use an external system to communicate when playing 1 game?
Optional voice chat should have been proposed when SWF became an option realistically.
For example, let's say I'm searching this forum for some partners to do a chill game with and we want to chat while doing it like any team game, why should we have to make sure everyone has discord on their phones and make a room when we could just turn on in game comms for that game session. Having an external discord would also mess with your audio when using a headset like 95% of dbd players use.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1311132#Comment_1311132
Exactly this. Everyone would keep their teammates muted and coordination among solos will see pretty much no improvement.
Isn't the problem for that that killers aren't strong enough or enough of a threat that forces survivors to actually work together? Surely if killers were stronger, many solos would see the need to actually work together to try and win which would give voice chat a point in being used. As it stands, communication pretty much trashes killers that aren't top tier.
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@Aven_Fallen said:
Ingame Voice Comms for SWF - would be an idea for different platforms. But even if someone is on PC and has friends on PS4, they could use Dicord via their Phone, for example.
Ingamce Voice Comms as standard communication between every Survivor - hell, no.
Not everyone speaks English. It might work in America, but not in Europe, 100% not in Europe. Also, if there is a 3 man Russian SWF, why should they use the ingame Voice instead of Discord? And even IF you can force them to use the ingame voice comms (which is not possible), why should they speak English with the random?
Also, not everyone wants to talk to 14yr olds with 5 Euro Mics. And there are also people who want an immersive experience - alone, without any communication.
I'm not saying to force it, I'm saying as an option so if people of the same language want to talk to each other then they can. Also, by doing this we can then look at making killers slightly stronger to give survivors more of a challenge.
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@JawsIsTheNextKiller said:
The individual killer rank is a good idea. I'd like to see some rubber-banding so that a rank 1 hillbilly will drag the average of all his other killers in that general direction but then if he plays Nurse and sucks, his Nurse rank will drop appropriately.
To be honest I'd just like survivors to be mainly judged on how they deal with killers. Escapes, rescues, heals and hitting skill checks are not particularly skilfull. I'd also like to see SWFs face killers higher ranked than if they were playing solo (where possible).
Most importantly, pipping needs to be more difficult in general for survivors and killers should never get a black pip for killing everyone too efficiently. Yes the survivors may have been trash, but an efficient 4k shows the killer maybe should be at a higher rank than the survivors they faced.
The problem with pipping is that It doesn't award you for a specific playstyle, If anything I'd say it assist toxicity since people want to try and annoy the killer just to get a few chase points because they capped in objective. Likewise, instadown powers like the chainsaw brothers and GF can be punished because they don't cause chases and they skip a hit. I'd say Trapper gets punished most if people walk into his traps since a chase doesn't even start.
DBD has the same issue Overwatch and other objective based games have where they award stats over efficiency.
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@Oicimau said:
Actually, CS counters other things too. For instance, screaming cause of Clowns gas or Freddys snares. And one more thing: you cut off the chance of the killer pinpoint your location thru the crows. You can avoid long distance detection and hide behind crows without calling attention of the killer.
CS doesn't really counter Clown and freddy since they're usually chasing you when it happens. The original point of CS was to counter spies but it's just not viable.
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I'm not against it but I agree that 5 seconds may be a bit long. I'm also reading it as a bit of a modified version of DS.
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You'd have the same system as overwatch where you can opt to be put in or out of voice chat by default so it comes down to choice. I feel, if everyone had comms as an option then killers would be able to be seriously buffed.
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@Alphasoul05 said:
Keys, Moris, NOED/Adrenaline and overall fundamental game balance should all be adjusted IMO. You can probably toss in insta hatchets as well.
I don't find NOED/Adrenaline a problem, adrenaline is situational and a decent counter to NOED is do the totems. It's a punishment of sorts for gen rushing without taking care of totems.
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@snowflake102 said:
Really how about no:) I vote for buff lol. Shes fine the way she is:)
Don't worry, I would also buff pig. Nerf Pig is just a joke.
In my opinion and i'm sure the opinion of many she is in the bottom tier of killers, if not the weakest but people don't play against her enough to deal with her properly.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1310694#Comment_1310694
There should always be a chance. EGC will even be killer-sided when the Killer cannot stand on a Hill between two Gates.
But well, as long as people who say that "Gates too close" is fine are not complaining about the Gates far away from each other...
I feel the gates should be in a situation of both survivor and killer just pick a gate and whatever happens happens. Obviously killers like billy and spirit may be able to check both and trapper can prepare if survivors don't react to it soon enough.
But I'm also in the camp of a lot of the older maps need to be made smaller as there is a lot of nothing in lots of the maps that don't need to be there.
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@myersismydaddy said:
It is one of those things that needs to be fixed. It is either extremely bad for the last survivor, or extremely bad for the killer. There is rarely a great in-between situation. What makes me sceptical that they will change it is the new map. The gates there are unfortunately very killer-sided, and they always spawn at the same location. You can expect quite a lot of complaints about that one.
In my opinion, the most balanced maps would be the game and the lab. I also find Badham and Lery's quite balanced most of the time for the gates and hatch (except for when the hatch decides it wants to spawn in the school basement of Badham like 90% of my games).
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Couldn't we have extra categories for cosmetic winners, maybe 1 fan chosen and 1 dev chosen for killer and survivor.
Or possibly every month or so we have a contest for specific killers/survivors (maybe for who is in the rift) or maybe a theme like to go well with a specific map.
I've seen lots of submissions where i'm like "i want all of these" it's just a shame we only get 1 of each.
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There's not enough killers to go around to survivors just seemed to get matched up with any killer.
I wouldn't put it to smurfing, it's simply bad matchmaking thanks to an imbalance in the players in those roles.
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I feel it's always been there but I swear it's way more common since we started dedicated.
I'm not trying to slate dedicated or anything, I do think it's a massive improvement over killer hosted p2p but I think for this 1 killer specifically it's a problem.
I'd almost be tempted to say with huntress to but I think I'm just bad with her so I can't make a comment.
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It is fair that survivors lose add ons as killers also lose them.
The commodious toolbox build can blast half a gen with only 1 person on it so if you save a tiny bit of charge and get out, is it fair to do it again next game?
the argument that killers get way more BP than survivors may have something to do with the fact that killers do 4 times as much work as survivors who have to fight to do 1 objective.
Should flashlight god survivors get to keep their pink add ons?
If everyone plays the game like the developers intend then there should be enough BPs for everyone.
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@Chrisko said:
Lately there have been a number of killer buffs in the game. I wonder when the devs will address this. With the EGC squeezing the options for survivor at a gate it seems like this is a good idea.
For the most part, I find it ok and sometimes the tension is kinda fun but them when they're next to eachother and you have a billy or spirit who take 3 seconds to get to an exit it becomes a bit of a problem.
I don't main either side but some maps with massive dead zones need to be made smaller for slower stealth killers to be able to pressure and gates need to be further away if not on opposite sides of the map. I'd almost say that gates should have fixed spawns but I don't know how well that would go.
