JimboCrow wrote:Fletchette wrote:Got a bit derailed here....Fast travel IS NOT spawn mashing. It doesn't re-spawn new animals. It's an intentionally designed feature in the game, they even charge for it. Spawn mashing is starting repeated short games hoping to spawn animals you can kill quickly without actually hunting, then repeating it over and over. It's an exploit, and NOT intended function. They can't really stop it because of game crashes and stuff, but they've taken several steps over the years to try to deter it. No one can seriously say the designers INTENDED spawn mashing to be a legitimate hunting tactic, and anyone who does is being disingenuous.
I was trying to find an instance where someone implied spawn mashing was an intended function, but I couldn't find one.
However, I think the point Ron was trying to make (and I agree) is that there is a similarity between 'mashing by restarting' and 'mashing by fast travelling,' the only difference being the new spawn EACH time. Both can be used as exploits, except one can get you DQ'd for repeated short hunts, while the other lets you escape scrutiny (yet accomplish very similar objectives) by hitting SEVERAL locations quickly first, and THEN restarting with a new spawn 'when the coast is clear.' Sort of a "Spawn Mashing 2.0' or "Spawn Mashing Revisited" or "Spawn Mashing with a Side of Tent Crashing" you might say. I'm not sure which one is worse, but for my money I'd bet on the latter for having a better success rate. #PayToWin.
Come one, Jimbo, you literally just took the word "spawn" out of spawn-mashing to try to make your point....
....And you also seem to have changed the meaning of the word "mashing", which means to do something repeatedly in a short period of time (mashing keys on a keyboard). Since you can only fast-travel once immediately after your initial spawn, it's the exact opposite of mashing.
There is NO NEW SPAWN when you fast-travel, so it's not SPAWN-mashing 2.0 or 3.0 or 99.0. It's fast-travel, and it's by design. It's not an exploit since they INTENTIONALLY added the function to do it to the game, and limited the function to once per 1/2 hour real-time so you can't just jump around the map every few minutes to prevent "tent crashing". Now killing yourself on purpose to avoid the restriction IS an exploit, but doing it once per 1/2 hour real-time is a designed feature. Whether you, or I, or anyone, agrees with it is another issue entirely, but the Devs clearly intended it to work the way it does, since they obviously spent considerable time writing the code to make it work. And designing tents, and selling them as fast-travel destinations.
Suicide fast travel was an unintended consequence of introducing fall damage before VDB was released. It's an exploit that people figured out to get around the 1/2 hour restriction.
Surely you're not suggesting that doing 1 or 2 fast-travels in a 1 hour real-time game is the same thing as spawn-mashing 10-15 new games in that same hour. That's ridiculous and you know it. They are not even close to the same thing.
Now for the "intended" thing (implied or not), follow me here, it involves the word "exploit" that's been frequently used in this thread. Pretty much by definition the word exploit is about "intention". If the designers intended a thing to work a certain way (intended gameplay), then doing it is NOT an exploit. If they didn't intend a thing to be done, then doing it IS an exploit. It's really that simple. When people start referring to spawn-mashing as a "style" of play, particularly in this context of comps, then they are saying it's something the Dev's "intended" to be done. It's not, and they've not only said so in the past, but they taken steps to deter it, like setting attempt limits a few years ago for that expressed purpose. Unfortunately it's an exploit that's very difficult to prevent without causing several other problems, which is what this thread was suppose to be discussing.....Preventing spawn mashing in comps. Not tents, not fast-travel....Spawn Mashing.