"Better" algorithms can fix every problem that's been mentioned so far. It's just a matter of how to do that.
An example of a change youd make, then?
Specifically talking about spawning: It would be far too complex for me to do, but have it be smarter about where it spawns people. Make the game check for current players (I'm sure it does already), and then respawn players at a random point far away from enemies.
It would take more work than that, I know, but that's the type of thing I'm talking about. It's possible, they just have to decide if it's worth the time. Clearly it wasn't... (or hasn't been yet)
Then I have no idea what kind of lag you're experiencing, because I've never experienced anything beyond normal lag in any cod. Maybe Im just lucky. All I know is every time someone actually starts getting specific about the issues they're having, it always explainable by basic lag and nothing more. I've yet to see ANY evidence that the problem is deeper than that beyond anecdotes.
But that seems to be exactly what it's doing. It very, very rarely spawns you literally in line of sight of an enemy. 99.99% of the time it's out of sight, even if its very close and just around a corner. Which can be unavoidable if everyone is spread out and there are few good choices. In that case almost anywhere is right around the corner from someone on most maps.
If they were to delay spawns until a perfect spot is found or force them to be far away from the enemy, they create a "penalty box" situation where the team doing the killing is given a further advantage, splitting their opponents apart. This would suck to be on the receiving end.
And they have to do it all in such a way that it can't be manipulated too easily into a spawn trap. It's not so simple. An element of chaos is necessary to some degree. That's no consolation when you're the one that gets screwed...and you WILL get screwed from time to time. But the system they're using makes sense to me on the whole.
The more I think about it, the more it's not the spawning that bothers me. Instead, its the flow of the maps. I absolutely HATE getting killed from behind or someone I don't see. That seems to be the way MW3 works. Killed from behind, over and over and over. In past MW's you could guard your backside. You knew what was behind you and the enemy only had one way of flanking you. In these maps, it seems there are an endless way of flanking people. It's almost as if every map is a big circle with lots of corners to hide around. Its near impossible to run around without being taken from behind. It just seems worse when spawning because it takes a second to realize where you are and there is undoubtedly someone behind you. When I spawn I immediately try to find cover, but the problem is there is no cover on this map. No matter where you go, someone is going to take you from behind. To be honest I feel violated...
Another thing about the maps, I see why they made it so cluttered. Come to think of MW2 maps, remember how people would just pull out their snipter rifle on high rise and shoot each other from each corner, or better yet a guy with an rpd+thermal would do it and rain down on a bunch of noobs. Situations like this were often on many of MW2's maps. They may have done this to prevent that sort of thing. Now, it takes some time and effort to good spots for fire fights. Now that I understand the layout, the maps aren't too bad. There is no real safe spot with no blind side, so you just gotta always be on the look out and/or keep it moving a lil bit.
Say if it were, spawn player at house C, if no enemies are there, but by the time you spawn an enemy is there.. how can they account for what is unknown or a player's exact pattern. The spawn system is what it is, and you'll hit some and you'll miss some.
Another thing about the maps, I see why they made it so cluttered. Come to think of MW2 maps, remember how people would just pull out their snipter rifle on high rise and shoot each other from each corner, or better yet a guy with an rpd+thermal would do it and rain down on a bunch of noobs. Situations like this were often on many of MW2's maps. They may have done this to prevent that sort of thing. Now, it takes some time and effort to good spots for fire fights. Now that I understand the layout, the maps aren't too bad. There is no real safe spot with no blind side, so you just gotta always be on the look out and/or keep it moving a lil bit.
Don't get me wrong, you can still win a Domination game with the same ol strat of cap A+B and guard, but you have to be more aware of your surroundings. You can't just look at the B area anymore, you gotta look at your back side, your left, but it's all fun. Just learn the maps, and use what you've learned to make yourself more aware.
The more I think about it, the more it's not the spawning that bothers me. Instead, its the flow of the maps. I absolutely HATE getting killed from behind or someone I don't see. That seems to be the way MW3 works. Killed from behind, over and over and over. In past MW's you could guard your backside. You knew what was behind you and the enemy only had one way of flanking you. In these maps, it seems there are an endless way of flanking people. It's almost as if every map is a big circle with lots of corners to hide around. Its near impossible to run around without being taken from behind. It just seems worse when spawning because it takes a second to realize where you are and there is undoubtedly someone behind you. When I spawn I immediately try to find cover, but the problem is there is no cover on this map. No matter where you go, someone is going to take you from behind. To be honest I feel violated...
I also noticed that B in particular is now MUCH harder to defend on almost any map. It's almost always enclosed into a really tight or narrow space with very little overwatch. Compare that to blops where it was the opposite and B was universally wide open and easy to cover from a multitude of angles on most maps.
Not sure which I like better, but it's a pretty big difference.
Sounds like a camper...
I think there is a pretty big difference between a camper and a defensive player.
I like playing both offensively and defensively. I'm a bit bummed that it seems like map design in MW3 has pretty much removed the defensive player option.
I think of camping as those people that crouch in random corners and lay somewhere hard to see and just wait for people coming by.
Playing defensively is where you set up shop and you draw a line in the sand and say, 'no one is getting here" and try to defend against getting over run. The bad guys know where you are and you aren't sitting still, you're running around your building or area, but you're fighting, not just camping. That play style is not really an option in mw3 maps. they are all circular and there are always three ways to any place.
I think there is a pretty big difference between a camper and a defensive player.
Playing defensively is where you set up shop and you draw a line in the sand and say, 'no one is getting here" and try to defend against getting over run. The bad guys know where you are and you aren't sitting still, you're running around your building or area, but you're fighting, not just camping. That play style is not really an option in mw3 maps. they are all circular and there are always three ways to any place.
I think there is a pretty big difference between a camper and a defensive player.
I like playing both offensively and defensively. I'm a bit bummed that it seems like map design in MW3 has pretty much removed the defensive player option.
I think of camping as those people that crouch in random corners and lay somewhere hard to see and just wait for people coming by.
Playing defensively is where you set up shop and you draw a line in the sand and say, 'no one is getting here" and try to defend against getting over run. The bad guys know where you are and you aren't sitting still, you're running around your building or area, but you're fighting, not just camping. That play style is not really an option in mw3 maps. they are all circular and there are always three ways to any place.
I agree completely. For FFA these map designs are great. For any objective modes, HQ, Domination or CTF, there is no way to strategically defend an area because there are 15 ways into that area. Tell me that running around randomly in CTF when you should be playing defense is a good idea. It's not. You're doing more harm than good. But you can't sit and defend an area because you have a 100% chance of someone killing you from behind. No way to guard 6 entrances to you.
BD2003 - this video pretty much shows what we're talking about with lag:
http://www.youtube.com/watch?v=BnTKDAX-uV4
If you haven't experienced this, that's great (for you). But the rest of us know what lag is, and we know the difference between normal lag and when it is absolutely ridiculous.
That is absolutely nothing more than normal lag + client side hit detection. The people shooting at him probably have relatively poor connections. Those things can easily happen against someone who's 3 bars or so.
If you don't think thats normal, then you actually don't really understand it.