Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
You DON'T get to choose where. You only have the option to decide if you want to respawn like usual, or respawn at a random location. That's it. If you choose to respawn at a random location, YOU CANNOT CHOOSE A LOCATION. It respawns you RANDOMLY on the map. So 1/103 chance of respawning at a particular node.
And not just streamers, EVERYONE gets the option. You wouldn't want to use this option, unless a huge amount of people are mass griefing you, as its extremely disadvantageous to respawn randomly on the map. Since the map is huge, if you respawn on another continent, you will not be able to group back up with your friends for a LONG time.
oh and one possible problem I see with it.
Let's say im in node A and I decide to spawn in a random node, and I'm spawned in node F which is about 6 game hours away. All my stuff is back in node A and I need to go back to get it eventually, how do you propose I get back there with no fast travel?
I understand, I corrected my post earlier.
This ^.
Isn't there like a whole system with caravans built around nodes? How will me teleporting in the different node affect the resources I've gathered in the node I've died in? Wouldn't teleporting in a different node break the game?
you have the family system if one player from you family is on that node you can tp
Have your hoard of followers bring you stuff of course, you famous streamer, you
Are you serious? Yet again, you didn't read my post. Low level gear doesn't matter. Nobody wants it. Also 1 kill isnt enough to render you combat ineffective. You need to kill multiple non-combatants. So imagine how any times a hundred or a thousand trolls will have to kill a streamer before they're rendered combat ineffective. About 300 to 3000 times. We're talking about 100s or thousands of people that don't mind screwing up a character completely, in exchange for ruining a streamer's in game experience. Obviously, at higher levels, this won't matter at all. But at low levels, its a huge problem.
So let me get this straight. Say a node you want to go to clear dungeon or raid content has about 20 or so nodes under its ZOI (As there will only be 5/100 metropolises, each one could have about 20 nodes or so under its ZOI).
You and your friends, will kill each other, to risk a 1/5 chance to spawn near this node with reduction in combat effectiveness? Did you forget about the part that dungeons and raids are open world? Would you really want to fight a guild/raid in that area, when you don't have 4/5th of your group/guild and all of you have reduced combat effectiveness? I don't think so.
dude you are the only one that doesn't read and if you are reading you didn't want to give YOUR OPINION you came here to HAVE YOUR OPINION APPROVED, EVERYONE replying to you is saying that such system won't be GOOD FOR THE GAME but you refuse to listen and only think about what you are saying, YOU only talk about the GRIEFS but why don't you talk about the ones that will HELP?
SINCE I STARTED TO READ THIS POST I HAVE YET COM READ SOMEONE WANTING SUCH SYSTEM BUT YOU ONE CARE ABOUT WHAT YOU WANT.
Why would you choose to respawn at a random node for no reason? Its meant to be an option for players that are getting spawn camped, at low levels, to escape and quest elsewhere. Why would any player that is a citizen of a node, ever decide to do that?
you can die to a mob but before that give everything to a guildmate you trust and if you are close enough you can summon them with the family system and your friend will give everything and you only lost exp
Bro. Look at your posts, Kohl's posts and Sang's posts. All of you clearly didn't read what I said, because if you did, you wouldn't spend time asking why people can choose to respawn at a node when I CLEARLY SAID ITS RANDOM. Also, read what I said about the corruption system. You dodged that one, good job. When the argument finally becomes sensible to you, you cannot talk anymore.
You lose character and skill stats, hp and mana. You cannot give that away.
Also, this whole suggestion is assuming that there is a dual cooldown on the family system, i.e. the player and the summoned one cannot summon again for a decent amount of time. As of right now, the family system is not balanced and it needs to be fixed regardless of this issue.
Assuming that the family system will be given dual cd, which Steven said he was considering, even if 1/5th of your respawns at the location and you decide to summon the other 1/5th, that's still only 2/5th of your group.
dude i didn't say you could choose the node, i was aware you said a random node, if you go back and read i what i said was that such system can be exploited
And i addressed each one of your exploits. The family system one as well.
yes we dont know about the summon system and we also dont know about maybe 80% of the game, and trying to have such system when you dont know anything about the game is dangerous dont you agree? now if the game comes out and after a month we see a need for such system i would gladly support it but not right now
EDIT: steven was considering it still not 100% sure
But I still wanna know how this teleporting will affect the resources I had on my person, if I'm teleported to a different node. I think it was mentioned that the resources are tied to the node you're in, making need for the caravan system.
Now at the risk of "not having read it again properly" do you mean teleporting at a random place within the same node, or a different node? What is your definition of a node? Are we talking about the same thing? There's a main node, and bunch of adjacent smaller nodes that are considered part of the main node. Then there is other "main nodes" that you need caravans to take your resources there.
Does teleporting only happens within the same main node you're in? If so how big are these nodes realistically. If I need to spend 30 minutes walking from the end node to reach the place where I was, I'd rather not have the system you're proposing.
Exactly. Why not say this in the beginning? Why create all this unnecessary tension?
So the conclusion is, if the family system is on a dual cd, you'll be ok with my suggestion?
Edit: family summon system needs to be balanced indeed.
if it is necessary i will 100% support it but right now i dont see the need thats all
You wouldn't really which means that it would only be useful to people when they are barely starting out and have nothing. I don't think it's a bad feature to add but it also won't be that useful besides that once. Alternatively, if streamers are really getting griefed that much they can just level up the first couple levels off stream. Even if the feature is used and they are really getting griefed I doubt the feature to spawn somewhere else random would help much because if that streamer really is big enough for it to be an issue there's bound to already be people that will grief him no matter where he spawns.
There are 103 nodes in the game. As nodes progress, they take over the nodes around them. So a metropolis will most likely have about 20 nodes under its ZOI. (As 5 metropolises, so 100/5 = 20)
Its reasonable to assume that every node will have a respawn point in it. So a metropolis, will have around 20 or so respawn points in and around it.
Since you have a 1/103 chance of respawning at a particular node, you have about a 1/5 (20/100=1/5) chance of respawning near a metropolis.
As for resources, when you die, you lose some of it. The remaining will come with you. However, since the inventory to carry resources is small, you won't be able to carry a significant amount of resources to the other node when you respawn there. This will prevent players from escaping the caravan system.
As for it taking too much time to get back to your original spot, REMEMBER, its NOT meant to be used as a regular respawn option. Its meant to be AN OPTION for low levels, that are getting spawn camped, to spawn elsewhere on the world and start questing. As they are low level, they wouldn't have made any connections with the nearby nodes anyways. So it won't matter to them. Higher level players will have connections with the nearby nodes, so they won't use it as it would be too time consuming/risky.
The regular option of respawning at a nearby node will still be available. So if you died in a metropolis, you will be respawned at a random respawn point in it, i.e in 1 out of the 20 respawn points under it. But if you are getting spawn camped, you have the option to spawn elsewhere on the map and continue questing. Its merely an option. Thats all.
It will only be used by low level players that don't have any connections with nearby nodes, but are getting griefed by constant spawn camping. Starting fresh somewhere else won't matter to them as they haven't established themselves.
As for streamers being forced to level off stream, that's a pretty bad idea as leveling takes a lot of time. So you're essentially asking them to not showcase the early enjoyment and content that they have to their viewerbase.
But it's still creating issues... Having scattered resources across nodes, and there's also the issue if you've already had a quest in that node, and you're farming certain things that are only found in that node, you'll have to abandon the quest to go in another node. Leaving the currently gathered resources back in that node, and be of no use to you.
How much time will it pass to be found in another node and griefed again?
Streamers usually have a delayed video, so it will take someone some time getting to where the streamer is. They can also increase that delay when leveling.
This is also assuming that the people who follow the streamer will literally spawn in their node on purpose. And how many of them will really do that?
What if a normal player clicks the wrong respawn option, and fucks up his game. It takes a single lapse in focus, and you'll find yourself across the world.
There's too many systems tied in to this, and I believe this needs to be flashed out more in order to work. How much time the devs will need to spend to make it work? Is it worth it?
First of all let me just apologize i was a beat heated when you came at me when i only said that such system could be exploited and for that i'm sorry.
Second i must admit i came from a place of bias i like PvP stuff like that and an all out war of lvl 5 players would be a wet dream for me because i have 100% certainty that the fans would fight the griefers.
the way you said it right now with the solutions for the summon i think that it wouldn't be that much of a problem but i would still like to wait to know more about the game.
You can abandon quests. So just abandon the one that you're on and start another one. As a new, low level, player, the few resources you gather will not matter much. You won't have a lot of it either, as most resources in the world will be contested by higher level players.
A long time will have to pass before the griefers are able to find the streamer again, which is exactly the point of this option. This gives the streamer a ton of time to level up and acquire better gear while the griefers are busy running, on foot, trying to catch him/her. It will completely remove the issue imo.
A lot. TRUST ME. A LOT. Way more than you think.
Easy to fix. When a player presses the button to respawn randomly, ask them if they are sure about it or not. If you accidentally press yes twice, then that's your problem.
The only major system tied into this is the family system. Right now, since the family system is not on a dual cd, players can kill each other to try to spawn near a metropolis that has dungeon/raid content. Read my discussion with @ownerofglory .
However, there is an easy fix for this. Just make it so that this option only appears when you are killed in PvP by non-party and non-guild members.
Thankyou. I would like to apologize to you as well. I love all out, low level wars too. But dying constantly, and not being able to quest because of it, will get boring very quickly.