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
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
That could be accomplished with a respawn timer. You die, sent to spawn point, 30 second timer to respawn. Then you still have to wait for the rest of your group to respawn or you run back alone to rejoin them in the fight.
I just don't want to see a 2 hour battle end in 30 minutes because one side is completely gimped by stat dampening and other death penalties... and that goes for being on both the winning side and the losing side.
I'm against the respawn timer - this shouldn't turn into CS where we die and have to wait to respawn, the debuff should stack so if people want to rush back in the fight with the debuffs active another death multiplies the effects. (risk/reward). I'm not suggesting that these debuffs last for huge durations, in Shadowbane the "Death Shroud" lasted approx 2 minutes if memory serves me. Which prevented people from dying and being summoned right back into the fight. Note: The death shroud basically made you do 50% damage, 50% health etc. So you can still attack if you want but not at full strength. - Another reason death needs to cause durability loss so people don't just burn through all the deaths and then wait for the longest debuff to burn off.
Since AoC is going to have advancing spawn points for the attacking side, there should be some metric to slow them from just immediately re-engaging in a siege after death. Otherwise sieges will just turn into CoD where you kill someone and they respawn behind you and kill you because you're reloading.
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
i get what you're saying, i dont think that death penalty in pvp events should make you weaker, as you stated this makes any comeback virtually impossible, but i believe that simple exp debt should be enough, without the weakening debuff.
Or better yet, of weakening debuffs simply dont work in pvp area, and you would only get waleaker once the siege is over.
I'd like to see permadeath/Last man standing server on fresh start servers as a seasonal tournament 2-4 times a year as an event, and if you die your character is transferred to a regular server