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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.
Escape spell
Myosotys
Member
I think it would be interesting to implement and « escape spell » to be able flee from fight when ever you want (pop in the same area in a limited perimeter or return to a save point). It would add safety feeling the those who do not want to pvp.
At the same time, corruption should be a bit less punishing ))
At the same time, corruption should be a bit less punishing ))
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Comments
I mean not travel teleport. Just popping arround, 50m further to be able to run away.
Depending on design this is either an abusable mechanic that griefers will utilize to bully people or a mechanic that's pretty much replaced by using a mount and running away.
This can be discussed. I imagine a spell that everyone can use. 1 - 5 min to be reusable.
Working instant (no way to interrupt otherwise you cannot escape). Randomized direction yes of course to avoid camping at the respawn point. Also a group will not be able to use it without being spread arround the map.
Sounds odd in some cases, because a player can attack me and if I fight back and he sees that he will lose then he can escape my wrath?
Maybe if you don't aggress anyone then maybe you could have such spell
Or the other party should have ways for disrupting such powerful travel spell by using CC or disruption for preventing you from casting that spell.
I think it's fine having such spell in the game, but using it indiscriminately is not a good design.
There's the blink spell for that already, right?
And if it TPs me around the dungeon, then it didn't serve its purpose, cause the attackers would know that I can't TP outside of the dungeon and they'd have another half of their forces near the entrance (though in that case I'd obviously not use the spell, but the point remains).
And if it's only usable in the open world, any green player is always free to just mount up and run away, because the attacker can't CC them, while any pvper can now avoid the risk of being flagged around other people after fighting someone which, yet again, goes against one of the pillars of AoC's design. And I sure are hell hope you weren't about to let PKers use this spell too.
A travel spell is such a powerful tool that will simply butcher player driven content and maybe even some of the developer's made content.
A travel spell can be interesting in the game, but at least the casting should be REALLY LONG, or people should have ways of disrupting it... you shouldn't be able to disapear in front of everybody with no consequences for your actions!
Maybe this travel spell could happen with an elaborate costy ritual... otherwise people will use the travel spell as a means for hauling stuff everywhere.
next he is gonna post about an entaglement spell to prevent the escaping spell
I am unsure if an ability like this would be a good fit for Ashes.
To me, inventory isnt an issue with this.
The reason inventory is an issue with the family summons is because it would make it trivial to move materials without needing the caravan system, or to maximize profit from certificates.
I would suggest that if you were ok with it in l
L2, you'd either need to figure out how it would trivialize the caravan system in Ashes, or come up with some other reas as to why it shouldnt be here.
If it can only move you 50 meters as the OP suggested, and if the direction is undetermined, it will have absolutely zero impact on caravans.
Why not 🤣 In this case we need a spell for reveal invisibility.
its not about caravans or anything like that. its about you being red, about to die and instant teleporting avoiding everything, giving you time to heal, use a potion, run, whatever. but it isnt really a good idea...
And as has been pointed out, there's mage's teleport which is a whole damn school of augments, so if you were afraid of dying that much - get mage as your secondary and tp around to your heart's content.
There'd either have to be a ton of limitations on this kind of TP system or it would be near useless. And to me that sounds like a pointless waste of dev time.
I have experienced this kind of system in the past in T4C. There was a spell that made you arrive in a temple.
It allowed you to escape but as there was no teleportation system (except for this recall spell), players often preferred to fight and risk dying and loot rather than walk for 10-20 minutes to go back to where they were.
And the effectiveness of a recall spell decreases in proportion to the number of players fighting.
At equal level, in 1V1 you have about 95% chance to have the reflex at the right time to use your recall spell without dying (The remaining 5% is a big critical hit that you one shot, which in theory should be rare in 1V1.
In a group fight, it's already more difficult to recall at the right time because the life bar can drop very quickly.
Finally, this kind of spell allows you to disconnect from the game in a hurry by leaving your character in a PvP off temple rather than disconnecting your character in the pampa and getting killed after you are already on your Windows desktop screen.
Yeah just play the Uninstsall-Wizard
This post makes me feel like you are trolling.
Oh, I didnt say I think it's a good idea - my first post in this thread says I am unsure about it for Ashes.
All I am saying in the post you quoted is that inventory considerations from the family summons do not need to apply to an ability like this one if it were to exist.
As I said above though, I am not saying I think it is a good idea - I am undecided on that at this point still. All I am saying is that limitations are not required for it.
In any bigger pvp encounters you'll have your enemies spread out, so there's more chances to TP into them. And in 1vX or 1v1 PK attempts the green can just mount up and run away.
These are my main grievances with this kind of feature.
I mean the point is not to make something completely OP that work 100% of the time. Just a skill/spell to use in some situations.
This can happen with everything in the game with a bad design. It is always question to find the correct mechanics and balance.
if anything, it would be an item that you could put in any of your bars.
an item that teleports you back to town with something like a 30 seconds cast time would be ok...except it wouldnt be a good idea for ashes, considering it removes lots of risk. it would only be a good idea if there were no death penalties, or at least, you wouldnt drop anything on death.