Ludullu_(NiKr) wrote: » I disagree with any such protection, because respawning with a non-green state should simply be included in the risk/reward equation. If you're not ready to potentially die if you fail your attack - you shouldn't have attacked. But as a counterbalance to that I'd want to have several respawn point choices and a shorter purple state timer.
Otr wrote: » I would prefer respawn points to be protected by guards rather than using artificial rules like "invulnerability" in an area.
Myosotys wrote: » Otr wrote: » I would prefer respawn points to be protected by guards rather than using artificial rules like "invulnerability" in an area. You mean real players guards ? Coz Npc is also artificial.
Myosotys wrote: » But players shouldn't be exposed to FPKs on a respawn point, it's not gonna be fun. And you die also in PVE, not only PVP.
Noaani wrote: » A game like L2 would have had some sort of either work around or means of fixing this same issue. I have no idea what it was, but if it didn't have one then the only thing I would have heard about the game from 2004 when I first heard about it up until being on these forums when I came across the first people I had ever met that claimed to enjoy it would be "shit game, you get killed while you aren't even spawned in".
Ludullu_(NiKr) wrote: » Myosotys wrote: » But players shouldn't be exposed to FPKs on a respawn point, it's not gonna be fun. And you die also in PVE, not only PVP. Dunno what FPK is. If you die in pve then you die green. If someone wants to PK you at the respawn point - they'll do that no matter what you do (well, unless you outrun them). Also, depending on the respawn options, how would that theoretical PKer even know where to wait for you. And if every damn possible respawn point is overtaken by a PKer - the game has way bigger issues than just respawn rules.
Noaani wrote: » Archeage had an immunity until you moved far enough from the respawn.
Ludullu_(NiKr) wrote: » Noaani wrote: » A game like L2 would have had some sort of either work around or means of fixing this same issue. I have no idea what it was, but if it didn't have one then the only thing I would have heard about the game from 2004 when I first heard about it up until being on these forums when I came across the first people I had ever met that claimed to enjoy it would be "shit game, you get killed while you aren't even spawned in". The main respawn option was "to village", which means 'into a safe zone". But L2 relied on TPs and players didn't drop anything, so this respawn method doesn't work. But you could be resurrected and your state would remain, which is why I prefer if the same was true in Ashes. Also, flag timer counted down even if you were lying on the ground as a corpse, so those who didn't want to stand up flagged would usually just wait it out as a corpse. As for load-camping, L2 had that. War enemies would TP spawn camp people and kill them before the victim would load in. But nowadays loading times are faster, mainly because games require ssd to run properly in the first place. But if Intrepid see that the load times are too long, I'd be fine with a 1-2s protection to account for that, but nothing more.
Myosotys wrote: » FPK = Free PK = Kind of toxic PvP with player who want to kill for no specific reason. With the best corruption system ever, we all know there will still be FPK. Let's tell I want to Fpk someone then it's easy to wait at a spawn point. I make 2 or 3 kills then I go to clean my corruption. And maybe I'll get some loots or mats the same time. That's why I think there should be some mechanism to avoid to be a target at a respawn point.
Noaani wrote: » This is why I am of the opinion that the best solution is that you gain control of your camera (pointed directly down) and movement when you respawn in, but your character itself doesn't respawn in for 2 seconds after you start moving.
unknownsystemerror wrote: » As for most things there is a mechanic already planned. Gotta get more wiki fu boys and girls.https://ashesofcreation.wiki/Respawn_points
Depraved wrote: » just stay dead until purple is gone xD
Aszkalon wrote: » Depraved wrote: » just stay dead until purple is gone xD Imagine You have nothing really to lose in your Pockets, as in Mats which drop when You get killed, and You can "choose" whetever You die as a Purple Player to one or several Gankers - or as a green Person. I safely say we all know which would be funnier, wouldn't it ? Okay we might lose "MORE EXP" if we die as "green Players", as in Punishment for dying as green is higher, but the Gankers will pile more and more Corruption every single time.
Mag7spy wrote: » You shouldnt be attacked at a respawn period, that sets up guild decs to farm people on respawn. It isnt any kind of meaningful pvp except trying to make someone log off.
Texas wrote: » You should respawn green with war flags disabled for ~90 secs. Same thing for any load-in point.
Texas wrote: » No source. That's just what I would do. I don't think anything else is needed as long as corruption system works.
WIKI says "Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points."[3]
Depraved wrote: » or just respawn back in town...
Night Wings wrote: » Depraved wrote: » or just respawn back in town... I feel like that could be used as a exploit instead of taking the time to get to a place /node just die and respawn, because its faster.