Dolyem wrote: » 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. to be fair there are death penalties
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.
Depraved wrote: » or just respawn back in town...
Players do not lose gold upon death, no matter their corruption level.[21]
Texas wrote: » I've already thought about the idea of setting up a "taxi" service near a POI. Instant transport to respawn in return for whatever items and glint drop from your body. Some death penalty added as well. I'm not sure if it should be allowed, but it seems fair at a glance.
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.
Night Wings wrote: » Dolyem wrote: » 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. to be fair there are death penalties Sure, but far as my concern there not alot of info on it other then XP. Stick with me while I try my best to put this into text lmao Nodes are going have certain resources that can only really be found in that nodes which why the caravan system works well and upon death you do not loose gold Players do not lose gold upon death, no matter their corruption level.[21] if you can respond back to town what's to stop someone mapping out respawn points. like Town ========== B =========C ==========D =========== E ==========F======= town If we allow to respawn back to town what is the distance requirement in order to respawn to that said node or town obviously nobody has the answer for argument state lets say "D" which is in the middle Rogue class biggest feature is stealth so its safe to say they get it at low level. If I make a rogue and get gold I can literally run naked to point "D" the middle die respawn back at town buy the resources that are going be cheap then try to stealth my way back in doing so getting to town and sell the items for higher price in which case making more gold. do you take the risk of loosing said items that you just bought sure, but if you don't get killed on the way back you just saved a lot of time by skipping "E" "F" I may be over thinking of this, but I just don't think option to spawn back to town is a good one.
Dolyem wrote: » 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. It'd absolutely be a viable tactic to delay respawns trying to get back to an objective you are fighting them for. But if you're just spawn camping to ruin somebodies day, thats griefing. I would argue potentially making a small area of the initial respawn point a safezone for fresh spawns to allow fresh spawns a moment to collect themselves before reengaging. But the benefit would have to be removed as soon as they leave the zone, also only last a finite amount of time while within the zone, and not be able to be reapplied by returning to the zone in any way besides respawning after death.
Dolyem wrote: » well there is also XP death, but I agree that there needs to be a deterrent to graveyard hopping
Depraved wrote: » 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. and? pay the penalty xd
Mag7spy wrote: » Though my view point on spawns is also most likely different as i don't agree spawn points should be near where you died. So relying on team reses is important if you all while it takes time to get back and continue to pvp.
Mag7spy wrote: » Dolyem wrote: » 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. It'd absolutely be a viable tactic to delay respawns trying to get back to an objective you are fighting them for. But if you're just spawn camping to ruin somebodies day, thats griefing. I would argue potentially making a small area of the initial respawn point a safezone for fresh spawns to allow fresh spawns a moment to collect themselves before reengaging. But the benefit would have to be removed as soon as they leave the zone, also only last a finite amount of time while within the zone, and not be able to be reapplied by returning to the zone in any way besides respawning after death. That sounds fine to be and how i view it should be. Though my view point on spawns is also most likely different as i don't agree spawn points should be near where you died. So relying on team reses is important if you all while it takes time to get back and continue to pvp.
Myosotys wrote: » Mag7spy wrote: » Though my view point on spawns is also most likely different as i don't agree spawn points should be near where you died. So relying on team reses is important if you all while it takes time to get back and continue to pvp. Bro already got a penalty after dying, you cannot give him a double penalty with a spawn at 1 hour from where he died... It's a rage quit reason.
Mag7spy wrote: » I don't subscribe to you spawning 1 min from the place you died, and no that player did not get a penalty in a guild war.
Myosotys wrote: » Mag7spy wrote: » I don't subscribe to you spawning 1 min from the place you died, and no that player did not get a penalty in a guild war. 1 min is way too short. The wiki says you gonna be teleported (when not randomly) to the closest spawn point. I imagine some areas will have more spawn point than others so I imagine players will spawn from 5 to 20 min from the place their died. In case it's preferable for gameplay reason to avoid players to come back too fast in certain area, then there will be less respawn points in these areas.
Mag7spy wrote: » Myosotys wrote: » Mag7spy wrote: » Though my view point on spawns is also most likely different as i don't agree spawn points should be near where you died. So relying on team reses is important if you all while it takes time to get back and continue to pvp. Bro already got a penalty after dying, you cannot give him a double penalty with a spawn at 1 hour from where he died... It's a rage quit reason. I don't subscribe to you spawning 1 min from the place you died, and no that player did not get a penalty in a guild war.
Texas wrote: » 20-min death runs = just log out. Not sure why death penalties wouldn't apply to OW pvp.
Shabooey wrote: » Think it's a very fine balance and can have quite a big impact on gameplay. If the respawn time is too short, you're not rewarding those that have won the fight. Too long, to me, is boring gameplay, if you have to run like 20mins to get back to where you were, people will just log off. I think about 5mins would be about right. Very interested to see how they handle this and how it plays out.
Mag7spy wrote: » Shabooey wrote: » Think it's a very fine balance and can have quite a big impact on gameplay. If the respawn time is too short, you're not rewarding those that have won the fight. Too long, to me, is boring gameplay, if you have to run like 20mins to get back to where you were, people will just log off. I think about 5mins would be about right. Very interested to see how they handle this and how it plays out. 5 minutes is not enough, there shouldn't be spawn points every corner in the world. If we are talking about 5 min in a general area that is more safe sure. If we are talking about you are in a dungeon (or more akin dangerous areas) with a large party and such that should be a much longer trip + creatures trying to kill you and you not just running past everything. This is only in relation to pvp as rezes should be a thing allowing people to wait for it.
Shabooey wrote: » Mag7spy wrote: » Shabooey wrote: » Think it's a very fine balance and can have quite a big impact on gameplay. If the respawn time is too short, you're not rewarding those that have won the fight. Too long, to me, is boring gameplay, if you have to run like 20mins to get back to where you were, people will just log off. I think about 5mins would be about right. Very interested to see how they handle this and how it plays out. 5 minutes is not enough, there shouldn't be spawn points every corner in the world. If we are talking about 5 min in a general area that is more safe sure. If we are talking about you are in a dungeon (or more akin dangerous areas) with a large party and such that should be a much longer trip + creatures trying to kill you and you not just running past everything. This is only in relation to pvp as rezes should be a thing allowing people to wait for it. I think you make a very good point regarding the content/area you're doing/in I was more thinking of just out in the world type death, which 5mins max seems fine for me. I do see how if it's a more dangerous area or activity you're doing it could be unfair if it's too quick and why a longer run back would be alright as it's a relatively big event you're participating in, still think 20mins is too long though. It probably needs to be long enough for people not just to immediately decide to spawn and run straight back but probably long enough that they decide to wait for the rest or wait to respawn and go again with their group or part of their group. So are they just going to be randomised spawn points? How does that work in groups etc do you all respawn together, I'm guessing you do. Lots to test in A2.
Ludullu_(NiKr) wrote: » Even if dungeons are truly massive and take you 2-3 minutes of mounted running to get to the bottom of
Mag7spy wrote: » 5 minutes is not enough, there shouldnt be spawn points every corner in the world.
Noaani wrote: » Did you mistype here and miss a two zeros, or do you and I have wildly different opinions on what a truly massive dungeon is?
Ludullu_(NiKr) wrote: » Noaani wrote: » Did you mistype here and miss a two zeros, or do you and I have wildly different opinions on what a truly massive dungeon is? Nah, I'm basing those numbers on mount running speed and on direct running, rather than getting through mobs and stuff.
And if dungeons are way bigger than I think they'll be - the respawn would be right outside the dungeon
Noaani wrote: » If they are as big as I am expecting, dungeons should be able to support multiple respawns within themselves.
Ludullu_(NiKr) wrote: » Noaani wrote: » If they are as big as I am expecting, dungeons should be able to support multiple respawns within themselves. I hope that's the case, but I do not see that happening.