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.
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
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.
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.