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Respawn points PvP on ? Time to return to your death location ?

2

Comments

  • TexasTexas Member, Alpha Two
    edited July 28
    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 WingsNight Wings Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Dolyem 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 o:) ========== 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 o:) 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.
  • Night WingsNight Wings Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 28
    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.

    Literally this ^^ lmao
  • LudulluLudullu Member, Alpha Two
    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.
    This is why I said there should be several respawn options. Guild hall should definitely be one.

    I'd love if the game could track who killed you and gave you choices based on that, so GW kills could result in the GH option showing up.

    Obviously this could be abused by the players, so we'd have to see what GWs cost and what they require for declarations. Maybe some guild-based cost for that kind of respawn would make sense. Especially for patron guilds, whose GHs will be inside node centers.

    But war is war. I fully expect node wars to lead to full genocides within nodes. But that is also exactly why wars won't have death penalties, outside of the gear decay (which will probably go away as well).
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Dolyem 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 o:) ========== 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 o:) 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.

    well there is also XP death, but I agree that there needs to be a deterrent to graveyard hopping
    GJjUGHx.gif
  • DepravedDepraved Member, Alpha Two
    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
  • Mag7spyMag7spy Member, Alpha Two
    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.
  • Night WingsNight Wings Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Dolyem wrote: »

    well there is also XP death, but I agree that there needs to be a deterrent to graveyard hopping

    100% probably will be something just have to wait and see

    Depraved 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

    Eventually every MMO hits a wall you get maxed stuff etc.. a penalty could literally become insignificant or it can be on a alt character that has no real meaning other then to save time and make gold faster by getting to point A - B faster. All honestly after reading "picture below" I'm curious how much a person can carry gatherable things if its not a lot then I don't care anymore, but if its large quantity then I can see this being taken advantage and just skipping the caravan all together.

    1aff55d62f0803c3eaac13b3f92f0c5f.png

  • MyosotysMyosotys Member
    edited July 29
    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.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    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.

    I see no foundation in game design as to why this should be the case.

    Game developers want players playing their game.

    Getting yourself in to a situation where you and many friends are fighting many rivals is what developers want you to do in a game like Ashes. Pulling you out of that situation is counter to their design goals.

    If you die, there should indeed be a penalty. However, that penalty should not be the end of the fight for you.
  • Mag7spyMag7spy Member, Alpha Two
    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.

    This is the pve mind set where you think you just spawn near where you died and continue. This is not an arena game mode, this is OWpvp, if you lose a fight the other side should have plenty of time to rez whom died as well as have time to farm the spot, and prepare if players come back to fight again.

    If you can not handle the spot, you need to go elsewhere that is less contested.
  • MyosotysMyosotys Member
    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.

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    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.

    To me, 5 minutes seems about as long as you would want it to be.

    The longer it takes to run back, the fewer respawn points that means the game has.

    The fewer respawn points the game has, the more people will be in each.

    Basically, once you get over about 5 minutes back to where you were in a game with the world size of Ashes, the areas around respawn points will be more populated than some villages.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    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.
    Ashes can't set respawn points in the game world based on penalties people have in guild or node wars - because players are not always in a war.

    They need to set respawn points based on open PvP penalties, and give those precious PvP'ers that need special, reduced death penalties that bonus on top.
  • TexasTexas Member, Alpha Two
    edited July 29
    20-min death runs = just log out.

    Not sure why death penalties wouldn't apply to OW pvp.
  • Mag7spyMag7spy Member, Alpha Two
    Texas wrote: »
    20-min death runs = just log out.

    Not sure why death penalties wouldn't apply to OW pvp.

    Because there is different types of owpvp.

    Talking about corruption owpvp is minimal and shouldn't factor into the core of pvp disccusion as it won't happen often.
  • Mag7spyMag7spy Member, Alpha Two
    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.

    10-20 sounds reasonable depending on the content you are doing of course.
  • ShabooeyShabooey Member, Alpha Two
    edited July 29
    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.
  • Mag7spyMag7spy Member, Alpha Two
    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 shouldnt 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.

  • ShabooeyShabooey Member, Alpha Two
    edited July 29
    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.
  • Mag7spyMag7spy Member, Alpha Two
    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.

    Unsure how they are doing spawn points, it be a good question to ask on a live stream though on their expectations

    Atm im expecting worse case imo is you just spawn near where you died. Which will make pvp with guild / node wars feel worse since even if you win a fight they are going back towards you. So meta will be not to do pve content and kill them enough until their gear breaks.

    I prefer meta to be if you win you have a good amount of time to grind and they have to get back + get pass mobs. And can't grief the better players from doing the pve content without a consequence of time.

  • LudulluLudullu Member, Alpha Two
    edited July 29
    Yall are fucking wild with your numbers :D
    https://ashesofcreation.wiki/World_map
    From one end of a Metropolis (stage 6) node to the other 2.83 minutes |1.67 minutes Mounted
    From the center of a node to the center of its direct neighbor 5 minutes |3.5 minutes Mounted
    From the northernmost to southernmost points of a continent 75 minutes |50 minutes Mounted


    10 minutes would respawn you in another fucking node from your PoI :D

    Even if dungeons are truly massive and take you 2-3 minutes of mounted running to get to the bottom of - that's still way below 10 minutes of running from respawning at the nearest node center.

    And respawning at the nearest node center would literally mean "I looted my mobs, died in pvp on purpose and respawned right next to a storage building".

    Yes, the map is huge overall, but it's segmented into 85 locations (ZoIs). And even if respawn points would only exist in lvl3+ node ZoIs (can't be the case cause people will be dying at release) - that's still way shorter than 10min of running.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited July 29
    Even if dungeons are truly massive and take you 2-3 minutes of mounted running to get to the bottom of

    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?

    With the travel times you have given above though, I would say that my earlier statement of no more than 5 minutes sounds about right still.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Mag7spy wrote: »
    5 minutes is not enough, there shouldnt be spawn points every corner in the world.
    5 minutes would make respawn points less rare than nodes.

    20 minutes would mean there are two respawn points per continent.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    The main reason I would say to not have massively distanced spawn points is simply to prevent a graveyard hopping transportation system from being created inadvertently. And while players should take a reasonable amount of time to return to a fight as opposed to immediately jumping back in, they definitely shouldnt be completely removed from the fight altogether by spawning 20 minutes away.
    GJjUGHx.gif
  • Ayeveegaming1Ayeveegaming1 Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I have a different take on this whole thing. Maybe everyone should stay dead until either the boss resets or you are resurected by another player during the battle. This would be in line with Role Play and if you die, you die, unless you are ressed in battle. This would speed up pvp battles also when fighting over bosses.
    vmw4o7x2etm1.png
  • LudulluLudullu Member, Alpha Two
    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, which then makes them super campable, as was the case with L2's TP spots near dungeons.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    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.
    Yeah, so, that is smaller than I am expecting.
    And if dungeons are way bigger than I think they'll be - the respawn would be right outside the dungeon
    If they are as big as I am expecting, dungeons should be able to support multiple respawns within themselves.
  • LudulluLudullu Member, Alpha Two
    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.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited July 29
    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.

    I would laugh if Ashes open world dungeons are smaller than EQ2's open world dungeons - considering Ashes is an open world game and EQ2 is largely an instanced game.
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