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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.
Observation of Node war respawn
Nickelsig229
Member, Alpha Two, Early Alpha Two
I would like to call attention to the respawning during the node war on lyneth sunday night.
In halcyon a group came up from Jovia and was met at the bridge southwest of town. The initial push from Jovia sent Halcyon down the east road past the boulders on the side of the road. By the time the fighting stabilized at that spot there was a healthy number of respawns, I would guess 30 or 40 combined.
With only the one respawn enemies were popping up side by side, sometimes enough to field two groups at the gemspring. Now you have a solid fighting force, respawning, and running up behind you from a position you've fought over and won. That new group can run you down from behind while you're still engaging in a group in front of you.
I found it frustrating.
Then later when all the fighting was in jovia, you had both sides of the fight, spawning and running back to jovia side by side. I know it's a game but just imagine you were in a fight and running side by side with the guy you just punched in the mouth, so you can get back to your friends, just to punch this guy in the mouth again.
I don't know what the solution is, but would it be hard to have some sort of siege spawn, so all the attackers can spawn at a location that the enemy can not, and defenders can place theirs, so they can't spawn back with the attackers? Is there some other solution, because sharing a gemstone with your enemy during a fight is not good for logistics, morale, or immersion.
In halcyon a group came up from Jovia and was met at the bridge southwest of town. The initial push from Jovia sent Halcyon down the east road past the boulders on the side of the road. By the time the fighting stabilized at that spot there was a healthy number of respawns, I would guess 30 or 40 combined.
With only the one respawn enemies were popping up side by side, sometimes enough to field two groups at the gemspring. Now you have a solid fighting force, respawning, and running up behind you from a position you've fought over and won. That new group can run you down from behind while you're still engaging in a group in front of you.
I found it frustrating.
Then later when all the fighting was in jovia, you had both sides of the fight, spawning and running back to jovia side by side. I know it's a game but just imagine you were in a fight and running side by side with the guy you just punched in the mouth, so you can get back to your friends, just to punch this guy in the mouth again.
I don't know what the solution is, but would it be hard to have some sort of siege spawn, so all the attackers can spawn at a location that the enemy can not, and defenders can place theirs, so they can't spawn back with the attackers? Is there some other solution, because sharing a gemstone with your enemy during a fight is not good for logistics, morale, or immersion.
1
Comments
Embersprings within a node at war should be treated differently. You can't have someone declare war to your home then respawn there when they die within its territory.