Veeshan wrote: » closest spawn need 2 be changed to closest non home spawn tbh you can also opt out by dropping citizen ship too and join back up when timer done
AirborneBerserker wrote: » @Volgaris @Gizban @Dezmerizing @Veeshan Griefing is not a violation of TOS. This is to be expected in a Node/Guild War. The expected response is to have other people come help you. Unless the most powerful people on the server are the ones doing it then log off. This IS the intended result. Level 25 players killing level 12 players is OWPvP.
Gizban wrote: » Veeshan wrote: » closest spawn need 2 be changed to closest non home spawn tbh you can also opt out by dropping citizen ship too and join back up when timer done This is bs option. A main perk of citizensjip is extra storage. What happens to that storage and everything in it? Gone. Node wars shouldn't be able to take place within town.
Veeshan wrote: » AirborneBerserker wrote: » @Volgaris @Gizban @Dezmerizing @Veeshan Griefing is not a violation of TOS. This is to be expected in a Node/Guild War. The expected response is to have other people come help you. Unless the most powerful people on the server are the ones doing it then log off. This IS the intended result. Level 25 players killing level 12 players is OWPvP. The issue is node wars and any war in genaral right now completely favors the attacks. Walk into town with your attacking force go go to storage and crafting benches and market place hit the declare war button spam aoe instantly wiping one side due to they dont have any warnings what sp ever or time to prepare where attacks do, now go to the respawn point and perma kill them over and over again due to it being the closest spawn location and most likely there home point aswell cause logicaly you would have the home point set to your citizened node and they dont have any option to spawn anywhere else. Wars are not wars there bloodbaths in there current form and it 100% favors attacking sides in every situation atm. Some easy fixes to this issue 1 - Have a warnig timer when a war is declared there a 15-30 minute grace period for defenders to also group up and prepare a defence so there actualy a fight 2- Allow people to always have 2 respawn locations to use if there closest stone is also there home node location the closest option should now be the 2nd closest stone so they can spawn at there home node or there 2nd closest node the rezz options should never both be the same spawn to allow options to no be spawn camped and allow a side to regroup. 3- log in protection timer (im not sure if this is in place yet but you need to be invunerable from pvp for 30 seconds or so when loading in so u have the option to actualy load into game before dieing/option to nope out if u happen to log into a node war and have shit in your inventory due to crafting the day before still
Volgaris wrote: » AirborneBerserker wrote: » @Volgaris @Gizban @Dezmerizing @Veeshan Griefing is not a violation of TOS. This is to be expected in a Node/Guild War. The expected response is to have other people come help you. Unless the most powerful people on the server are the ones doing it then log off. This IS the intended result. Level 25 players killing level 12 players is OWPvP. Lets say this is the intended end state of PvP. What happens when a "Group" of players ( i won't use guild here) get so powerful they can wipe any node out without any real resistance? People will generally flock to the winning side, only making this group larger and more powerful. Sure you can have streamer vs streamer wars, which might be fun, but probably won't be. Most PvP servers in MMOs end up extremely unbalanced. For either side this won't be fun. If there's no real fight to be had then whats the point in fighting, just the rewards, so don't build out Nodes unless you're with a large Group. Just use their Nodes. Literally Ignore all the Node stuff, that's a big bit of the game. So it's a "Go Big or Go Home" mentality? I hope you're wrong but if not the game isn't going to keep any PvE focused players. Too much hinges on PvP and PvP is made for LARGE groups. and ALL the Largest Groups are ran by streams. So it's a game designed for streamers. IF that's the case I'd rather smash balls in a waffle iron than play it.
Lark Wyll wrote: » Pvp in towns is a poor idea, node wars or otherwise. I've never understood the dev teams fascination with promoting griefing in towns where players commonly go afk, chill, are barely paying attention to their screen if at all.
Volgaris wrote: » Lark Wyll wrote: » Pvp in towns is a poor idea, node wars or otherwise. I've never understood the dev teams fascination with promoting griefing in towns where players commonly go afk, chill, are barely paying attention to their screen if at all. I'm okay with killing in town. But the guards need to be on that person. And the person/s need to be "Wanted" by that node until some form of justice is served. As it is now you just gank loot and run. Trade your gear then die. Even if trading is turned off, just gank afk people in town with trash gear. Nothing like coming back after taking a duece see your corpse. and your mats gone because you were processing... Some system to make that node hostile to that person/s for an X time or until they clear some condition. This would still allow town killing, which would be a challenge for same someone from Node A to go to Node B and kill players there. I'd enjoy that either way, as the killer or the victim. Time to kill is to low in most cases, and people can ID the victims class just by selecting them. But a rogue getting hired by a player to go kill another player because someone was ganked while gathering mats would awesome. You can still do this, but the challenge of killing someone in town is basically zero. For all the focus on PvP it does seem to be designed for gankers and griefers. With the time sink of gathering processing, gear grinding, level grinding. the risk is more so on the 'peaceful' players than the griefers. I doubt the system as it is will make it to launch, but I'm still concerned they won't 'fix' it enough to hold enough PvE focused players to entertain the PvP players for very long. It's a sinking ship, but at least it's not out to sea. Are there even any pure PvP MMORPGs that can be considered successful? I wonder what 'success' would be for Intrepid. I wonder if anyone has done the math on that.
AirborneBerserker wrote: » They want to do something different. So why not let people kill people while walking up to a crafting bench. Best way to maximize chances of stealing someone else's time.
Pham wrote: » AirborneBerserker wrote: » They want to do something different. So why not let people kill people while walking up to a crafting bench. Best way to maximize chances of stealing someone else's time. Because that's terrible for the economy. If crafters cannot craft without getting harassed constantly (which that promotes) then there will be no economy in a player-driven economy. We just need guards to do their jobs and actually guard the people who are attempting to craft and get attacked first (while the crafters are not flagged).
Gizban wrote: » Node wars shouldn't be able to take place within town.
loneundrawolf wrote: » i feel there needs to be an opt in feature for wars or at the very least spawn protection for a few mins on log in to give time to offload mats or leave a conflict zone if that's your preference.