NiKr wrote: » Spif wrote: » It's not a limit on deaths, but a limit on how many times you can rez at camp/town/shrine. That's why a player rezzing you doesn't impact that limit. People would be dying either right under the walls or within the castle/node itself. If you have no respawn points - no one's gonna rez you there, because it'd be a suicide mission. This will just snowball into everyone running out of respawn points and the siege ending prematurely. Spif wrote: » We have some hints from IS that node siege will have several (many?) objectives, and fulfilling enough/all of them will result in a win. Destroying select areas but not getting enough will still result in disabling those node/city functions until they are fixed. Defender's win is to survive and attackers' win is to cast a several-minute-long ability deep within the castle/node. Don't think there's been any changes to this (and this was L2's mechanic as well). Spif wrote: » We can take some lessons from NW's node battles, even though they are just 50v50 and the maps sucked. Coordination of a large force is *tough* for anyone but the most organized guilds. It will be even tougher in AoC because of the infrequency of siege, especially in the first few months of the game. Deathrushing will be thing and one of the worst types of gameplay Heavily lopsided battles where the attacker is getting farmed need a way to end faster I don't know how often people play in groups in NW, but organizing a big group of people isn't that hard, as long as each party within your guild has played together for longer than a few days. I've done this with a huge guild of absolutely casual players who barely even played together. Literally any slightly more coordinated guild would easily do this. I feel like NW's soloness just ruins this.
Spif wrote: » It's not a limit on deaths, but a limit on how many times you can rez at camp/town/shrine. That's why a player rezzing you doesn't impact that limit.
Spif wrote: » We have some hints from IS that node siege will have several (many?) objectives, and fulfilling enough/all of them will result in a win. Destroying select areas but not getting enough will still result in disabling those node/city functions until they are fixed.
Spif wrote: » We can take some lessons from NW's node battles, even though they are just 50v50 and the maps sucked. Coordination of a large force is *tough* for anyone but the most organized guilds. It will be even tougher in AoC because of the infrequency of siege, especially in the first few months of the game. Deathrushing will be thing and one of the worst types of gameplay Heavily lopsided battles where the attacker is getting farmed need a way to end faster
Spif wrote: » We're getting a little away from the original topic of players having limited rezzes. Doesn't seem to be a popular idea though. No big deal.
Spif wrote: » Because unlimited rezzing promotes poor battleground playing. It promotes people going off and soloing like idiots to see if they can take an objective by themselves or gank the most people. Their derping around causes them no downside, just rez and try again. In the open world, dying stupidly has a downside. Loss of stuff and loss of time traveling. Costing the enemy a resource (players), is a reason to do strategically interesting things like set traps so you can get a wipe, or hold a reserve to support an overwhelmed group and get them rezzed. IMO this would elevate gameplay. Also you would have a chance to wipe out an opposing force, more like an actual siege.
HumblePuffin wrote: » What if, like the summoner, clerics had a group siege mechanic where 5 could get together to establish a rez area for a period of time. Attackers would have to strategically choose where to place their rez area, and have people coordinated to ensure that they are keeping them up. This would give defenders incentive to not just turtle forcing them to need to eliminate clerics to stop the rezzes and requires them to keep pressure on at the frontline forcing more healers to stay in the frontline area healing rather than setting up rez areas in safe locations. As a bonus this helps to reduce spawn camping since spawns won’t be at predictable locations.
NiKr wrote: » HumblePuffin wrote: » What if, like the summoner, clerics had a group siege mechanic where 5 could get together to establish a rez area for a period of time. Attackers would have to strategically choose where to place their rez area, and have people coordinated to ensure that they are keeping them up. This would give defenders incentive to not just turtle forcing them to need to eliminate clerics to stop the rezzes and requires them to keep pressure on at the frontline forcing more healers to stay in the frontline area healing rather than setting up rez areas in safe locations. As a bonus this helps to reduce spawn camping since spawns won’t be at predictable locations. Be it in the form of just an item. Maybe item-based respawner