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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
PvP deaths and respawn
PvP deaths should force you to ressurect at your home node (which should be the node your citizened of)
You cant realy fight people for camps or POI or anything cause everyone just end up ressurecting ontop of eachother at the closest emberspring and large scale node war/guild war end up devolving into a mass next to bindstone as people just ress spawn ontop of a close spot. it not very engaging.
Personaly forcing people to respawn at citizen node also allows for more engaging pvp, ressing becomes important and cutting off reinforcement with a smaller stealth group is a viable tactic, Fighting get harder the closer you push to enenmy respawn since they reinforce faster. Creates a battlefield that allows for more use of tactics and make pvp deaths actualy a penalty :P
You cant realy fight people for camps or POI or anything cause everyone just end up ressurecting ontop of eachother at the closest emberspring and large scale node war/guild war end up devolving into a mass next to bindstone as people just ress spawn ontop of a close spot. it not very engaging.
Personaly forcing people to respawn at citizen node also allows for more engaging pvp, ressing becomes important and cutting off reinforcement with a smaller stealth group is a viable tactic, Fighting get harder the closer you push to enenmy respawn since they reinforce faster. Creates a battlefield that allows for more use of tactics and make pvp deaths actualy a penalty :P
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Comments
I think better approach is to just move embersprings further away from POIs. Right now they're waaaay too fucking close. I talked about this years ago, but I guess Intrepid either don't care about zombie waves or they hope that Metro-lvl dungeons will be so big that respawning at the emberspring would still put you a few minutes away from your death location (given max lvl pvp).
well they respawn in there node they call home which in a node war would be the node attacking them then the side who killed them can go to their node and probaly die cause they dont have rezz advanatage this time and u get a back and forth.
you could add a deployable tent that acts as a closer respawn (usable by guild leaders/officers or node leaders with like a 5 minute cooldown when it get destroyed) but it destroyable so there is a feelign of a victory in a battle where u can progress in oushing people back right now it just endless pointly fight with people rezzing ontop over and over there no sense of a win alot of the time cause there just iunstantly back again
I do think this would still be too drastic, because, unless there's a big limit on it, we might have wars between nodes on the opposite side of the map. At which point we come back to the situation I laid out above.
But yes, there should definitely be limiters on respawn times on both sides. There should be some kind of action that either side can do to slow down the respawn speeds of their opponents.
Though I still think that if Intrepid somehow manage to create truly massive dungeons that take 2-3 minutes to get to the bottom of - current ember springs miiiight be fine. But that remains to be seen.
might be fine for dungeons but not realy for pocket dungeons or open world POI (doesnt help u can run past most dungeon mobs too tbh atm)
Another option for POI PvP is have PvP deaths only allow u to respawn at home node or closest node (and not any POI nodes) but then you still have issues when it comes to open world war/guild wars where people rezzing ontop of each other 30 seconds away from the battle field.
Maybe the best options is Home node = Citizen node
- pvp kills respawns u at closest node or home node
- Guild/Node war pvp kills only allow for home node respawn
I feel this is probaly the best option we can get atm for pvp deaths to stop respawning ontop of each other to a degree but does require a little more time wise development side of things not sure how much harder it is having muiltipul respawn rules for dev side of things.
As for the respawn timers, that ultimately comes down to preference. I loved having ~1-2min of break between big fights for spots in L2. It killed time very nicely and it also let at least some prolonged contest for a boss, cause the initial losers might try some new tactic on their approach which lets them win.
i persoanly prefer being sent back to a further away spawn to regroup than spawning after a timer right next to the fight since it allows for more strategy when it comes to large scale aka sending people to cut the respawns off from the main fight while you finish it off also makes ressurection more valuable if your further away from the spawn i think there more tactics available when you dont respawn next to a fight again after a timer
This is why I'm saying that simply having springs further away from POIs would help. And also why I'm saying that if we get deeper dungeons, then respawn "timer" will naturally become longer, even if the spring is right outside the entrance.
Class balance of mana regens and buffs also come in play, cause if your clerics lost all their mana in the last fight - they gotta regen. This is also one of the reasons why I dislike all the "I NEED MY FULL MANA NOW!!" people, cause they want the far extreme of neverending battles.
But neither dungeons, nor mob AI (which could slow down the progress through a dungeon), nor class balance is done - so it's difficult to say how things will turn out in the end. I just think that sending people home if they died in a pvp event is a bit too hardcore and would have bad consequences in the long run.