| 80 (Mesmer) Brook Envision | 80 (Thief) Kuro Rin |
Respawn Timers in Dungeons
| 80 (Mesmer) Brook Envision | 80 (Thief) Kuro Rin |
My reason for wanting this:
It is not very fun for all parties involved to no be able to play the game. Laying dead for extremely long periods of time while one or two members take down a boss doesn’t encourage people to “play better” I found it makes people rage and become even more careless.
A respawn timer is a good idea, on a FPS DM game. This is a MMO and with a great cooperative role.
What you said in my quote is just your biased point of view. In my point of view I saw my guildes and party mates learning how to evade and play better, changing their MF gear for more survavility or GC builds (kill faster, die less). And learned how to effectively helping downed players using some skill or using two people to heal faster.
So what you see about rage and people not learning nothing or being careless, I see people being more focused, getting better and be more cooperative than just leave the downed to die because it´s faster to respawn.
I would not be against a respawn timer, as long as is long enough to keep people focused on staying alive.
Something like 5 to 15 minutes.
That way, if you fell in some place like a lava poll that prevents you from being outside combat or a party member is a jerk that stays in combat no matter what you tell them, you can still revive after a while.
But never instant respawns. In no way or form, not even just once, and then get longer time.
Also, respawning would still have to be done by going to a waypoint. No respawns in place.
In my point of view I saw my guildes and party mates learning how to evade and play better, changing their MF gear for more survavility or GC builds (kill faster, die less). And learned how to effectively helping downed players using some skill or using two people to heal faster.
All that is great in a perfect world. The fact of the matter is that there are are a ton of people putting pub groups together and that is where the problem is. Sure when I play with friends that I know or with groups of people that I typically run with things go great and you really wouldn’t need this.
What I am saying this is for the times where you join a group and your the only person that has done the path with people that don’t have the “correct” build for dungeons and their gear is less than desirable.
Most people typically quit out of the group. I always take what I get and try to help new people with new content to them. We already have enough people looking for specific team builds as it is now we are throwing in limiting a team based on deaths.
Everyone thinks of themselves when it comes to this and how great their team is but what about the people that struggle with things. I think we are severely limiting new people from dungeons because people don’t want to play with inexperienced players. Now throw in those inexperienced players are now staring at the death camera for most the run. What really did they learn when they didn’t have the chance to actually practice their tactics?
Next time you die try sitting at your desk looking at your dead body for 30 minutes and see how much you learn. If you’re out of the game you are not learning much. Prolonged deaths are not the key to teaching people how to play. Its like putting together a sports team not have them practice and expect them to win. We need to help our players not punish them.
| 80 (Mesmer) Brook Envision | 80 (Thief) Kuro Rin |
(edited by Excursion.9752)
In my point of view I saw my guildes and party mates learning how to evade and play better, changing their MF gear for more survavility or GC builds (kill faster, die less). And learned how to effectively helping downed players using some skill or using two people to heal faster.
All that is great in a perfect world. The fact of the matter is that there are are a ton of people putting pub groups together and that is where the problem is. Sure when I play with friends that I know or with groups of people that I typically run with things go great and you really wouldn’t need this.
What I am saying this is for the times where you join a group and your the only person that has done the path with people that don’t have the “correct” build for dungeons and their gear is less than desirable.
Most people typically quit out of the group. I always take what I get and try to help new people with new content to them. We already have enough people looking for specific team builds as it is now we are throwing in limiting a team based on deaths.
Everyone thinks of themselves when it comes to this and how great their team is but what about the people that struggle with things. I think we are severely limiting new people from dungeons because people don’t want to play with inexperienced players. Now throw in those inexperienced players are now staring at the death camera for most the run. What really did they learn when they didn’t have the chance to actually practice their tactics?
Next time you die try sitting at your desk looking at your dead body for 30 minutes and see how much you learn. If you’re out of the game you are not learning much. Prolonged deaths are not the key to teaching people how to play. Its like putting together a sports team not have them practice and expect them to win. We need to help our players not punish them.
This is best opinion in this topic. And a lot players does’t understand that game is about.
In my opinion, until I don’t have gear for dungeons , I don’t go at all. For some reasons, I don’t want make trouble to party, and waist other players time. So this is not D&D, which most time I was dungeons and puzzles. I really liked D&D dungeon system.