Forced Rezing in Group Boss Fights.

Forced Rezing in Group Boss Fights.

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Posted by: Menadena.7482

Menadena.7482

For example if you stay dead for more than 5 mins, then when you get rezzed you have a debuff of -10%MF for 15mins or something, just some noticeable effect to put people off staying dead. Maybe the debuff could even get worse the longer you’ve stayed dead.

Debuffing MF would be a good one. Something that probably does not make much of a difference but most people will not want to trade the couple of silvers to WP on the chance that it affected them.

Forced Rezing in Group Boss Fights.

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Posted by: Menadena.7482

Menadena.7482

My stance on this is not too popular, but here it is anyhow:

Waypointing out of combat should be disallowed (like in dungeons or fractals). Also, dead characters SHOULD count towards scaling (they do not now).

My reasoning is that this is a cooperative game. Players should be reviving defeated players on the “don’t leave a fellow soldier behind” principle. My stance would force players to revive their fallen comrades. However, it may also require some changes to the overall scaling formulas in use.

Why I HATE HATE HATE fractals. I was convinced to join one once, even though I was quite clear I did not want to based on what I knew about them. Then after we were in there was no way for me to leave no matter how bad it got (I suppose I could have just force-quit the client).

Forced Rezing in Group Boss Fights.

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Posted by: Menadena.7482

Menadena.7482

  • No one loses credit for an event because they are running back from a WP (you have to be a little careful to collect loot, if the event ends before you return).

Go back to what they said when HOT was coming out. They wanted to prevent the tag-the-event thing that was going on in SW, so in the HOT zones you can time out an event. The chest is still there if, say, you were dead when the event ended although I have not looked what will happen to the chest if you timed out. If you do time out you do not get event credit though, so if you were doing it for your dailies you will not see the counter change. Fortunately this only happens in the 4 HOT zones and they did not continue the idea into the LS3 zones …. I sometimes get the notification (including the bouncy chest) that the svanir event with the chicks completed when I am already on the other side of the map, because it takes so long to complete.

Forced Rezing in Group Boss Fights.

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Posted by: Faaris.8013

Faaris.8013

Then after we were in there was no way for me to leave no matter how bad it got (I suppose I could have just force-quit the client).

You get ported to Lion’s Arch when you leave the party, but I guess that information is not useful for you anymore.

Herleve – Ruins of Surmia

Forced Rezing in Group Boss Fights.

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Posted by: Healix.5819

Healix.5819

Manual or forced waypointing is not the solution, because while old maps have alot of waypoints, the new ones don’t and the forced vertically also means that it can take literally 5-10 minutes just to get back to an encounter, assuming you have the neccessary masteries to do so at that. And I suspect this will only get worse over time, as players have been begging for less waypoints for years in order to create a more challenging game that doesn’t allow WP zerging encounters.

Having too many waypoints is actually bad for the game because it takes people out of the in-between areas. A lot of MMOs use flight paths for example, which take a while to get around. Although people like to complain about them, they makes the world feel bigger and look more alive since both sides have the opportunity to see each other.

They’ve been toning down waypoints to get you used to the idea. Notice how they’ve been using alternative methods of travel, such as gliding and tunnels? It’s only to going to get worse with the next expansion; in short, mounts.

As for reviving, simply bring back the revival shrines from GW1. They would essentially be a waypoint that you could only see when dead and you’d only be able to choose either the closest one or whichever you passed by last. There’s also no reason why they couldn’t have event-specific waypoints and could even have objectives to optionally set them up.

Even if it’s only to stop the interact button from working on dead people it’s a good start. Not solving all problems obviously but it does help a bit.

Take it a step further and simply disable the interact range, meaning you can only revive a dead player if you specifically target them. It doesn’t actually need to be out of combat only. There needs to be a fix for dead players griefing other interactable objects in all scenarios.

Forced Rezing in Group Boss Fights.

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Posted by: maddoctor.2738

maddoctor.2738

Even if it’s only to stop the interact button from working on dead people it’s a good start. Not solving all problems obviously but it does help a bit.

Take it a step further and simply disable the interact range, meaning you can only revive a dead player if you specifically target them. It doesn’t actually need to be out of combat only. There needs to be a fix for dead players griefing other interactable objects in all scenarios.

That’s true. So many times someone dies on top of a chest and it’s hard to trigger that chest

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Posted by: Khisanth.2948

Khisanth.2948

This topic drives me nuts. There’s some provable facts and the rest is all a matter of preference; there’s no “right” answer that applies to everyone. There are all sorts of other things that ANet could spend time on that would help out more of us more often.

The facts:

  • Downed and dead contribute to the scaling. It can be easily shown with (admittedly, improper) use of DPS meters.
  • The impact is substantial for mid-sized crowds; it’s less important for zergs, unless lots & lots of people are dead.
  • Rezzing the dead results in a double loss of DPS: the dead and anyone rezzing them.
  • No one loses credit for an event because they are running back from a WP (you have to be a little careful to collect loot, if the event ends before you return).

You might not lose credit but you will lose loot if you are too far away when the boss dies. That is only for whatever loot that drops from the bosses’ corpse. You still get stuff from the ground chests.

What kind of mob is this, that takes longer to kill than reviving a dead person? Maybe the one doing the reviving has some different (and more important) issues if it takes him longer to kill a mob than revive a person.

Way to turn my point into “L2P” lol. That wasn’t my point. If I’m running along and I see a dead person, I might stop to rez them. If after I start rezing a mob decides to attack me, I shouldn’t have to stop rezing and kill the mob so I can start rezing again.

With the WvW implementation you do not have to stop in that situation. You will continue ressing. If you decide to stop ressing and try to resume again then you would need to get out of combat first.

I don’t understand your response in regard to my quote.

The issue you raised doesn’t exist with the implementation of it in game. The mob attacking you would not cause you to stop ressing. You have to manually stop ressing or the mob has to use a CC for it to turn into the scenario you described.

Forced Rezing in Group Boss Fights.

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Posted by: Faaris.8013

Faaris.8013

That’s true. So many times someone dies on top of a chest and it’s hard to trigger that chest

The only occasions when I resurrect an NPC these days is when they died on top of a node and I would feel bad if I stopped and retargeted the plant.

Or as someone recently wrote in map chat after the Octovines event and the Tarnished Traitor was killed: “When you want to open the chest and there are too many dead around.”

Herleve – Ruins of Surmia