Showing Posts For Snaetch.8612:

Analysis of situation/constructive ideas

in Fractals, Dungeons & Raids

Posted by: Snaetch.8612

Snaetch.8612

“especially since you have read me so well after one sentence.”

One sentence was all I needed because it was all you gave me. You went out of your way to needlessly be a negative force in a stranger’s life. If you want to add more constructive ideas, such as what you said about the increase of rezzing recently, that would be more than welcomed. But you’ll have to go elsewhere to get whatever it is you get from being rude to people on the internet as I’ll be ignoring all but the constructive people from now on.

Speaking of which, thank you for all the continued feedback everyone, it’s nice to get new perspectives on how some of these would play out. You’re completely right about the 1st waypoint thing. That can’t be an option. And no, I don’t want to punish people for carrying a second set of armor (I do that) the point of this thread is that I don’t want to punish anyone. I’m hoping for a way to maximize playtime and enjoyment for players while discouraging and eliminating behavior that goes against the principles of the game.

Analysis of situation/constructive ideas

in Fractals, Dungeons & Raids

Posted by: Snaetch.8612

Snaetch.8612

if u come closer to a downed player and press F he will start gaining health. if more ppl do this he will gain health faster. same is with defeated players.

Not true. F turns my character to the right. I’d tell you that there’s no reason to be sarcastic and destructive on a constructive thread, but you chose the person you were going to be a long time ago, and almost nothing is going to change that.

Analysis of situation/constructive ideas

in Fractals, Dungeons & Raids

Posted by: Snaetch.8612

Snaetch.8612

Thank you for your replies. I see your point on my second idea. As for

“why add an added section of frustration by punishing them with a cooldown or increased repair costs? It’s like fighting fire with fire.” The punishment is already there, but instead of a rez timer the wait is indefinite until the party wipes or goes out of combat. The timer would give you a chance to continue playing, and of course it could disappear when the party is out of combat. That lessons the current punishment.

I like the other ideas you’ve posted, and my friend just had another good one – Make only the first waypoint accessible for dead party members during combat. You can continue to play the game, but it’s impossible to rush anything.

Analysis of situation/constructive ideas

in Fractals, Dungeons & Raids

Posted by: Snaetch.8612

Snaetch.8612

“Rez-rushing”, as I believe it’s called, was a strategy that the developers never intended anyone to use, a strategy that no players ever wanted to have to use, and a strategy that was tedious and unpleasant to participate in. As such, it obviously needed to be removed from the game for the good of the players, and the integrity of the game. But I see attempting to stop the rushing by cutting off rezzing as akin to cutting off an infected limb before attempting to treat it. The solution implemented has created many problems for many people. Here is the most notable negative impact I’ve seen this having on the game.

I’m sure I’m not alone when I say that I will never let a non-80 in my AC or CM runs again. Those dungeons were challenging for me to learn a long time ago, but once I had it down they were enjoyable. Picking up a lowbie or two to help them along the way was no problem at all. But now when one person dies, they are forced to stare at the death screen while the party chooses one of two options. 1. Attempt to clear the encounter with compounding difficulty as people die, drawing out the fight which increases both the likelihood of failure and the amount of time people spend staring at the death screen, or 2. Running out of combat (Combat Range Rushing) and attempting the encounter again which would make some of the higher-health fights intolerable.

There has to be a way to treat the rez-rushing problem that encourages players to work together and play smart, while ALSO allowing them to spend their time doing what we’re all here to do—play the game.

I have two ideas, but the purpose of this thread is to hopefully come up with more so that we might see a positive change in the future of the game.

1. Increased repair bills scaling with player level on all SOULBOUND items the character has in their possession / all items the player has equipped within the last hour. No more removing armor, no more practicality in throwing your corpse at a fight instead of working it out. Still allows people to play at all times which forgives the occasional death or two.

2. Scaling respawn times. Die once? Rez. Die again within a minute? Wait a minute to respawn. Die again within two minutes? Wait two minutes to respawn. Die again within four minutes? Wait four minutes to respawn. You get the idea. This keeps rez-rushing impossible like now, but doesn’t punish the very survivable player when something unexpected happens. (If nobody was expected to die we wouldn’t have much of a game here.)

Please contribute as you see fit, and please keep your ideas positive so that this thread hopefully might receive develepor attention. Thank you for your time.