IDEAS FOR RYZOM


uiWebPrevious1uiWebNext

#1 [en] 

So, here is a feature that doesn't fulfil its function. Teleportation blocking after act of agression in faction PvP supposed to hold agressor in place and make retribution by opponents possible. But there are a couple of methods making it easily avoidable. Sitting in safe zones around altars is the most obvious one, but there are more. Hiding inside of buildings and apartments or anywhere in region where nobody can find you before timer is out. Leaving region simply by running or riding a mount. Swimming in middle of lakes far away from any shore. Intentional suicide with mobs or hostile temple guards and then using respawn points in other regions. There are also at least two other ways to avoid the chase, requring a bit of exploring to be done. But i'm not going to reveal them and steal fun from those who like to discover things on their own.

My point is that feature is useless. The one who's willing to fight will stay anyway, regardless of ability to use teleports. And the one who don't want to fight will escape with ease. Developers would have to implement complete immobility for 10-15 minutes to achieve the goal they intended to get by teleport lock.

#2 [en] 

Tumbleweed
My point is that feature is useless. The one who's willing to fight will stay anyway, regardless of ability to use teleports. And the one who don't want to fight will escape with ease. Developers would have to implement complete immobility for 10-15 minutes to achieve the goal they intended to get by teleport lock.
It's not useless because you cant escape in 10seconds that takes to teleport out. You need to do one of those things you mentioned. It also prevents pvp'er hopping around from hot-zone to hot-zone.

---

Hello!

#3 [en] 

Karu
because you cant escape in 10seconds that takes to teleport out.
I can: 1) stay in instanced location, like apartment, or mission giver rooms 2) stay by altar 3) use aura and hit teleport. Aura lasts for 18 seconds and teleportation takes 15 seconds. I would leave unharmed anyway.
It also prevents pvp'er hopping around from hot-zone to hot-zone.
And where is fun in that?

Última edición por Tumbleweed (1 década hace)

#4 [en] 

1) only if you're in a city, most of the world isn't a city
2) no, you can't, the altar safe zone doesn't protect you if you run in after having commited an aggresive act
3) no, you can't, that's exactly what the teleport block prevents

#5 [en] 

Marelli
1) only if you're in a city, most of the world isn't a city
Almost every faction PvP encounter takes place in some city. If not, there is always plenty of safe places to stay.
no, you can't, the altar safe zone doesn't protect you if you run in after having commited an aggresive act
It does.

And #3 was considering the fact that blocking timer is already over.

Editado 2 veces | Última edición por Tumbleweed (1 década hace)

#6 [en] 

Small question are you Sweetmarie or somebody she is the only person i know that was tagged all the time but swam of when you attacked her

2nd the tp locking is part of the pvp system it would be just stupid ppl would tag but once you att them tp off

3th yes you can run away but then it's a shame for yourself shows how weak/scared you are

4th maybe a beter idea would be to show the person you attacked or that attacked you on the map for the period

ps. comes from a person that is always tagged but hasn't seen anyone else tagged for like months

---

#7 [en] 

I think it would be hard to code all these exceptions, and I am not sure that avoiding revenge was the intent of Dev's implementing teleport locking anyway. Probably they just did it to remove exploit ambushes, where you ambush, kill someone, and then tp away.
uiWebPrevious1uiWebNext
 
Last visit jueves 28 noviembre 08:42:26 UTC
P_:G_:PLAYER

powered by ryzom-api