SeaGtGruff wrote: »I think ZOS wants to encourage players to go to IC. The IC DLC was Rich's baby, wasn't it? It can be a fun zone, and from what I've read some players feel like the zone questline is one of the more satisfying ones in the game. I wouldn't know, as I've yet to reattempt it after numerous prior occasions of getting killed by enemy players while trying to complete the district quests-- not the dailies, which I've completed many times, but the district zone quests.
spartaxoxo wrote: »spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
That doesn't change anything I said. This is a person deciding to punish themselves to punish others.
Yes, it does. Because in order to lose something earned, there has to be something taken away. Since the existence of zero telvar targets already exists, and there is no such thing as guaranteed telvar, then it cannot be said that introducing more zero telvar targets takes away earned rewards. There was already not a reasonable expectation that all kills would net telvar.
the1andonlyskwex wrote: »spartaxoxo wrote: »spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
That doesn't change anything I said. This is a person deciding to punish themselves to punish others.
Yes, it does. Because in order to lose something earned, there has to be something taken away. Since the existence of zero telvar targets already exists, and there is no such thing as guaranteed telvar, then it cannot be said that introducing more zero telvar targets takes away earned rewards. There was already not a reasonable expectation that all kills would net telvar.
This argument is total nonsense. Changing the proportion of targets that grant 0 tel var obviously impacts people who are killing those targets.
How would you feel if ZOS substantially reduced the drop rate for antiquity leads? Would you be arguing that because the drop rate is already less than 100% nobody should care whether it's 0.00001% or 99%?
The OP suggestion wants to take away the reward even if they succeed.
spartaxoxo wrote: »No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill.
Necrotech_Master wrote: »emilyhyoyeon wrote: »Necrotech_Master wrote: »emilyhyoyeon wrote: »I saw someone mention this earlier in the thread, but the amount of load screens/how the respawning works is also pretty frustrating, and I like pvp, so I can only imagine how annoying it is for someone who doesn't.
One of the things I don't get is that when you're killed, you have the option to pick a district you own to respawn in, or ''return'' or whatever the word is. The return option sounds like it brings you back to base, but it doesn't, if you own at least one of the districts. When I'm trying to do stuff in Elven Gardens, and my alliance owns some other district, I'm forced to go back to that one, then go back down the trapdoor into base, then go back up to Elven Gardens, instead of just being able to immediately respawn in the sewers and save myself the time.
OP's originally talking about tel var, but I can't help but think that making the respawn process less annoying wouldn't help frustrated players, PVEers or not.
"release" is back to the nearest allied faction controlled district (if your on the surface) or back to the sewer base (if your in the sewer, or your faction has no districts controlled on the surface)
thats part of where the extra load screens come in, if your faction has no control over the surface, thats 2 load screens to get back to the surface (one load back down to sewer base, one load back to surface) (and this is because zos though it was a good idea to tie respawning to owning the district)
That's what I'm saying.
Release should put you back to the sewers, since the other option lets you pick your respawn point anyway. You are forced into more load screens, if your alliance has a district you don't want to be in, when you die.
realistically it is still 2 load screens either way, if you wanted to get back to the surface
if you respawn on surface in wrong district you have to load into sewer and load back to surface
if you have no districts, your loading into the sewer anyway and then loading back to the surface
the best option they could do to prevent the extra load screens is to just do away with the respawning tied to flags then you could respawn where you want on the surface without the extra load screen
spartaxoxo wrote: »the1andonlyskwex wrote: »spartaxoxo wrote: »spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
That doesn't change anything I said. This is a person deciding to punish themselves to punish others.
Yes, it does. Because in order to lose something earned, there has to be something taken away. Since the existence of zero telvar targets already exists, and there is no such thing as guaranteed telvar, then it cannot be said that introducing more zero telvar targets takes away earned rewards. There was already not a reasonable expectation that all kills would net telvar.
This argument is total nonsense. Changing the proportion of targets that grant 0 tel var obviously impacts people who are killing those targets.
How would you feel if ZOS substantially reduced the drop rate for antiquity leads? Would you be arguing that because the drop rate is already less than 100% nobody should care whether it's 0.00001% or 99%?
I never argued it would have no impact. I said it does not take away rewards that were earned. That is the argument that I was disputing. This suggestion does not take away rewards from a kill.
the1andonlyskwex wrote: »spartaxoxo wrote: »the1andonlyskwex wrote: »spartaxoxo wrote: »spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
That doesn't change anything I said. This is a person deciding to punish themselves to punish others.
Yes, it does. Because in order to lose something earned, there has to be something taken away. Since the existence of zero telvar targets already exists, and there is no such thing as guaranteed telvar, then it cannot be said that introducing more zero telvar targets takes away earned rewards. There was already not a reasonable expectation that all kills would net telvar.
This argument is total nonsense. Changing the proportion of targets that grant 0 tel var obviously impacts people who are killing those targets.
How would you feel if ZOS substantially reduced the drop rate for antiquity leads? Would you be arguing that because the drop rate is already less than 100% nobody should care whether it's 0.00001% or 99%?
I never argued it would have no impact. I said it does not take away rewards that were earned. That is the argument that I was disputing. This suggestion does not take away rewards from a kill.
It absolutely takes away rewards. Anybody who has opted out would suddenly drop 0 tel var instead of whatever they would have dropped otherwise. Sure, you're never guaranteed that a particular kill will drop tel var, but the likelihood of any random kill dropping tel var would go down and the average reward would also drop as a result.
spartaxoxo wrote: »the1andonlyskwex wrote: »spartaxoxo wrote: »the1andonlyskwex wrote: »spartaxoxo wrote: »spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
That doesn't change anything I said. This is a person deciding to punish themselves to punish others.
Yes, it does. Because in order to lose something earned, there has to be something taken away. Since the existence of zero telvar targets already exists, and there is no such thing as guaranteed telvar, then it cannot be said that introducing more zero telvar targets takes away earned rewards. There was already not a reasonable expectation that all kills would net telvar.
This argument is total nonsense. Changing the proportion of targets that grant 0 tel var obviously impacts people who are killing those targets.
How would you feel if ZOS substantially reduced the drop rate for antiquity leads? Would you be arguing that because the drop rate is already less than 100% nobody should care whether it's 0.00001% or 99%?
I never argued it would have no impact. I said it does not take away rewards that were earned. That is the argument that I was disputing. This suggestion does not take away rewards from a kill.
It absolutely takes away rewards. Anybody who has opted out would suddenly drop 0 tel var instead of whatever they would have dropped otherwise. Sure, you're never guaranteed that a particular kill will drop tel var, but the likelihood of any random kill dropping tel var would go down and the average reward would also drop as a result.
It doesn't take away earned rewards. Because an earned reward is something you get for doing a specific task, not your average income over time.
In order to earn telvar, you have to kill something that drops telvar. If you kill someone without telvar, you earn nothing.
It is already the way the game works. Zero telvar is zero telvar.
The actual problem with this suggestion is that people not their to engage with the core mechanic would take up space, reducing the opportunities to earn telvar. But nobody loses a reward they were entitled to because there is no reasonable expectation that all kills will net telvar.
AnduinTryggva wrote: »I get constantly ganked by 2 or more players and I lose a lot of Telvar stones to the benefit of other players who just outnumber me (yeah so far for a sort of "interesting" pvp). As I have absolutely no measure to counter that I don't want to forcibly "paying" them (being pulled off by them is more appropriate) I want to turn off automatic telvar collection.
This removes benefits for them but also for me as I don't get that currency either.
So each player can chose to collect Telvars or not.
emilyhyoyeon wrote: »
Current, if your district owns a district you don't want to be in:
1: you die, and respawn in the wrong district (load screen)
2: enter the trapdoor to sewers (load screen)
3: go back up the ladder to the district you want (load screen)
without being forced to respawn at a district:
1: you die, and respawn at sewers (load screen)
2: go back up the ladder to the district you want (load screen)
And yes, that is what I'm saying. Change the way respawn works so the player has more control.
the1andonlyskwex wrote: »spartaxoxo wrote: »the1andonlyskwex wrote: »spartaxoxo wrote: »the1andonlyskwex wrote: »spartaxoxo wrote: »spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
That doesn't change anything I said. This is a person deciding to punish themselves to punish others.
Yes, it does. Because in order to lose something earned, there has to be something taken away. Since the existence of zero telvar targets already exists, and there is no such thing as guaranteed telvar, then it cannot be said that introducing more zero telvar targets takes away earned rewards. There was already not a reasonable expectation that all kills would net telvar.
This argument is total nonsense. Changing the proportion of targets that grant 0 tel var obviously impacts people who are killing those targets.
How would you feel if ZOS substantially reduced the drop rate for antiquity leads? Would you be arguing that because the drop rate is already less than 100% nobody should care whether it's 0.00001% or 99%?
I never argued it would have no impact. I said it does not take away rewards that were earned. That is the argument that I was disputing. This suggestion does not take away rewards from a kill.
It absolutely takes away rewards. Anybody who has opted out would suddenly drop 0 tel var instead of whatever they would have dropped otherwise. Sure, you're never guaranteed that a particular kill will drop tel var, but the likelihood of any random kill dropping tel var would go down and the average reward would also drop as a result.
It doesn't take away earned rewards. Because an earned reward is something you get for doing a specific task, not your average income over time.
In order to earn telvar, you have to kill something that drops telvar. If you kill someone without telvar, you earn nothing.
It is already the way the game works. Zero telvar is zero telvar.
The actual problem with this suggestion is that people not their to engage with the core mechanic would take up space, reducing the opportunities to earn telvar. But nobody loses a reward they were entitled to because there is no reasonable expectation that all kills will net telvar.
There's no reasonable expectation that all kills will net antiquity leads either, but I bet you'd still be annoyed if ZOS cut the drop rates in half.
@SeaGtGruff
I'm not disagreeing at all but just want to say that I'm in IC quite regularly outside of events. Sometimes farming tel-var, sometimes because I always liked stealth-based combat (probably a leftover from all the assassins creed and ghost recon titles I played).
I don't participate in MYM tho, it's my no-pvp-time for exactly the reasons you stated: too much griefers, too much PvE overlanders. Doesn't make much fun to deal with either of them in actual combat.
My guess is that person is not a regular PvP'r and is taking advantage of the event to try and get PvP achievements for killing players. Or they are just not good people and like causing grief. Most the PvP crowd is out doing PvP things, not camping doors.
It wasn't during an event. It was just on a day when Tel Var was one of the daily endeavours.
spartaxoxo wrote: »spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
That doesn't change anything I said. This is a person deciding to punish themselves to punish others.
Yes, it does. Because in order to lose something earned, there has to be something taken away. Since the existence of zero telvar targets already exists, and there is no such thing as guaranteed telvar, then it cannot be said that introducing more zero telvar targets takes away earned rewards. There was already not a reasonable expectation that all kills would net telvar.
spartaxoxo wrote: »spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
That doesn't change anything I said. This is a person deciding to punish themselves to punish others.
Yes, it does. Because in order to lose something earned, there has to be something taken away. Since the existence of zero telvar targets already exists, and there is no such thing as guaranteed telvar, then it cannot be said that introducing more zero telvar targets takes away earned rewards. There was already not a reasonable expectation that all kills would net telvar.
This is a quote from the opening post:
"This removes benefits for them but also for me as I don't get that currency either."
The motive is spite.
AnduinTryggva wrote: »Take note: I am not against being killed and losing telvars in IC.When I have a 1v1 and lose because of bad skill or bad build I am completely fine.
If I run in a ball group and die. That is bad luck and expected and it's ok if I lose tv upon dieing.
If I run around and stumble into a pair doing their thing (quests, bosses, flags) and they trash me it is ok and I am fine.
What is disgusting is that some players simply specialized and I mean SPECIALIZED in "farming" solo players, specifically during events. [snip] And to top this toxicity I have to pay them for them being toxic.
Also in Cyro one has gankers like that but they are rare while in IC they are a pest.
SeaGtGruff wrote: »That is to say, when the opportunists get bored with IC because there's no event to draw the easy pickings to IC, and go back to staying away from IC for whatever reason, it more or less leaves no one challenging for the real IC lovers to go up against.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: ». The OP suggestion wants to take away the reward even if they succeed.
No, because it wouldn't take away Telvar they earned. A player is not guaranteed Telvar just because they get a kill. It is already possible to kill someone and receive 0 telvar. A player can only earn what the target is worth. If someone banked their telvar and someone else kill them as they are exiting spawn and get nothing, then that kill was not worth Telvar.
Nobody earns telvar from all kills. Picking targets is already part of the zone. This suggestion is tailored to ensuring that pvp still happens and that for the person killing, there is no difference in gameplay. Zero value targets already exist, this suggestion simply increases the number of 0 value targets. The only person who this changes things for is the person who turns it on, since they no longer earn telvar.
That doesn't change anything I said. This is a person deciding to punish themselves to punish others.
Yes, it does. Because in order to lose something earned, there has to be something taken away. Since the existence of zero telvar targets already exists, and there is no such thing as guaranteed telvar, then it cannot be said that introducing more zero telvar targets takes away earned rewards. There was already not a reasonable expectation that all kills would net telvar.
This is a quote from the opening post:
"This removes benefits for them but also for me as I don't get that currency either."
The motive is spite.
No the motive is deter farming the same player without removing pvp. The emotion came to the idea out of frustration and spite, sure. But the actual design of the idea is to discourage farming the same person over and over without discouraging regular PVP. They want to remove themselves as a valuable target.
SeaGtGruff wrote: »It would remove some of the benefits for the other players, but those same specific benefits which the requested change would remove can already be removed by having banked all of your TV before getting killed. And I don't even have a problem with anyone claiming that it was "spite" which led someone to bank all of their TV.
I also wouldn't disagree with anyone who might want to say that it is "spite" which motivates gankers and bombers to 1-shot all of the easy PvE "fish in a barrel" who are just trying to get their IC event ticket for the day.
But the OP's actual or presumed motivation is immaterial, since the request will never be granted and in any case would still not stop them from getting ganked or bombed.
What I'm having a problem with is the notion that everyone is apparently obligated to be carrying TV on their characters so the spiteful gankers and bombers won't be denied their deserved rewards. To me, that attitude is far more offensive than wanting to bank all of my TV as soon as I get the chance so some other player can't steal half of the benefits from all of my hard work.
SeaGtGruff wrote: »I think ZOS wants to encourage players to go to IC. The IC DLC was Rich's baby, wasn't it? It can be a fun zone, and from what I've read some players feel like the zone questline is one of the more satisfying ones in the game. I wouldn't know, as I've yet to reattempt it after numerous prior occasions of getting killed by enemy players while trying to complete the district quests-- not the dailies, which I've completed many times, but the district zone quests.
As I understand it, the whole format (if that's the right word) of IC used to be different, inasmuch as you couldn't even enter IC unless your alliance controlled all of the keeps around Lake Rumare. I wasn't playing the game back then, so I don't know how it all worked then.
I do remember when you had to enter IC via one of the three sewer entrances in Cyrodiil, and I think that had it's good points. For one thing, it meant you had to go to Cyrodiil first, so it exposed new players to Cyrodiil instead of the way they can now go to IC without ever setting foot in Cyrodiil. And you had to do more than simply go to Cyrodiil-- you had to explore it at least a little bit to reach one of the sewer entrances from the closest friendly keep. The new way is a lot more convenient, but the old way was fun and had more of an element of danger.
But the reason I mentioned the original format-- which I never experienced-- is because, the way I understand it, you didn't get as much interaction between the three alliances in IC since the only time you'd get players from more than one alliance there was when one alliance gained entry to IC by controlling all of the key keeps, but then another alliance managed to get control over all of the jey keeps and was able to enter IC while the previous alliance was still inside. The way it is now, where all three alliances can enter and leave IC at will, must surely create a different... scenario? atmosphere?... than how it used to be.
I have a lot of fun in IC and the sewers, but not as far as the PvP is concerned. I've had a few enjoyable PvP moments there, but that was because I got attacked by players who were roughly equal to me in terms of tankiness and power, hence those fights lasted more than a few seconds and I felt like I had a fighting chance. But the vast majority of encounters were/are nothing like that, and it is not fun to get ganked by surprise by an OP player when you're in the middle of a boss fight or are trying to work on a quest. So I can totally understand why so many players dislike IC so strongly and have no desire to ever set foot there. Personally, I've learned to accept the dangers and aggravations, and am able to have fun there despite all the players who want nothing more than to ruin my fun. But I get why a lot of players want nothing to do with IC.
I disagree with the idea that IC would be more populated if only ZOS made this or that change. In my opinion, players who enjoy IC for what it is are going to go there all year long, whether or not there is a PvP event going on. Players who only enjoy going to IC when there's a PvP event going on are (in my opinion) not there for IC, but rather are there for the easy kills. If they were there for a well-balanced fight, they'd fight each other and would not need a PvP event to draw them to IC. They want an unbalanced fight against weaker or less skilled players who've only gone to IC because they want to get an event ticket there. Again, that is my opinion. To anyone who disagrees, I ask you-- If you love the PvP in IC so much, then why aren't you there year round? Why does it take an event to draw you there?
In contrast, I go to IC pretty regularly, year round, outside of these PvP events-- usually once a week, sometimes two or more-- yet I'm not there for the PvP. It's interesting to me that I do enjoy engaging in PvP in Cyrodiil, and will happily jump into a zerg of enemy players knowing that I'm certain to die, just so I can try to set fire to their siege before I get wiped out. But knowing that I have nothing to lose is just about the only reason I dabble in PvP in Cyrodiil at all. Knowing that I do have something to lose in IC actually discourages me from wanting to PvP there, rather than giving me an incentive to PvP there.
emilyhyoyeon wrote: »Necrotech_Master wrote: »emilyhyoyeon wrote: »Necrotech_Master wrote: »emilyhyoyeon wrote: »I saw someone mention this earlier in the thread, but the amount of load screens/how the respawning works is also pretty frustrating, and I like pvp, so I can only imagine how annoying it is for someone who doesn't.
One of the things I don't get is that when you're killed, you have the option to pick a district you own to respawn in, or ''return'' or whatever the word is. The return option sounds like it brings you back to base, but it doesn't, if you own at least one of the districts. When I'm trying to do stuff in Elven Gardens, and my alliance owns some other district, I'm forced to go back to that one, then go back down the trapdoor into base, then go back up to Elven Gardens, instead of just being able to immediately respawn in the sewers and save myself the time.
OP's originally talking about tel var, but I can't help but think that making the respawn process less annoying wouldn't help frustrated players, PVEers or not.
"release" is back to the nearest allied faction controlled district (if your on the surface) or back to the sewer base (if your in the sewer, or your faction has no districts controlled on the surface)
thats part of where the extra load screens come in, if your faction has no control over the surface, thats 2 load screens to get back to the surface (one load back down to sewer base, one load back to surface) (and this is because zos though it was a good idea to tie respawning to owning the district)
That's what I'm saying.
Release should put you back to the sewers, since the other option lets you pick your respawn point anyway. You are forced into more load screens, if your alliance has a district you don't want to be in, when you die.
realistically it is still 2 load screens either way, if you wanted to get back to the surface
if you respawn on surface in wrong district you have to load into sewer and load back to surface
if you have no districts, your loading into the sewer anyway and then loading back to the surface
the best option they could do to prevent the extra load screens is to just do away with the respawning tied to flags then you could respawn where you want on the surface without the extra load screen
It's not.
Current, if your district owns a district you don't want to be in:
1: you die, and respawn in the wrong district (load screen)
2: enter the trapdoor to sewers (load screen)
3: go back up the ladder to the district you want (load screen)
without being forced to respawn at a district:
1: you die, and respawn at sewers (load screen)
2: go back up the ladder to the district you want (load screen)
And yes, that is what I'm saying. Change the way respawn works so the player has more control.
AnduinTryggva wrote: »AnduinTryggva wrote: »Care to share your knowledge?
Like: Oh there is knowledge but it is secret!!! It is hard won knowledge and I cannot share. But you know... The usual gate keeping attitude.
It's like "with the right build you do fine but you don't find these builds on internet and I won't tell you what build you need." Gate keeping.
And fighting that nothing changes because the current situation fits best.
I don't mind sharing information with those who are willing to learn. But many already know everything they want to know.
Prove it that you like to share knowledge
The_one_i_seek wrote: »the author just need to git good, or do not enter to pvp zone at all
his request is unreasonable and will be denied by developers as well
its 100%
so this topic is pointless from the beginning