@TheShadowScout , outstanding ideas. The possibilities for rescue/escape/general espionage would add a whole other level to Cyrodiil.TheShadowScout wrote: »Only if we're talking 10 minutes cooldown at least...Merlin13KAGL wrote: »How about rez onsite after a cooldown? Would fix both issues (just expect to be engaged again immediately on rez)
Hmmm... that kinda gives me an idea...
How about if all PvP kills get a 10 minute timer for on-site self-revive, but also an option for enemy players to "capture" the "uncounscious" player they (or their allies) just defeated?
Captured players would be locked in "bound" animation, and auto-follow their captor, and delivering them to a "prison camp" by the captors alliance home location would be a daily mission worth quite a bit in terms of AP... and allies of the captive could try and rescue them before they get there by defeating the captor... (remember, the bound one can still chat, and thus call all the hounds to their location)
And if delivered to the "PoW camp", the captor gets his payoff, while the captive gets to play an "escape from prison" minidungeon...
Am I the only one who thinks pve players tend to lock out the pop cap on say, Thornblade EP on the EU server? which explains why when EP is capped and the other 2 factions still seem to have more players pvping, despite only having 1 or 2 bars.
No.
PvP kills only allow you to ressurect in a keep for a reason. If you decide to ride all the way to Crackwood cave in AD terrirory while the map is yellow -> Your problem.
You die there? Ride again!
Being able to stand up within the dungeon again without taking the risk to ride past enemy lines is for wussies...