david271749 wrote: »Amror degredation upon death would help with this and a lot of the forward camp blob zergs going on right now. People might start using strategy and skill.
With the sheer amount of times you die in PvP Armour degredation would change the game greatly, the cost or repairing alone would bankrupt many players.
When I die in PvE I get annoyed at myself, thinking how I could have done that better, or I rushed that part, I need to slow down etc...
When I die in PvP I don't learn from my mistakes in the same manner, sometimes you are catching a ride on the the *** train whether you like it or not.
Although If I die where usually I would have won, I get dirty on myself for mistakes made. Last night I was fighting a red just outside a keep, while in close quaters combat I hit the wrong button and went into the animation sequence you get when you drop siege, of course it was by mistake rather than hitting the weapons swap button, I died for the mistake and felt like an idiot afterwards...
That's my take on degradation anyway, but suiciding to a resources so you can port, hrmmmm it doesn't 'feel' right but yes, it's an obvious choice right now.
I agree. There should be no benefits to suicide/death. There's been a couple of threads that have mentioned this already recently 1, 2, and we're still waiting on someone like @ZOS_BrianWheeler to pop in and say whether this is working as intended or is actually a bug, and/or whether it's even being looked at.Why is suicide the best form of travel? [...]
tinythinker wrote: »Another suggestion: a penalty after porting to a camp. If people resurrect with half or less of their stats, and a reduced regeneration rate (including debuffs on spells/potions) for something length of time, then along with the limits of only working within a particular radius it wouldn't be as tempting to use a camp even for a short "hop". You could just ride your horse that distance in the same time it would take to recover from going through the tent.