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Suicide to get across map

badmojo
badmojo
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Why is suicide the best form of travel?

You shouldn't be able to port to a keep/camp/outpost upon death unless you are within its radius(white circle around FC).

Don't get me wrong, I have no problem with people using this to their advantage, I do it plenty myself. I just think it's something that shouldn't even be possible in this game.
[DC/NA]
  • david271749
    david271749
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    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.
  • badmojo
    badmojo
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    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.

    I don't like that idea because it would discourage an aggressive defense. I feel like the soul gem cost for reviving & the AP cost for camps are enough of a drain. When you have a keep that isn't tagged as being under attack, you should get the advantage of "free" deaths.
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  • aco5712
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    i like the idea of making it only usable if your close to the keep. Maybe make this the same for FC but make the range a bit bigger because its annoying when you have a faction stretched between two castle and they lose/defend one and they all just port over and defend the other sieged one and you get nothing.
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  • kijima
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    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... :blush:

    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.
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  • david271749
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    kijima wrote: »
    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... :blush:

    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.

    Yeah. I can see how that would be too much for people. An alternative would be to only allow res at camps when you were damaged by an enemy player within 60 seconds before your death. This would prevent a lot of people from suiciding to npc filled resources.
  • Enodoc
    Enodoc
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    badmojo wrote: »
    Why is suicide the best form of travel? [...]
    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.
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  • tinythinker
    tinythinker
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    From another thread...

    If you can only port to a forward camp within its shown map radius, then only folks close enough to be involved in the fighting can use it. That means less traffic through the camp and more of that traffic is actively engaged with a particular battle.

    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.
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  • puenktchen8
    Solution would be easy.
    Camps have a radius on the map. ZOS could change it that way, rezzing's only possible when you're within that radius.

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  • Merlight
    Merlight
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    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.

    That would completely kill the point of a camp in battle (like resource or keep defense; I'm talking people who fight and die near the camp), while not preventing map-hopping at all.

    edit: oops sorry, I missed the radius part. Well, that I would agree with.
    Edited by Merlight on August 8, 2014 11:16AM
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  • Xsorus
    Xsorus
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    Put a secondary Rez resource around keep areas for each faction, say 100. It will only start recharging after the keep is no longer under attack and very slowly at that. This would allow you to get defenders to a location but would also make dying a problem.
  • Komma
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    Making the camps where you could only spawn at them if you died inside the radius would add a ton to tactics. It is a brilliant idea. As good as the light bulb or even sliced bread!
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  • OrangeTheCat
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    I suicide quite frequently so that I can get to where I need to go much, much faster (usually a forward camp that a teammate just put up as we switch targets). I use gankers for the same purpose (thank you stealth gankers for providing such a useful service) but I prefer to make use of a NPC as I'd rather not give some ganker free AP, but oh well.
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