That works How long are you making the character persist in the world once logging out? Because it needs to be increased across the board (unless FULLY naked) And twice as long if you have a ship or warhulk in your inventory
How does this work in the water? I'm not sure if this helps a ton for alt camping, especially if they never even log them out and just stand up/rest afk in a hiding spot. Honestly have no idea what you can do about alts sitting at popular spots scouting with no risk. I do however love a log out animation that you can cancel if you get jumped. Hopefully you don't have to stand up again to cancel it though.
Right now it's 10 seconds inside a "campsite" which right now just means an NPC city, 1 minutes outside, 2 minutes inside a dungeon and being "in combat" adds an additional minute. Open for discussion of course. Something to consider. We want to make it less likely players will log out outside of certain areas and if they do they spend the time before being safe, but there is no way to distinguish between disconnects and log out, so until we can get players logging directly back into the character people will have to wait if they close the client or disconnect. So making it last too long could be bad. --- Post updated --- You can't log out in water, but disconnects will keep the character in spot until the timer goes out. --- Post updated --- For afk players we have a couple options. Another, effect/animation/sound to give away their location or log them out after a period of afk time. --- Post updated --- Or both. edit: Correction, there is a way to determine between logout and disconnect, but not disconnecting on purpose and accident.
What's stopping people from running multiple VM's that have macro's that basically just click often enough to prevent these afk timers?
My favorite idea comes from Pantheon Online's dungeons, there are little critters that spawn at random at any location that deal good amounts of damage, but are really weak. They would kill most afk nakeds and at the very least draw the attention of anyone hearing the fight going down. But I think the most important thing to do would be to figure out who this person is and get them some professional help.
That would probably work in most cases but I'm sure there's a couple spots I'm sure where a monster couldn't attack them if it doesn't float like at the top of a spike or something.
Why is a get away ticket a problem? Fight or flight. Both should be options. You keep designing this game for only wolves. Then despair at lack of population. If someone is careful enough and pays attention enough to hear people coming why shouldn’t they be able to get away? Say I’m farming a dungeon and top tier player x shows up and keeps killing me every time I do, I’m pretty much just going to not farm the dungeon anymore. Whereas if 50% I can get away unscathed it’s almost like a fun little mini game.
Better mechanic than zerging, which is already heavily utilized by the few remaining players? I agree with more options to run/hide from fights that are stacked against you.
I realize you are a furry bud, but how’s the pop treating you. --- Post updated --- People utilize any game mechanic they can to hunt, kill, farm people as much as they can(hence the point of this thread) like alts and such. So tell me what’s a guy to do when 5 people show up in the dungeon he’s farming? 1v5? Hell in uo if you didn’t attack you could cast a near instant recall to get away if you wanted. No one seemed to care then. You talk about adding consensual pvp areas but every one of your other ideas is counterproductive to it. Forcing people to pvp will never garner population. Let them join of their own accord at their own time and give them farming options other than starter spawns.
Just imagine someone asked, "how do you get away when you're in a dungeon and someone comes in?" and your response is, "log out".
People utilize any game mechanic they can to hunt, kill, farm people as much as they can(hence the point of this thread) like alts and such. So tell me what’s a guy to do when 5 people show up in the dungeon he’s farming? 1v5? As opposed to saying, you don’t you just die. Personally I’d prefer the instant recall method like uo. Every time someone has a viable way to get away from a fight it’s a problem around here. Wether it’s logging, recalling, riding mounts etc etc. You aren’t a stupid person. You must realize if you ever want population you will need to provide other means of playing. Otherwise what are you even doing just add a qued ranked pvp arena. I mean you guys removed racial warfare and promised factions. Where’s the factions. Clan warfare isn’t helping the game. Territory control is t helping the game. It just inevitably leads to 1-3 clans owning the world and everyone either allies up or gets steamrolled. Feel like I’m playing romance of the three kingdoms or something. You need separate pvp objectives that races or factions can take part in that it doesn’t matter if you lose. I’m not saying remove full loot. I like full loot. You have to know this. Seriously either fix it or make an arena. Shit or get off the pot. Just answer this; why is it so bad if someone can farm a dungeon in peace to get gear so they can go out and participate in pvp? Nah just keep jumping the guy so he can’t get gear to go out and participate in pvp so he quits right?
But there should be a way for a solo player to semi-reliably do stuff in the world. Otherwise everyone either zergs it up or quits, and then the zerg quits due to boredom.
There is though. Scout your surroundings, hide your location, hide your loot, go during odd hours or during sieges, try to find others farming solo, there is lots of stuff.
Oh I dunno I log in for wagers and log out. Banks to full to farm. Destro is too OP to lose. Clan is too big to fail. Fur is too clean to attract a mate. Ya feel me?
Not sure what you do for a living bud but odd hours aren’t an option for most casuals. There is a reason they are casual and it’s not because they just decide they only want to play a couple hours or so a day/week. It’s the only choice they have and they play when they can. There is zero reason to not allow people to get away from pvp if they so choose. All it does is promote the game and allow that person to grow , level, and farm until they get to a point they are comfortable with the game enough to participate in pvp. At no point in this game was casual Larry ever able to get away from the Squanto’s of Agon. This leads to casual Larry feeling utterly defeated no matter where he goes or what he does and he quits. I give up man, there’s a reason I left the game and forums. No clue why I thought things might change. Shoot me a pm if game ever gets fixed. Edit: oh and I have played at all hours before and trust me those thirsty kids are no lifers and always around. Or I guess I hide my loot and sacrifice my gear so I can come back and MAYBE get the loot of it’s still there?
It’s defiantly what you u created or I should say didn’t create..we need content and have asked nicely..ur embers of war should of never been put on the back burner for armor. Gg darkfall They think jumping people at spawns is content.