Team missions need respawn points

Pandora's box

Pandora's box

Jungle Guide

Join Date: Apr 2005

Netherlands

Mo/W

I dont know whats the idea of forcing the team back to the quest town after dying, but its very annoying. Most team missions are to be done in about 1 hour. Thats what I read in most postings. But doing it for the very first time, needing to find the way mostly takes much more than an hour to get to the spots related to the quest. Until than its simply a matter of taking care. Its not very hard to do. But at the end it all becomes tough. No problem with that. Only ... if the team dies its ridiculous to do everything all over again. Its not hard, but it takes lots of time Wasted time, because you dont have fun doing the same things again. So why not make respawn spots in the teamquest area? Making it possible to try the endgame, just with a penalty seems much more fair to me than doing it all over again. Annyone??

Levian Lain

Levian Lain

Ascalonian Squire

Join Date: May 2005

The Icehawks

E/Mo

In terms of gameplay, yes, it would be nicer. It also would be less painful.

Though, in terms of in-game sense, you're in an area that's dangerous. Whatever you're fighting (Charr, Dwarves, Mursaat, etc)... why would they allow res points to stand around? It would only prove a great threat to them, so they have destroyed them.

Also, you see these points only near towns or outposts, where it's 'safe'. You rarely see them in middle of a spawn or threatening area.

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

this is the main thing that differentiates quests from missions as far as i can tell

i can understand your frustration, PB. but i think the better solution would be to let the party leader kick sucky players out of his party at will, and instantly replace them with anyone on his friend's list or Guild list, at any time during the mission.

Pandora's box

Pandora's box

Jungle Guide

Join Date: Apr 2005

Netherlands

Mo/W

I understand that those quests need a differend approach. The only problem is: they are not exiting at all until the endgame of the quest starts. The main issue up to that point is: pathfinding. The monsters can be beaten easily, experience or items dont make it worth doing it all over again, so a 2nd or even 3th time doing the same things all over is no fun at all. Replacing partymembers is no option. Its mostly hard enough to find a party with a good balance in professions. And did not the game designers promise gameplay would not be repetitive?

nechronius

Krytan Explorer

Join Date: May 2005

Southern Cali

Herald of the Storm

W/R

Quote:
Originally Posted by Navaros
i can understand your frustration, PB. but i think the better solution would be to let the party leader kick sucky players out of his party at will, and instantly replace them with anyone on his friend's list or Guild list, at any time during the mission.
I'm looking for the emoticon or textual context which indicates a joke or a facetious statement but I don't see it...

Tala

Academy Page

Join Date: Apr 2005

SF, California

To Levian--Closer to end game there are rez points in the wilderness right after a gate that are not near cities or outposts. Just an FYI.

To OP---I would sooooo love having a rez point in the mission. I don't think they'll do it because they are worth more experience, but I'd still love to see it.

Silmor

Silmor

Wilds Pathfinder

Join Date: Mar 2005

I doubt we'll ever see them in missions, missions have script triggers which would need to be reset at every auto-resurrection, which would quickly become a messy affair requiring extensive redesign; important issue is also whether or not to revive the monsters between the spawn point and the place of death - if they're not resurrected most of the challenge and tension of a mission will be gone, if they are resurrected people will undoubtedly abuse it for farming.

Also, threads like this should be posted in the Suggestion forum (Sardilac Sanatorium).

Mr. Matt

Mr. Matt

Krytan Explorer

Join Date: May 2005

R/Mo

Quote:
Originally Posted by Silmor
I doubt we'll ever see them in missions, missions have script triggers which would need to be reset at every auto-resurrection, which would quickly become a messy affair requiring extensive redesign; important issue is also whether or not to revive the monsters between the spawn point and the place of death - if they're not resurrected most of the challenge and tension of a mission will be gone, if they are resurrected people will undoubtedly abuse it for farming.

Also, threads like this should be posted in the Suggestion forum (Sardilac Sanatorium).
Agreed. Missions wouldn't be as much fun if there wasn't that risk of having to start all over again if you fail. It adds a certain element of tension, especially when you get closer to the end.

Jackell

Jackell

Krytan Explorer

Join Date: Apr 2005

Buffalo NY

None at the moment

R/E

I think there should be rez points in a mission, but you can only rez to a certain point. Missions are designed to be harder than quests, and I think they should stay that way. Perhaps a rez point, but you can't be rezzed if you have a -30 dp.

It would keep missions difficult, but still ease them a little bit.

Pandora's box

Pandora's box

Jungle Guide

Join Date: Apr 2005

Netherlands

Mo/W

Quote:
Originally Posted by Mr. Matt
Agreed. Missions wouldn't be as much fun if there wasn't that risk of having to start all over again if you fail. It adds a certain element of tension, especially when you get closer to the end.
Well for me it only adds boredom after the 2nd try. In fact I have a lot of missions, even low level ones, that I yet have to complete because I had no mind to do it all over again. When I'm level 20 I'm I'll gather a group of level 20's companions and do all skipped quests in one afternoon. Just to get the skillpoints. Does that sound as a challenge?

chowdah

Academy Page

Join Date: Apr 2005

Victoria, BC, Canada

Friday Night Fire Fight

W/Mo

Quote:
Originally Posted by Mr. Matt
Agreed. Missions wouldn't be as much fun if there wasn't that risk of having to start all over again if you fail. It adds a certain element of tension, especially when you get closer to the end.
Yes, cause failing Ice Caves of Sorrow today 7 times in a row because people are morons is *soooo much fun*. Oh wait NOT ITS NOT!

It doesn't add any tension. It adds "Oh boy, I wonder which one of these idiots is gonna screw this mission run up today."

They need to add them for 2 reasons:
1.Players are jackholes.
2.Henchmen are brain dead.

As we arn't paying a monthly fee Anet already has our money. Their is no reason to have this "time-sink" style of gameplay in GW.

Crom the Conqueror

Crom the Conqueror

Frost Gate Guardian

Join Date: May 2005

New York

Rage Three D

W/E

That would make the mission way easier than they already are. Mission are suppose to test a player's skill and team work. I learned a lot about teamwork while I fight through all the missions. But what willl people learn when they can just blast through all the monsters without even thinking about teamwork and skills, because they knwo if they died they will just come back and keep pushing through the mission like idiots.

In the later stage of the mission, most of the players we meet are way different then the ones we meet in post ascension. why? because they learned from their mistakes during the missions.

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

Quote:
Originally Posted by chowdah
They need to add them for 2 reasons:
1.Players are jackholes.
2.Henchmen are brain dead.

ha ha!

very well-put, sir

although i still think my solution is more ideal, because with my solution the jackholes do not get undeserved credit for beating missions (which really they do not beat, but rather they just leech off the skill of the good players in the party). whereas with res points, they would still get that undeserved credit.