Respawning after death: Monsters need to leave ya along for a few minutes
codemonkey
Just a suggestion, but this has happened a few times to me, and I've had guild friends yelling in my voice-over-ip as it is occuring...
You're in a battle and you fail to make it through alive. You are "respawned" with your death penalty at the spawn point, wherever that is in a level (priest temple looking thing). The problem here is that sometimes that spawn area is crawling with creatures... especially if you die and your spawned two miles deeper into the map. Then the monsters attack you and destroy you. Then you respawn, rinse and repeat....
The issue being that once your spawned in a situation like this you are in a very very sticky situation. Your death penalty makes you weaker, and you're sometimes forced to fight a lot of things (last night I had 8 tengu warriors chopping at me and insta-killing me over and over). My party was decimated until we were at max death penaltiy before we decided to warp back to town.
So here is some suggestions:
a. If you die, you should be respawned to the closest of two targets - the entrance/zone you came into or the spawn area. If the spawn area is yet to be "discovered" you should probably be sent back to the entrance/zone area.
b. Enemies (and npc henchmen) should leave you alone for a few seconds to gather your wits, set your camera angles, etc. I've had my camera facing a mountain after respawn and been swarmed with deadly things.
In item a) this also removes the classic "well if I die, I'll warp to the end of the map and get to the next zone" which you can usually do 4 or 5 times to warp around to where you need to go. Not technically cheating (and I've used it a few times), but it also kinda removes the need for monsters in the area if you can just die to get around them. Moving back to the entrance/zone removes that and makes you try harder (or be more careful).
Item b) seems to be more "programatically" and "ai" sensative, but would be very very useful to avoid the spawn/die cycle. The enemies should leave me alone yes, but if I spring a shot on them with a bow from a distance I'd expect to be swarmed again (for being stupid by bringing on the pain).
Thanks.
Sorry if this is a double post, hard to search for what I was looking to explain.
CodeMonkey
You're in a battle and you fail to make it through alive. You are "respawned" with your death penalty at the spawn point, wherever that is in a level (priest temple looking thing). The problem here is that sometimes that spawn area is crawling with creatures... especially if you die and your spawned two miles deeper into the map. Then the monsters attack you and destroy you. Then you respawn, rinse and repeat....
The issue being that once your spawned in a situation like this you are in a very very sticky situation. Your death penalty makes you weaker, and you're sometimes forced to fight a lot of things (last night I had 8 tengu warriors chopping at me and insta-killing me over and over). My party was decimated until we were at max death penaltiy before we decided to warp back to town.
So here is some suggestions:
a. If you die, you should be respawned to the closest of two targets - the entrance/zone you came into or the spawn area. If the spawn area is yet to be "discovered" you should probably be sent back to the entrance/zone area.
b. Enemies (and npc henchmen) should leave you alone for a few seconds to gather your wits, set your camera angles, etc. I've had my camera facing a mountain after respawn and been swarmed with deadly things.
In item a) this also removes the classic "well if I die, I'll warp to the end of the map and get to the next zone" which you can usually do 4 or 5 times to warp around to where you need to go. Not technically cheating (and I've used it a few times), but it also kinda removes the need for monsters in the area if you can just die to get around them. Moving back to the entrance/zone removes that and makes you try harder (or be more careful).
Item b) seems to be more "programatically" and "ai" sensative, but would be very very useful to avoid the spawn/die cycle. The enemies should leave me alone yes, but if I spring a shot on them with a bow from a distance I'd expect to be swarmed again (for being stupid by bringing on the pain).
Thanks.
Sorry if this is a double post, hard to search for what I was looking to explain.
CodeMonkey
Eclair
Hmm, I think its already if you die you warp back to the entrance. I know I've died about 1 step away from a zoning point, and I get warped all the way back to entrance. I've died with the next respawn point in sight, and still I warp back to the entrance T_T
codemonkey
Quote:
Originally Posted by Eclair
Hmm, I think its already if you die you warp back to the entrance. I know I've died about 1 step away from a zoning point, and I get warped all the way back to entrance. I've died with the next respawn point in sight, and still I warp back to the entrance T_T
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CodeMonkey
Eclair
Wierd, because I was doing snake dance last night and I was right in front of the dreadnought's drift respawn point when I died. I respawned back in the middle respawn point T_T
codemonkey
Quote:
Originally Posted by Eclair
Wierd, because I was doing snake dance last night and I was right in front of the dreadnought's drift respawn point when I died. I respawned back in the middle respawn point T_T
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I'm talking mainly about entrace vs. spawn.
I.e. I walk into a new area, it is called "Ettins Back" -- I then make it 20% into the map and die. I should be shot back to right where I entered where it says "Ettins back", but not to a spawn area that may be 90% through the map to an unexplored area...
CodeMonkey
Mercury Angel
Was going to suggest this myself.
Spawn Point + AoE monsters = dead VERY fast.
You respawn, a couple of moments and the invicibility wears off, and bog skales all use Deathly Swarms which kills off most of your party, and picks off the rest.
Hydras will use Meteor, which inflicts knockdown, so that brief period of invulnerability is lost anyway, as you were knocked down for it. Shortly after, they all spam inferno and you're dead.
And so on. As the DP increases, it becomes less and less likely that you're going to survive.
Spawn Point + AoE monsters = dead VERY fast.
You respawn, a couple of moments and the invicibility wears off, and bog skales all use Deathly Swarms which kills off most of your party, and picks off the rest.
Hydras will use Meteor, which inflicts knockdown, so that brief period of invulnerability is lost anyway, as you were knocked down for it. Shortly after, they all spam inferno and you're dead.
And so on. As the DP increases, it becomes less and less likely that you're going to survive.
Zaklex
In theory you are supposed to be respawned to the nearest Rez shrine, now depending on the map layout that maybe back at where you entered or half way across the zone in a place you haven't even reached yet. I know it doesn't always happen this way, as I have been personally have been respawned back at the first Rez shrine when the closest one is within sight, I think this might have to do with a possible Rez shrine detection "zone", in other words the shrines have a certain amount of space around them that tells the game you've reached the point to be rezzed there, but I'm just speculating on that part.
Point two, if you find a shrine that is surrounded by mobs when you ressurect it needs to be reported, those are game bugs, you should never be rezzed in the shrine only to be instantly surrounded by a huge mob that was camping the shrine.
Point two, if you find a shrine that is surrounded by mobs when you ressurect it needs to be reported, those are game bugs, you should never be rezzed in the shrine only to be instantly surrounded by a huge mob that was camping the shrine.
Silmor
I think before this patch this issue was fixed to always spawn you at the resurrection shrine nearest to your starting point, which removes the sort of abuse of running halfway through a zone then deliberately getting yourself killed for a quick teleport to the other side.
I noticed after the patch it went back to the beta behaviour of spawning you to whichever resurrection shrine is closest to your corpse, which I consider a flawed approach since it promotes abusing resurrection shrines to run characters through to certain points. There should be no success through death.
I noticed after the patch it went back to the beta behaviour of spawning you to whichever resurrection shrine is closest to your corpse, which I consider a flawed approach since it promotes abusing resurrection shrines to run characters through to certain points. There should be no success through death.
codemonkey
Quote:
Originally Posted by Silmor
I think before this patch this issue was fixed to always spawn you at the resurrection shrine nearest to your starting point, which removes the sort of abuse of running halfway through a zone then deliberately getting yourself killed for a quick teleport to the other side.
I noticed after the patch it went back to the beta behaviour of spawning you to whichever resurrection shrine is closest to your corpse, which I consider a flawed approach since it promotes abusing resurrection shrines to run characters through to certain points. There should be no success through death. |
1. Walk outside riverside province.
2. Die at first encounter.
3. Teleported _deeper into_ twin serpent lakes (to the shrine).
4. Killed by Tengu warriors almost immediately.
5. Teleported back to shrine (about 2 feet)
6. Killed immediately
7. Teleported back to shrine (about 0 feet, because I got nowhere)
8. give up
If that is the only shrine outside of riverside province then it may make sense why I went to that one. Had I gone back to the entrance to riverside province then I'd not be in such a bad position (I think...however I did die pretty fast there too ).
Of coures, if you count bullet #2, I did technically teleport away from the battle. Unfortunately it was undiscovered land and put me into a bigger mess then I was originally in.
CodeMonkey
Tactical-Dillusions
I'm pretty sure that when you die almost immediately after a respawn, you don't get extra DP.
There's a timeframe for it, several seconds at least.
Best thing to do is get busy living...run like mad.
There's a timeframe for it, several seconds at least.
Best thing to do is get busy living...run like mad.
Shadow_Avenger
Some maps could do with amendments. There are maps that have hostiles on patrol near or through respawn locations. I would suggest creating a list.
All the needs to be done is that the partol paths / spawn locations are moved slightly away from respawn points.
I agree it is no fun dying to respawn with a hyda raining down meteors on your head, or imps setting fire to your armours.
All the needs to be done is that the partol paths / spawn locations are moved slightly away from respawn points.
I agree it is no fun dying to respawn with a hyda raining down meteors on your head, or imps setting fire to your armours.
Mimu
Monsters are spawn campers now?
Spike
in perdition rock they are. i got mugged by 6 hydra as soon as i respawned after just mugged by 6 hydra hmm seems to be a patten.
codemonkey
Quote:
Originally Posted by Tactical-Dillusions
I'm pretty sure that when you die almost immediately after a respawn, you don't get extra DP.
There's a timeframe for it, several seconds at least. Best thing to do is get busy living...run like mad. |
CodeMonkey
clairvoyance
Base-Rapers!
They should get banned for that! At least they don't have helicopters
They should get banned for that! At least they don't have helicopters