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View Full Version : The Perfect 'Gank, Recall, PK Timer' Solution.


xaxei
07-20-2005, 03:04 PM
I posted this in the bottom of another thread, but it was a typical rant so i don't think the more important players will have read it, so i will repost it here.

Logout timers, Landscape portal timers, are fine because THOSE were exploited. (Jump-logging, Portal-logging) They were not a part of the games design. Recall spells were.

The perfect solution, that IBN needs to read, because it's obvious... add an Anti-Portal Spell blah blah some special name, basically, does this:

Takes you 5 to 10 seconds to cast, depending on what testing proves is the best, and what it does is removes the targets ability to recall, ANYWHERE for 5 minutes.

So: if you portal into a dungeon and there are 8 people ganking you, you can recall out (but probably still die before you get away because of the damage being delt to you) but, If you stay to fight them, and they cast the spell on you, You're stuck fighting the odds you choose to fight.

So if you want to fight somebody, cast the spell on him, and he casts it on you. If you stumble into a gank situation and want to run away, you have to choose within 5 seconds.. because after that, you're stuck fighting the odds.

Impliment this, and people can't recall once the tide turns in the fight, because they can't recall... but people can recall from gankers, because the spell won't be on them until 5 or 10 seconds into the gank, plenty of time to hit the recall.

also, to have the above spell work correctly, the recall-pk timer will have to be removed(obvious, just thought i'd add it in for the slower readers).

And also, to be fair to all the melee's, there should be a way for they to cast the spell with their melee weapon, and have it take no skill or mana, so that EVERYBODY benefits from this spell, and its completely balanced. Monsters can cast with a weapon out, so i'm sure it's not a big programming leap to make it possible for melee's.

I really hope one of the turbine team will respond to this, because I believe it would solve all the whine about people recalling from fights, all the whine about gankers, and all in all, it will keep people from sitting around camping portals in yaraq, or marketplace, and will put them back out into the playing field, fighting for territory, instead of just camping.

If someone portals into a gank, they can recall out, get backup, and go back in to fight with fair odds. Instead of just dying, getting pissed, spending 15 minutes burning vp, and then gathering friends and going back, just to find the raiding party has moved on(as is normally the case in MP, Holtborg, Yaraq, or Bobo, ect.)

Thanks for listening, and if you agree with me, please leave a message, so that turbine will see how many people agree with me on this one.

Mehtios
07-20-2005, 03:11 PM
uhm...even now if you port into a gank its easy to recall before getting hit.

Fact is most of the time those are the fights that keep you satisfied between larger fights. If you dont have those, it just gets boring. Because well, No one will fight 4+ v 1 odds unless they have skill. Which most of DT doesn't.

xaxei
07-20-2005, 03:22 PM
You only get to recall away 1/10th of the time, or mayby higher if you have a really nice internet connection... but for the average joe, you portal into a camp.. and you're dead.

also, think of the other aspect of this spell that you didn't comment on... you can keep people in a duel with you for 5 minutes at least. If they choose to fight, they'll be stuck with their decision, and won't be able to just recall away after running from you for 30 seconds. they have to wait 5 minutes now to run away.

It's almost a perfect balance. People complain that its easy to recall away if your in a fair fight.... and people complain that its impossible to run away from an unfair fight... well this fixes both of those. Portal camping is not a skill, in any shape or form. Being able to run the hollow quest and then get a few friends and camp a portal doesn't require skill... just boredom and friends.

I've played this game since 1999, and I have seen many improvements, including the timers removing portal logging and jumplogging, but i have always hated the gankers way of PvP. It's just ugly and boring and pisses off people, because once you mount a fight against the gankers, they recall away from you, and you'll never catch them walking solo through portals, so you can never get revenge. they will always run and then camp and there really is no solution or way to fight that strategy.

I've seen it all, and there really is no way to beat gankers, so this will give you the ability to do so now.

Virindi Clown
07-20-2005, 03:43 PM
It's a good idea, but in practice, I'm not sure that it would turn out so hot for DT.

The problem is not that you CAN gank. It has been that way for years, and only recently has it become a really big issue. The problem is that you aren't going to be killing many people if you don't. Everyone is encouraged to gank by the flawed "balance" of PvP.

It's so easy to avoid dying that even a large group of people often can't kill one person. You can go on spin jumping and god moding as many elixirs as you can carry with an army after you.

You have to address problems at the source, and I don't think that the recall timer is the source of the problem.

McVigor
07-21-2005, 07:02 AM
xaxei -

in-general, its a pretty good idea - but on the surface of it, theres still problems as its one more 'debuff' to cast through magic d heavy characters/it could be dispelled via gem as any other spell, etc.

I think a panic effect (similar to healing) is more on-target, and a little more immersive, ('pseudo realistic' etc. being that when stressed-out people don't focus all that well.) - would be nice to see Stamina-to-Health get a similar effect attached to it so mages are forced to use their 100% guarranteed to work Heal spell that doesn't automatically grant insta-full-heal. /evilgrin (of course, I'd also prefer to have drains work efficiently, too, which would mean Natural Resist = Deleted. I *do* play a mage, a Melee AND an Archer and I *am* aware of the impact it would have. What can I say? I'm a mean, and unusually cruel sob! RAWR! /sarcasm)

xaxei
07-21-2005, 10:02 AM
that's why it should be the first spell that requires no magic to cast. you can cast with a weapon, or something. kinda like something you can attach to a weapon or wand like the Fetish of the Dark Idols quest attaches the idols to the bow.

No magic skill required to cast it = No chance of them resisted.

Takes a long time to cast = the target can run away from ganks, but not from private duels or 1v1's where they choose to fight. No more changing your mind and jump-spinning away.

Doesn't require you to be weilding a wand = melee's and archer's will be on an even playing field as mages.

Takes a long time to cast = If a bunch of people spam it when you portal into a gank, they may cast it on you, but they'll be stuck standing there casting it, so you can *gasp* RUN away using that good old skill that everybody in the game starts with and can raise anytime they feel the need.

I really think they should at least test it out. You can test it for a month, and then if there is a large negative feedback, take it out. But personally, I'd REALLY like to see it done, because it neutralizes two things people always whine about: ganks you can't get away from that are just unfair, ganks all together cause camping won't be worth it, and it'll keep that mage or melee from running away and recalling once the battle turns out of his favor. Two birds, one Chorzite Stone.