I actually think that a low respawn time is a boon to defenders in most cases. The lower the respawn time, the easier it is for defenders to get their people back into the meatgrinder, meaning, effectively, that the closer you are to your enemy's base, the worse chance you have.
Myself, I'm not bothered if both sides are coming back to a fight. In my mind, that means that both sides still have players that want to keep playing the game, and I'll point out that a case more extreme than my proposal of an hour already exists in the game.
If people want to return to a system, or to a fight, that's enthusiasm for playing the game that we ought not stifle. Anyone can chose not to come back, heck, people can choose to F1 from an rp encounter. It does not seem to follow that letting players play the characters they want to play more often will diminish the lifespan of the game.
Meanwhile people are playing this game for years consecutively and use the time after getting blued to talk about the things that happened. Pretty sure if you condense ingame time like that people would get bored of PvP just faster instead of anticipating raids over the week.
Those event systems should remain temporarily limited only. That way you stick with the normal limits and those who are so eager can just stick to those systems where PvP-activity is promoted.
I'm much more of an RPer than a PvPer, and I still want the timer reduced. I can't RP the character I want to RP if I have to wait two hours after I get killed.
(11-07-2018, 11:59 PM)Sombra Hookier Wrote: I agree. Having the same people rejoin the same ongoing fight after thirty minutes is the best way to make fights more enjoyable and impacting.
totally didn't accidentally post as CVL who is definitely not me
Soo... you're against the 30m death timer in places like California / Magellan I assume. Just checking.
Though, also why my suggestion is for it to only go down to 1 hour (and the added shipclass based suggestion). If a fight on average lasts 30 minutes then yes, 30 minutes might be too low, even for contested systems.
(11-07-2018, 11:59 PM)Sombra Hookier Wrote: Seriously, if you really want to stay ingame after getting killed, just do it in one of the more than 100 other systems that exist.
I'm glad there are people who want to, and are willing to play in all of the other systems, houses, factions, what have you. Is it justifiable, however, to effectively shun, or otherwise disregard, [the opinion(s) of] those who would stay to a particular area?
(11-08-2018, 12:04 AM)Auzari Wrote: Just leave it as it is, you need a timeout session for this. [/color]
I'd be willing to discuss who exactly might need that timeout session...Or we could forget all that and not treat a single person's idea on the subject as the only idea on the subject and maybe have a constructive discussion on the subject.
PvP consequences are an OOC, metagame rule. They have nothing to do with IC. You're not allowed to log back on, but there's literally nothing saying you have to take a PvP death into account in your RP.
What I'm saying is I am against anything that allows people to return to a fight that is still ongoing. It's stupid when you killed something and it just comes back because it can. Such cases are interesting if they are in respawn-events or what we had yesterday, but it really was a hard clash of exciting vs annoying as the fight simply never ended. A similar case was the catastrophe during the Battle of Carthage, where however died in the beginning was just appearing for the siege again when the battle was over.
If you people are so eager to RP but don't want to take PvP into consideration when it's matter of factly a part of the game and are like "Well, I just got shot but lol, here I am again!" while surrounded by the exact people who just shot you down, something is very wrong. Do you have an important RP going on? Then move it to the next system. If the people were enjoying it as much as you do, they will surely comply, and maybe just fly around with you.
You can't really call it shunning if those people blatantly want to pretend that nothing happened and only good things happen inRP. That's not how it works. Discovery has so much to explore, so much area you can simply move to to RP without making it look stupid.
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(11-08-2018, 01:26 AM)Its Raisu Wrote: I'd be willing to discuss who exactly might need that timeout session...Or we could forget all that and not treat a single person's idea on the subject as the only idea on the subject and maybe have a constructive discussion on the subject.
lmao what, you're seeing that sentence implying something about people themselves
no I mean that so things shouldn't keep dragging on and on. yes sure you can go 'quit it' but you're going only to demoralise your side, make people disappointed in you, and whatever.
Death should be impactful, it should be something you can consider, with 30 minutes, you're going to get people who'll just shield run for an eternity just to extend the timer to 30 minutes and then they'll get full regen ships coming back to the fight
it's annoying, it's pointless, it's a waste of time, you're only going to change pvp to be more orientated towards more obnoxious fight behaviour. leave reduced respawn timers to a battleground event.
if you don't want to be dead for 2 hours just dont die LEL
(11-08-2018, 01:32 AM)Iris Wrote: PvP consequences are an OOC, metagame rule. They have nothing to do with IC. You're not allowed to log back on, but there's literally nothing saying you have to take a PvP death into account in your RP.
I didn't know your ships are inRP invulnerable and never take damage.
They aren't, but I'm saying that the rules do not specify that they have to be permanently damaged by a PvP death. So, it's not a severe IC consequence unless you want to make it one.
Please don't put words in my mouth. I was making a specific point about the nature of the rules.