Respawn Time
Re: Respawn Time
I love the 5 minutes auto respawn in relic cradles. Not too sure about the 20 minute auto respawn other places. If some one wants to waste their time lying on the ground, I say let them. Also needs more testing to see if there are actually any problems when it comes to planar runs, it's too early for knee-jerk reactions.
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Raijin {FoN} - Arcadia {FoN} - Geb {FoN}
Re: Respawn Time
Happy Happy Joy Joy this should change things
i back this all the way, well done Devs.

::DD:: - Lolth's Dark Maiden, RareBreed, PureFilth, Gromph, Bonfire, Napalm, Wraith
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Re: Respawn Time
If your party wipes in some high level zone, tough. High level zones should be difficult. They should be hard. But everyone just runs around killing the high level enemies without a care in the world because "If I die someone will res me".Frendel wrote:<snip>some whine about the game actually being in danger of getting more challenging</snip>
Death should not just be a bump in the road, it should be something that is feared.
Bring on auto respawn. Make it 1 minute. Make it instant. Make death in the game something that everyone tries their best to avoid at all cost - and not just an instacall for "Res pls".
What I would like to see is a 5 minute auto respawn accross the whole server. Instant respawn if there are no more PCs that is alive left on that screen. This would go with the normal penalties. Additional to this I would like to see penalties applied when raised/ressed by a spell, and even more penalties when raised/ressed by a scroll.
So aside from the majority's peeves about PCs holding areas, death should be made something to fear - but I am not holding thumbs for that.
Never fear moving forward slowly, fear only standing still.
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Re: Respawn Time
Amoenotep wrote:yeah...unfortunately when i'm standing around when you can't see me i just watch players lay dead for extended long periods of time. so i kill the rez'r to make things interesting![]()




if i didn't do it...someone else would have.
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Re: Respawn Time
About time you do something useful.yeah...unfortunately when i'm standing around when you can't see me i just watch players lay dead for extended long periods of time. so i kill the rez'r to make things interesting
Re: Respawn Time
Man i have been watching your post 15 times even to threads that are 2 years old then do nothing for a few days, then come back and post 15 more times for gods sake. are you like 16 years old smoking the g everyday and -edited- already ? - edited -the but of everyones jokes.-edited- i dont play here anymore bring on ns5 already !
-edited-
Fezz, you know the rules. No flames. DM Dalan
-edited-
Fezz, you know the rules. No flames. DM Dalan
Good Day!, I Said GOOD DAY !
Re: Respawn Time
So, what if i die, then log off until i have someone to there to rez me and hour later.... when i log back on will I respawn as soon as i log or does the 20 minute timer start over?
[IO] is the way to go!
Evil will always triumph because good is dumb
~Dark Helmet
Evil will always triumph because good is dumb
~Dark Helmet
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Re: Respawn Time
we figured some of you guys would try to cheat like that....so we planned on exploiters 

Re: Respawn Time
since when was that an exploitAmoenotep wrote:we figured some of you guys would try to cheat like that....so we planned on exploiters
[IO] is the way to go!
Evil will always triumph because good is dumb
~Dark Helmet
Evil will always triumph because good is dumb
~Dark Helmet
Re: Respawn Time
Completely agree. Autorespawn in relic cradle is great, pretty much only affects PVP, and adds a new slant to the fights, I'm all for it. As far as the other areas go, I don't think it was broken before. I really don't see any reason to forcespawn people.Rufio wrote:I love the 5 minutes auto respawn in relic cradles. Not too sure about the 20 minute auto respawn other places. If some one wants to waste their time lying on the ground, I say let them.
A week or 2 ago we had a Lolth run that was some of the most fun I've had on the server so far. Everyone involved had a great time, it was very difficult toward the end as we started losing people due to time constraints (I wanna see someone get a cleric from a dragon to Lolth room in 20 minutes). Anyway that fight certainly took far more than 20 minutes, and of course there was a reset right in the middle of it, further complicating things. . I've also had things happen like a cleric being called away midfight, leaving us all waiting while he answers the door etc, real life interferes sometimes.
Anyway you see my point. The respawn can ruin an entire evenings work, and I just don't see any reason for it at all outside of PVP. The battles that are so tough you spend half of them dead are also some of the very best.
Chernobyl_Glow wrote:the players in AO/RK are evil two headed trolls in real life who kick their dogs and speed through school zones
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Re: Respawn Time
5 minute gooood
20 minutes baaaad
20 minutes baaaad
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Fergus Glonshire [FoN] - Sakij Lovac [FoN] - Zatharus Rivermoon (TSS) - Bumble (TSS) - Body built for SyN
Re: Respawn Time
I say leave the 20 min respawn up and running but don’t penalize players for battle logging to attempt to wait a little longer for a raise. The point of the forced 20 min respawn was for those players that pull the “duh” move of going afk on a well traveled map thus forcing exp parties to wait or go elsewhere. Or those occurrences when a PK takes place and in retaliation the pk’ed player decides to hold the exp map in retaliation. In those cases, please by all means force the respawn. In the case of a large party attempting some “epic areas” that could get prty wiped or new players are trying to reach the party, the 20 min time v.s. RD ratio can certainly be expended. In those cases the act of battle logging is simply to stay in area long enough for raise and not (as Rain put so well) killing/wasting a whole night.
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All generalizations are false, including this one.
-ognib
All generalizations are false, including this one.
-ognib
Re: Respawn Time
I agree that logging should not be added to the counter. The counter however is great for those who sit idle. We had a planar map just the other night that someone parked on in a hidden spot and they were afk for over an hour. We finally found him and killed him. After hitting up a couple other maps we were finally able to enter the respawned area due to the afk player being force spawned with the timer.

"Once you start down the dark path of nerfing, forever will it dominate your destiny. Exceptions to this are few. "
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Re: Respawn Time
I like things the way they are when it comes to the respawn timer.
Have a person afk in a zone that you're trying to lvl in? Kill em and you get your zone back. That was a nice little touch. *Edit* I was in Tal's party too, that was nice to be able to clear out a zone that we were trying to lvl in.
It is difficult yes if you're deep in one of the epic areas, but if you get wiped deep in, you're pretty much done anyway. For the most part, running a cleric there, if they can even make it to Menzoberra's room, or Sioxinala in the Abyss, they're more than lucky to have survived that far, let alone make it under a time constraint. Same with the Celestia "gatekeeper" bosses aren't as difficult to get to, as far as the distances involved are pretty short, well for an NC cleric anyway. But still I think that's the point of these areas. The type of gear that these areas provide ie the rewards should involve a huge amount of risk. If you get partywiped, I like it that the only way you're going to get a second shot at getting those rewards is by divine intervention.
Have a person afk in a zone that you're trying to lvl in? Kill em and you get your zone back. That was a nice little touch. *Edit* I was in Tal's party too, that was nice to be able to clear out a zone that we were trying to lvl in.
It is difficult yes if you're deep in one of the epic areas, but if you get wiped deep in, you're pretty much done anyway. For the most part, running a cleric there, if they can even make it to Menzoberra's room, or Sioxinala in the Abyss, they're more than lucky to have survived that far, let alone make it under a time constraint. Same with the Celestia "gatekeeper" bosses aren't as difficult to get to, as far as the distances involved are pretty short, well for an NC cleric anyway. But still I think that's the point of these areas. The type of gear that these areas provide ie the rewards should involve a huge amount of risk. If you get partywiped, I like it that the only way you're going to get a second shot at getting those rewards is by divine intervention.
"Nobody Expects the Northern Inquisition!!!!"
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-Blystos Re-
Re: Respawn Time
Let me clarify. i agree that a full prty wipe is a lost cause and i probably shouldnt have used that term for my example. Rather, let me say if a party is on location, splits up in order to help new players logging on and joining the prty. Group A that was left behind gets smoked. Group B that went to retrive the new prty members is doing fine but is needing to fight there way back to you as Mobs have reset in the prior maps. As we all know these maps are not "it takes 5 min to clear" type places. At this point Group A is comming up on their 20 min respawn timer. By being allowed to battle log to reset the timer in order to simply give group B a bit more time to reach, raise, and regroup I dont see as an exploit.... This of course I am sure can be debated quite strongly from both sides
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All generalizations are false, including this one.
-ognib
All generalizations are false, including this one.
-ognib