lets talk about the state of the game and combat

Post by Songcaller on 2023-05-08 14:25:56

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Post by Songcaller on 2023-05-08 14:32:48

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Post by Ludullu on 2023-05-08 14:36:39

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Rez scroll pops you up directly where you were lying dead. It has nothing to do with teleportation.

Basic resurrection action will pop you up in some different place, yes, but at that point you would've "paid" for that "teleport" with your loot. Your suggestion allows a whole party of people make a controlled teleport at the price of a single controlled death. People will minimize their losses by trading any droppables away on the lamb and suiciding after that.

When the whole party has to die (as would be the case with a successful ambush by an enemy) - you wouldn't have anyone to trade your loot to, so you'd "pay" for the "teleport". And that's not even considering the scale of the difference between a single death penalty and 8 penalties.

But on the topic of teleportation through resurrection, I've brought it up years ago at this point, in the context of corruption balancing values. If it was up to me, I'd minimize the "teleport" distance as much as possible, to not only prevent the very abuse we're discussing, but to also allow for quicker retaliation against a PKer or an attacking enemy party. But nowhere in that discussion did I suggest teleporting the entire party w/o them dying. Because, as I've said already, I've played with such a mechanic and consider it utter trash.

Post by Songcaller on 2023-05-08 14:36:40

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Post by Songcaller on 2023-05-08 14:41:05

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Post by Mag7spy on 2023-05-08 14:42:03

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Post by Songcaller on 2023-05-08 14:50:14

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Post by Mag7spy on 2023-05-08 14:52:52

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Post by Songcaller on 2023-05-08 14:55:15

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Post by Ludullu on 2023-05-08 14:55:43

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Even outside the potential teleportation abuse, I think this would lead to smaller amount of pvp, while also removing people from the game because running back would be considered a chore.

I think there could be stages of respawn points. If you die in pvp once - you get the closest possible point. If you die in pve - you get "entrance" of your current location. If you die from a PKer - you get closest and entrance. If you die from a player (purple or red), say, 3 times within a short period of time (10 min?) - you get those two options and the option to respawn at the nearest node center.

This way you could come back for a revenge pretty fast (be it a pvp or a PKer one), while also getting a chance to run away from an annoying pursuer a bit easier. Pve death bringing you to the entrance would be justified by "you weren't good enough for that spot" reasoning and would allow you to reposition to an easier location. And the node respawn would come with a price of several deaths, so people wouldn't think of abusing it all that much.

Post by Songcaller on 2023-05-08 15:00:37

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Post by Songcaller on 2023-05-08 15:06:25

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Post by Ludullu on 2023-05-08 15:11:47

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We have no real idea of how the respawn points will work, where they'll be located or how they'll be balanced. This was exactly why my previous discussion on this topic didn't get far. I didn't want to speculate or theorize about smth that we have no damn clue about. But you obviously don't have that issue, as has been evident from your arguments in these past few threads.

Yes, effectively a respawn can be considered a teleport and a rez can be considered a reverse teleport, but their abusability would only matter if we did in fact only respawned in node centers. But if the game has a better respawn point design - resurrection would not be an abusable mechanic.

Though again, it would not be abusable as long as every person pays for it with death penalties. Your suggestion for a full party teleport still ruins pvp, lets the party move to a set location (that is not game's default) - all at the price of a single controlled purple death penalty. That is abusable imo.

Post by Songcaller on 2023-05-08 15:14:36

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Post by Ludullu on 2023-05-08 15:14:45

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If your idea was just "cleric can setup a respawn point within a certain distance and the party members can choose that point when they respawn" - I'd have almost no issues with that. Hell, I'd probably even like it, because that would make pvp way better. But that wasn't your suggestion. And when I brought up issues with your suggestion, you didn't try to argue against those issues or change your suggestion. You just started arguing semantics of the word "teleportation".

Post by Songcaller on 2023-05-08 15:26:40

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Post by Ludullu on 2023-05-08 15:32:07

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L2 let you respawn at the nearest town or your fort or your clan hall or your castle. WoW had you run a ghost to your corpse or get a debuff if you wanted to "teleport". And I'm sure there's a ton of other mmos that have their own designs of respawn mechanics and locations. And so far, the only respawn mechanic that we know for sure is that PKers will respawn at random locations. Though even there we've got no clue if it'll be within some area or literally anywhere on the map.

You like to argue against your own made up "facts", when there's been no concrete info to support neither the argument nor the "fact".

Post by Ludullu on 2023-05-08 15:36:04

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Yes, you were happy that I disagreed with your idea, w/o defending the idea itself or explaining how my concerns were invalid. That is a great stance to have when you're trying to make a suggestion for a game.

Post by Songcaller on 2023-05-08 15:39:41

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Post by Mag7spy on 2023-05-08 15:40:24

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Post by Songcaller on 2023-05-08 15:42:03

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Post by Songcaller on 2023-05-08 15:56:11

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Post by Songcaller on 2023-05-08 16:05:00

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Post by Laetitian on 2023-05-08 16:27:47

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Post by Ludullu on 2023-05-08 16:51:21

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I'd imagine it's definitely more unpredictable than the scripted fights of ff14. And if ones finds unpredictable stuff thrilling - they'll find it, well, thrilling.

Post by Azherae on 2023-05-08 16:53:02

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I'm so not going to enjoy the months of Alpha-2 testing where I have to continually repeat to others the differences between FF14 and FF11, especially since I don't play the former for exactly the reason you described.

My head hurts just thinking about it.

Anyways just throwing in the usual contrast...

FFXI is about prioritizing your responses to multiple simultaneous changing conditions that limit the group's effectiveness. Some are also standard unavoidable damage mainly to add another condition, but actually, choosing not to heal because doing something else matters more is often the 'healer skill check'.

Post by Laetitian on 2023-05-08 17:01:45

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Post by Noaani on 2023-05-08 23:38:52

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Post by Noaani on 2023-05-09 07:48:06

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