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View Full Version : Devs please fix this revive spot!


gnarkill
09-08-2006, 09:03 AM
<div></div>OK the new revive location at Hidden Refuge in Tenerbous Tangle needs to be removed please...It is only 20 seconds from the original spire revive point (if that)..On pvp servers people are EASILY able to revive zerg with immunity almost all the way back to Hurricanus from that new spot over and over and over in pvp...They still did it from the spire before the new spot was put in, so pvp would still make it back to people fighting Hurricanus and it made for great fun! But this is rediculous...there is no reason for having that revive spot there as it is so close to the spire...those extra seconds make all the difference in the world...I am asking for this for the benefit of ALL pvp guilds/servers, not just ours....<div></div><p>Message Edited by ta2demon on <span class=date_text>09-07-2006</span> <span class=time_text>10:06 PM</span>

Nicholain
09-08-2006, 09:49 AM
<div><blockquote><hr>ta2demon wrote:<div></div>OK the new revive location at Hidden Refuge in Tenerbous Tangle needs to be removed please...It is only 20 seconds from the original spire revive point (if that)..On pvp servers people are EASILY able to revive zerg with immunity almost all the way back to Hurricanus from that new spot over and over and over in pvp...They still did it from the spire before the new spot was put in, so pvp would still make it back to people fighting Hurricanus and it made for great fun! But this is rediculous...there is no reason for having that revive spot there as it is so close to the spire...those extra seconds make all the difference in the world...I am asking for this for the benefit of ALL pvp guilds/servers, not just ours....<div></div><p>Message Edited by ta2demon on <span class="date_text">09-07-2006</span> <span class="time_text">10:06 PM</span></p><hr></blockquote>I know this isn't the PvP discussion board, but in game mechanics not meant for PvP are ruining PvP. Contested mobs are becoming a zerg fest of numbers > skill. Immunity timers are so borked that you get hours of stalemates. People put their corpses under contested in order to tell their guild that is waiting at a zone line that a guild is pulling a contested, and there is nothing that can be done except see who can pull 14 hour days the longest. I have always said that the day numbers means more than skill that the PvP servers have failed. Fix the in game mechanics already that can be exploited on the PvP servers...INCLUDING revive spots.Corpses should auto revive after a certain amount of time. Death should mean something. PvP servers zerg worst than a certain guild on Chel'drak. Grats on ruining contested mobs. </div>

gnarkill
09-08-2006, 10:16 AM
<div></div>corpses dont bother me..let them watch..its the immunity zerg that needs to be fixed..I still dont understand why SoE doesnt make people have a pvp immunity after they die where they cant attack or be attacked by people or help others (heals etc) pvp wise for like a random amount of time up to 2 minutes...asherons call had that and it worked flawlessly<div></div><p>Message Edited by ta2demon on <span class=date_text>09-07-2006</span> <span class=time_text>11:17 PM</span>

Leawyn
09-08-2006, 09:43 PM
<BR> <BLOCKQUOTE> <HR> ta2demon wrote:<BR> OK the new revive location at Hidden Refuge in Tenerbous Tangle needs to be removed please...It is only 20 seconds from the original spire revive point (if that)..On pvp servers people are EASILY able to revive zerg with immunity almost all the way back to Hurricanus from that new spot over and over and over in pvp...They still did it from the spire before the new spot was put in, so pvp would still make it back to people fighting Hurricanus and it made for great fun! But this is rediculous...there is no reason for having that revive spot there as it is so close to the spire...those extra seconds make all the difference in the world...I am asking for this for the benefit of ALL pvp guilds/servers, not just ours....<BR> <P>Message Edited by ta2demon on <SPAN class=date_text>09-07-2006</SPAN> <SPAN class=time_text>10:06 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>Trying desperately to understand what you are asking for, but its so mixed up. Please can you rewrite this to be understandable? (and please don't take this as a snotty thing, I really am trying to understand, but maybe its because PvP is foreign to me, but with as much as you bounce around between revive point and hurricanus and seconds... its really confusing).

Karlen
09-08-2006, 11:46 PM
If what he is saying is that there is a new revive point in Hidden Refuge, then I say "Hooray!" on behalf of all the people that can't succeed at making the jump.  Otherwise, you have to sit there and wait for a resurrection (since previously reviving meant returning t the top and having to make the jump again).I'm pretty good at the jump but I have met lots of people who are not.<div></div>

Miroh
09-09-2006, 05:30 AM
<b><i><font color="#ff0000"> Alot of revive points need to be looked at and changed on the pvp servers.  Too much zerging goin on everywhere.</font></i></b><div></div>

SageGaspar
09-09-2006, 07:31 AM
<div><blockquote><hr>Leawyn wrote:<div></div> <blockquote> <hr> ta2demon wrote: <div></div>OK the new revive location at Hidden Refuge in Tenerbous Tangle needs to be removed please...It is only 20 seconds from the original spire revive point (if that)..On pvp servers people are EASILY able to revive zerg with immunity almost all the way back to Hurricanus from that new spot over and over and over in pvp...They still did it from the spire before the new spot was put in, so pvp would still make it back to people fighting Hurricanus and it made for great fun! But this is rediculous...there is no reason for having that revive spot there as it is so close to the spire...those extra seconds make all the difference in the world...I am asking for this for the benefit of ALL pvp guilds/servers, not just ours.... <div></div> <p>Message Edited by ta2demon on <span class="date_text">09-07-2006</span> <span class="time_text">10:06 PM</span> </p><hr> </blockquote>Trying desperately to understand what you are asking for, but its so mixed up. Please can you rewrite this to be understandable? (and please don't take this as a snotty thing, I really am trying to understand, but maybe its because PvP is foreign to me, but with as much as you bounce around between revive point and hurricanus and seconds... its really confusing).<hr></blockquote>On PvP when you revive you have an immunity timer where you can attack but you can't be attacked. Hurricanus is a contested raid mob that you can get to from the Hidden Refuge before your immunity timer expires, so you can run over into the middle of their raid and they can't do anything until you drop a nuke on their healers or whatever. Previously people had to revive from the spires, which meant that they had ten or twenty seconds out of immunity before they got back to Hurricanus, which gives the raiders a chance to set up a team to block people from getting into the middle of the raid.</div>

gnarkill
09-09-2006, 08:16 AM
<DIV>Exactly...and if you cant make the waterfall jump 100% of the time...play a different game...wow</DIV>

Nicholain
09-09-2006, 08:53 PM
Yeah its sad when a contested comes down to who can zerg the best instead of who is the better pvpers.<div></div>