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View Full Version : No zoning during PvP implementation


Brightspring
05-27-2007, 10:51 AM
<p>We had a 24-minute fight yesterday in Mistmoore Castle.  It ended only when my group suicided into the mobs to avoid giving kills to the zergers when another group zoned in on us all.  I don't think the intent of preventing people from zoning during combat was to allow the losers in a fight to lock you into combat forever.  Our group had no deaths during this fight.  We won.  We killed their group over & over.  They weren't even bothering to buff sometimes just to get back in while one of them was still standing.</p><p>There's a fraps of everything but the start of the fight (the first time we killed them all) on the Nagafen forums for those who are curious and have a lot of time on their hands.</p><p>I don't know what the best solution to this problem is, but it seems to me that a change is needed.  Perhaps don't allow someone to lock you in PvP combat if they're on your recent list?  That wouldn't fix it for raids, though, since names cycle off your recent list many times during some of those fights.</p><p>I don't think preventing people from getting back into fights for a certain period of time after dying in PvP is the right answer, either.  I don't zerg, but it's far from the worst thing people do in this game and if they like dying to my groups, I'm happy to oblige.</p><p>I hope other players and SOE will come up with a reasonable solution to this new problem.  PvP fights should not be infinite encounters that allow one side to call in reinforcements from many zones away as long as they can keep at least one person up at all times.  (That is not what happened in this fight, but it easily could have.  Had we not suicided, it would have been a 3-faction fight.  Fun, but not when your group is nearly out of power, has mobs on it, and is already fighting 7 people.)</p><p>One idea that just occurred to me is to give an infusion of power and health (5% maybe?) to everyone who has the zerger on their recent list when they jump back in the fight.  It's not going to make the fights end any sooner, but it seems like enough of a disincentive to zerging that maybe people wouldn't do it as often.  For this purpose, you could use a longer recent list of, say, 30 names.  That would cover most raid on raid fights.</p><p>I'm sure there are other ideas out there, too.</p><p>Brid</p>

Grayspirit
05-27-2007, 11:02 AM
<p>The best solution I've thought of is to not allow anyone in your group/raid to revive on their own as long as someone in your group/raid has player hate. (Incombat rez's being the exception, obviously)</p><p>This would stop zerging completely and stop runners from zoning away.</p><p>Edit: Seplling</p>

Norrsken
05-27-2007, 06:53 PM
Stacking rez sickness. After a few deaths, you'll basically be back to a lvl 1 scrub. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

gfx
05-28-2007, 03:57 AM
Broncas@Nagafen wrote: <blockquote><p>The best solution I've thought of is to not allow anyone in your group/raid to revive on their own as long as someone in your group/raid has player hate. (Incombat rez's being the exception, obviously)</p><p>This would stop zerging completely and stop runners from zoning away.</p><p>Edit: Seplling</p></blockquote>No one from his group died..