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View Full Version : how to stop rez zerging from being effective


EQGu
07-21-2007, 03:36 PM
<p>OK i have 2 ideas on this topic the first  one i like the most because its a 100% fix. 2nd is good because SoE will probably never do the first one.</p><p> 1.  If you are in a group fighting and you die to pvp, and the rest of your group is still fighting you are NOT allowed to click the rez at a location button, and the only way to get back into the fight is by a rez from a player, healer/dirge/necro/whoever else has a rez..... Also say another "solo" person is helping a group fight another  making it say 7 v 6 and that solo person gets killed, they shouldnt be able to revive either, make it where if the group that just killed the solo person is still fighting that solo person cant revive until its over or he gets a rez.</p><p>and </p><p>2.  If you are killed by someone in pvp you will have your killer on a different recent list for a smaller duration say 2-5 minutes. That way if they dont implement the first one then you can get back up into the fight but if you kill the someone that killed you, you wont get anything. If 1 person kills you you have that person on your killrecent for 2 minutes, if you are in a group fight, you have all 6 players in the group that killed you on your kill recent for 3 minutes or something. Yes they can still get back into the fight but that person doesnt get anything for it. </p>

jimmythenun
07-21-2007, 09:50 PM
<p>I like both of your ideas.  </p><p>My impression is that Sony wants you to fight "away" from revive points.    IE, don't camp the cloud stations.     I'm not sure what direction they are headed, but extended revive sickness or "recent" wipes on attacks from your list appear to be the key to me.</p>

EQGu
07-22-2007, 02:14 PM
well its kinda hard to fight away from revive points in KoS, when you pick where you revive hop on a cloud and be back into the fight in less than 30 seconds. There are tons of revive points in Barren Sky so its kinda hard to stay away from them, well there are too many revive points anywhere.

Derrickr
07-22-2007, 03:30 PM
I like both of your ideas but especially the first one.  Aside from the fact that it eliminates zerging there's also a clear "winner" and "loser" in each encounter.

Izzypop
07-22-2007, 06:48 PM
Pheelin@Nagafen wrote: <blockquote><p>OK i have 2 ideas on this topic the first  one i like the most because its a 100% fix. 2nd is good because SoE will probably never do the first one.</p><p> 1.  If you are in a group fighting and you die to pvp, and the rest of your group is still fighting you are NOT allowed to click the rez at a location button, and the only way to get back into the fight is by a rez from a player, healer/dirge/necro/whoever else has a rez..... Also say another "solo" person is helping a group fight another  making it say 7 v 6 and that solo person gets killed, they shouldnt be able to revive either, make it where if the group that just killed the solo person is still fighting that solo person cant revive until its over or he gets a rez.</p> <p><span style="color: #ffff00">Completely agree with forcing people to stay down while their group is engaged and would love to see that go into effect.  Forcing people to stay down while a 3rd party is engaged can be abused.  If my x4 raid kills your x4 raid and my friend has an alt on your faction that attacks my raid while your raid is fighting my raid I can just not kill the alt on your faction and use him to permanently keep your raid dead while my raid goes and fights a contested.  My raid could even disengage by having 23 members camp out and leave 1 logged in and engaged the my friend on your faction while the 23 others log back in and get the contested.  Anything SOE does some players will do their best to exploit, but this is fixable. </span></p><p> <span style="color: #ffff00"> If a group or raid member is still engaged in pvp combat nobody in that group or raid can revive just like you said.  Forget 3rd parties being forced to stay down or forcing others to stay down, that can be exploited.  Find another way to deal with it                </span></p><p><span style="color: #ffff00">Add a /Surrender option.  If an x4 kills 23 members of another x4 they may decide to be dicks and keep the last person alive to prevent the rest from reviving.  Let players type in /Surrender when they do it they instantly die and give full pvp kill credit to those engaged to them just as if they were killed.</span> </p><p>and </p><p>2.  If you are killed by someone in pvp you will have your killer on a different recent list for a smaller duration say 2-5 minutes. That way if they dont implement the first one then you can get back up into the fight but if you kill the someone that killed you, you wont get anything. If 1 person kills you you have that person on your killrecent for 2 minutes, if you are in a group fight, you have all 6 players in the group that killed you on your kill recent for 3 minutes or something. Yes they can still get back into the fight but that person doesnt get anything for it.</p><p><span style="color: #ffff00">I have been asking this since day 1 of the servers going live.  I say 10 to 15 minutes, but that's just my opinion.</span> </p></blockquote> <span style="color: #ffff00">Add #3.  After #1 and #2 remove perma immunity from death and evak.  Players<b> who die in PvP combat</b>  have immunity as long as they have revive sickness.  Players can not attack in pvp or heal while they have revive sickness.  Mobs will not agro players with revive sickness, nor  break revive sickness nor immunity.  Any player with any amount of revive sickness has their time set back to zero when a group mate revives.  So if you only had 5 seconds left on revive sickness and a group mate revives you start all over again.  That way all group members break immunity at the same time with no revive sickness.  This will also slow down the pace of individual determined revive zerglings to a pace any group should be able to handle.</span>