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View Full Version : No more zoning while engaged in PvP combat...


EQ2Playa432
02-14-2007, 12:11 AM
<a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=347177" target="_blank" rel="nofollow">Test Update Notes</a> <p><b>*** PVP ***</b></p><p>You can no longer charm a mob that is fighting a player if you are not grouped with them. Various crafted poison should now have proper chat window notification when used against players in PvP combat. In level limited zones, players will no longer be able to heal those outside their level range unless they are grouped together. Level ranges for the zone will now also display in chat when you zone and within the map window. The stun effect from Rain Caller has been reduced to 1 second in PvP combat. <span style="color: #ccffff"> Zoning is now currently disabled while fighting another player.</span></p>

chrystolr
02-14-2007, 12:17 AM
Not a big change in T7 pvp imo. However for level lockers its gona suck...which means its a good change! I like the healing change too but my idea would be as followed: 4 level range zones. You can heal someone out of combat if your within that level range ect. Makes more sense.  The bow change is nice too. 5 seconds is ridiculous...this coming from a ranger!

DynamicPerforman
02-14-2007, 12:34 AM
<ol><li>This will be a big change.</li><li>They will [Removed for Content] it up at first and there will be an exploit to trap people from escaping.</li><li>We will adjust.</li></ol>

Aeralik
02-14-2007, 12:54 AM
<cite>DynamicPerformance wrote:</cite><blockquote><ol><li>This will be a big change.</li><li>They will [I cannot control my vocabulary] it up at first and there will be an exploit to trap people from escaping.</li><li>We will adjust.</li></ol></blockquote>I'd just like to point out that its been made so its easily turned off if exploits do arise.  Also this is a big change and its still being tweaked so there is no guarantee that it goes out in the next update.  We will try to of course but if we don't feel that its solid there is a good chance its held back until GU33.

EQ2Playa432
02-14-2007, 12:58 AM
I wonder how that pvp test server is going <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />

rejester
02-14-2007, 01:15 AM
<cite>EQ2Playa432 wrote:</cite><blockquote><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=347177" target="_blank" rel="nofollow">Test Update Notes</a> <p><b>*** PVP ***</b></p><p>You can no longer charm a mob that is fighting a player if you are not grouped with them. Various crafted poison should now have proper chat window notification when used against players in PvP combat. <span style="color: #ff0000"><b>In level limited zones, players will no longer be able to heal those outside their level range unless they are grouped together</b></span>. Level ranges for the zone will now also display in chat when you zone and within the map window. The stun effect from Rain Caller has been reduced to 1 second in PvP combat. <span style="color: #ccffff">Zoning is now currently disabled while fighting another player.</span></p> </blockquote><p> That is what I am looking foward to the most as it is a step in the right direction.</p><p>Amud 39brig</p><p>teace 26assassin</p>

CresentBlade
02-14-2007, 01:30 AM
I think many will agree <b><span style="font-size: medium">ABOUT BLEEPING TIME!</span></b>

lllo0o0ol
02-14-2007, 01:35 AM
<span style="font-size: medium; font-family: arial,helvetica,sans-serif"><span style="color: #ffffcc">All of those changes sound quite tasty!</span></span>

The_Real_Ohno
02-14-2007, 01:52 AM
<cite>Aeralik wrote:</cite><blockquote><cite>DynamicPerformance wrote:</cite><blockquote><ol><li>This will be a big change.</li><li>They will [I cannot control my vocabulary] it up at first and there will be an exploit to trap people from escaping.</li><li>We will adjust.</li></ol></blockquote>I'd just like to point out that its been made so its easily turned off if exploits do arise.  Also this is a big change and its still being tweaked so there is no guarantee that it goes out in the next update.  We will try to of course but if we don't feel that its solid there is a good chance its held back until GU33. </blockquote><p>This isnt an exploit, but this is gonna make Revive Zergin WAY more powerful... </p><p>What about addin somethin like 25% HP aswell as Power when u Revive from a PvP battle?  Somethin that will make Revive Zergin happen less I think? </p>

SweetheartRose
02-14-2007, 04:27 AM
I'm disappointed that I can't heal a fellow qeynosian i come by in trouble , however I think on the whole these are good changes ... specially that bow proc .. jeesh that was overpowered !

Brigh
02-14-2007, 04:34 AM
If someone attacks you, then you zone without attacking them, just how long will the attacker be prevented from zoning after you?

chrystolr
02-14-2007, 04:38 AM
<cite>Brigh wrote:</cite><blockquote>If someone attacks you, then you zone without attacking them, just how long will the attacker be prevented from zoning after you? </blockquote> Immidiately? As someone you attack zones I always go out of combat until they finish zoning and I get that stupid bug because theres still a spell on them. But aside from that you should be able to zone after them immidiately, its just that if you attack them you can't zone now.

Norrsken
02-14-2007, 05:06 AM
Oooh yes! Way overdue! Me love you a long time! Charm thing, okies. Didnt really use the exploit, dont find any challenge in killing grays really. But I noticed quite a few people did. Poison thing, okies. Out of range healing, yeayy! Now what will those [Removed for Content] raids that try to toss us out of ant do? No 6 lvl 70 healers oor healing them. So sad. Level ranges? Meh, people will still ask what lvl range each zone is. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Raincaller, yeayy! About time! <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> No zoning, gdamn! Should have done this from the start! No more wussies attacking your slowpoke inqy with no CC then running for a zoneline as soon as it turns out this inqy does bite back. and quite hard. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

zorros
02-14-2007, 08:55 AM
<p>LOL </p><p>I wonder what that guy who posts in <span style="color: #0000ff">BLUE</span><span style="color: #330000"> </span><span style="color: #ffffff">will have to say about it now.</span></p><span style="color: #330000"><p><b><span style="color: #ffffff">This is for Game Update 32 </span></b></p><p><b><span style="color: #ffffff">*** PVP ***</span></b></p><p><span style="color: #ffffff">You can no longer charm a mob that is fighting a player if you are not grouped with them. Various crafted poison should now have proper chat window notification when used against players in PvP combat. In level limited zones, players will no longer be able to heal those outside their level range unless they are grouped together. Level ranges for the zone will now also display in chat when you zone and within the map window. The stun effect from Rain Caller has been reduced to 1 second in PvP combat. <span style="font-size: xx-large">Zoning is now currently disabled while fighting another player.</span></span></p></span>

kreepr
02-14-2007, 10:23 AM
<cite>Aeralik wrote:</cite><blockquote><cite>DynamicPerformance wrote:</cite><blockquote><ol><li>This will be a big change.</li><li>They will [I cannot control my vocabulary] it up at first and there will be an exploit to trap people from escaping.</li><li>We will adjust.</li></ol></blockquote>I'd just like to point out that its been made so its easily turned off if exploits do arise.  Also this is a big change and its still being tweaked so there is no guarantee that it goes out in the next update.  We will try to of course but if we don't feel that its solid there is a good chance its held back until GU33. </blockquote><hr /><p><span style="color: #ff0033">Sweet I cant wait for the OOR healing to go away. HAHA  The no zoneing I cant wait no more playing door tag at the GY/CL gate now they will die instead of zoneing away. HAHA SWEET</span></p><p><span style="color: #ff0033">Thanks for the note on that, I'm just glad to know you guys are working on it. If it's this update or the next I cant wait.</span> </p>

DankShasta
02-14-2007, 11:22 AM
<p>This news really makes my day!!<img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>

xXBubblez
02-14-2007, 11:45 AM
<p><span style="color: #66ffff">seems like a good idea and will make for better pvp.  Just kinda worried about the downside of it.  Some players may be more inclined to run on sight instead of fighting and then running so could make for less pvp.  Also going to really suck to be fighting someone and along comes like 10 more or whatever, gonna wish zoneing was capable then.</span></p><p><span style="color: #66ffff">All in all tho think its going to re-direct the direction this game was going and hopefully make it more enjoyable for all</span></p>

Titan-X
02-14-2007, 11:47 AM
<p>First and foremost awesome! I can't wait to murder people without the healer who is 20 levels higher making me use all my mana and making the fight last long enough for me to get ganked. </p><p>No zoning while in pvp! Woot! Now for the real question, someone posed it earlier and in everyone's haste to respond to the post there was no response that I saw. <b><u>How long will the attacker have no zoning?</u></b></p><p>If some P***y wants to play zone tag I still want to be able to work him. SOE needs to take PvP off easy mode and removed the zone safety. Revive is one thing, zoning is another. /shrug</p><p>All in all awesome changes!</p>

Kaleyen
02-14-2007, 11:52 AM
Great, revive zergers are going to have some fun with this one. Group A kills members of Group B, members of Group B keep reviving keeping Group A in combat.  Group A can't zone away from Group B because Group B constantly zerges until they kill Group A.

Strums
02-14-2007, 11:53 AM
Anyone know when this is going live?  In the notes, they are giving bards a new run speed upgrade at lvl 55, I think our last speed upgrade was at like 42 or something.   Anywho...im pretty excited about the run speed!

xXBubblez
02-14-2007, 12:03 PM
<cite>Kaleyen wrote:</cite><blockquote>Great, revive zergers are going to have some fun with this one. Group A kills members of Group B, members of Group B keep reviving keeping Group A in combat.  Group A can't zone away from Group B because Group B constantly zerges until they kill Group A. </blockquote> <span style="color: #66ffff">eep thats a good point, i hope it doesn't become an issue</span>

Kaleyen
02-14-2007, 12:33 PM
<cite>xXBubblezXx wrote:</cite><blockquote><cite>Kaleyen wrote:</cite><blockquote>Great, revive zergers are going to have some fun with this one. Group A kills members of Group B, members of Group B keep reviving keeping Group A in combat.  Group A can't zone away from Group B because Group B constantly zerges until they kill Group A. </blockquote> <span style="color: #66ffff">eep thats a good point, i hope it doesn't become an issue</span></blockquote>Revive zerging is already an issue, unless they can't re-engage in combat or something then I see this as a major downside to this new rule going into effect.

xXBubblez
02-14-2007, 12:54 PM
<p><span style="color: #66ffff">this isn't my idea saw it somewhere else thought it was great and don't think its been posted here</span></p><p><span style="color: #66ffff">If you die while engaged in pvp you need to be rezed by your grp members and not allowed to click "revive" till after your grp has dis-engaged in pvp.  </span></p><p><span style="color: #66ffff">this wouldn't stop solo rez zerging, but if grp A kills member of grp B, that member can't re-join the battle unless rezzed from grp member... </span></p><p><span style="color: #66ffff">i like it!</span></p>

Kaleyen
02-14-2007, 01:48 PM
That's actually a good idea, SOE just needs to implement it.

CresentBlade
02-14-2007, 01:51 PM
<cite>xXBubblezXx wrote:</cite><blockquote><p><span style="color: #66ffff">this isn't my idea saw it somewhere else thought it was great and don't think its been posted here</span></p><p><span style="color: #66ffff">If you die while engaged in pvp you need to be rezed by your grp members and not allowed to click "revive" till after your grp has dis-engaged in pvp.  </span></p><p><span style="color: #66ffff">this wouldn't stop solo rez zerging, but if grp A kills member of grp B, that member can't re-join the battle unless rezzed from grp member... </span></p><p><span style="color: #66ffff">i like it!</span></p></blockquote> Yes very good idea!

Petgroup
02-14-2007, 02:11 PM
<cite>EQ2Playa432 wrote:</cite><blockquote>I wonder how that pvp test server is going <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></blockquote>Its called Nagafen <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

Ibunubi
02-14-2007, 02:43 PM
<cite>xXBubblezXx wrote:</cite><blockquote><p><span style="color: #66ffff">this isn't my idea saw it somewhere else thought it was great and don't think its been posted here</span></p><p><span style="color: #66ffff">If you die while engaged in pvp you need to be rezed by your grp members and not allowed to click "revive" till after your grp has dis-engaged in pvp.  </span></p><p><span style="color: #66ffff">this wouldn't stop solo rez zerging, but if grp A kills member of grp B, that member can't re-join the battle unless rezzed from grp member... </span></p><p><span style="color: #66ffff">i like it!</span></p></blockquote> Well, I support this idea!

The_Real_Ohno
02-14-2007, 03:43 PM
<cite>Ibunubi wrote:</cite><blockquote><cite>xXBubblezXx wrote:</cite><blockquote><p><span style="color: #66ffff">this isn't my idea saw it somewhere else thought it was great and don't think its been posted here</span></p><p><span style="color: #66ffff">If you die while engaged in pvp you need to be rezed by your grp members and not allowed to click "revive" till after your grp has dis-engaged in pvp.  </span></p><p><span style="color: #66ffff">this wouldn't stop solo rez zerging, but if grp A kills member of grp B, that member can't re-join the battle unless rezzed from grp member... </span></p><p><span style="color: #66ffff">i like it!</span></p></blockquote> Well, I support this idea!</blockquote>Same here this is a [Removed for Content] fine idea!  Pls SoE fix revive zergin b4 u make it so theres no zonin while in PvP combat.

Killque
02-14-2007, 03:56 PM
<p>All I can say is wow.....</p><p>Dirge: </p><ul><li>Increased weapon autoattack damage to match Rogue tables.</li><li>Harbinger's Sonnet - Benefit is now directly tied to Selo's without having to cast another spell, and slightly increase the non-combat movement speed. - Thank you, the time it takes to buff is now only 5 minutes 33 seconds =P</li><li>Crypt's Quiet - Increased triggered damage.</li><li>Death's Door - Increased triggered damage and percentage.</li><li>Dissonance - Reuse time changed from 20 to 12 seconds.</li><li>Noxious Chorus - Increased resist amounts.</li><li>Selo's Speed of Sound, a new upgrade of Selo's Accelerating Chorus is available at level 55.</li></ul><p> Thats a lot of changes! </p>

Strums
02-14-2007, 04:01 PM
<cite>Killque wrote:</cite><blockquote><p>All I can say is wow.....</p><p>Dirge: </p><ul><li>Increased weapon autoattack damage to match Rogue tables.</li><li>Harbinger's Sonnet - Benefit is now directly tied to Selo's without having to cast another spell, and slightly increase the non-combat movement speed. - Thank you, the time it takes to buff is now only 5 minutes 33 seconds =P</li><li>Crypt's Quiet - Increased triggered damage.</li><li>Death's Door - Increased triggered damage and percentage.</li><li>Dissonance - Reuse time changed from 20 to 12 seconds.</li><li>Noxious Chorus - Increased resist amounts.</li><li>Selo's Speed of Sound, a new upgrade of Selo's Accelerating Chorus is available at level 55.</li></ul><p> Thats a lot of changes! </p></blockquote>Yeah...too bad its for a dirge.<img src="/smilies/e78feac27fa924c4d0ad6cf5819f3554.gif" border="0" alt="SMILEY" />

Killque
02-14-2007, 04:23 PM
<cite>Strums wrote:</cite><blockquote><cite>Killque wrote:</cite><blockquote><p>All I can say is wow.....</p><p>Dirge: </p><ul><li>Increased weapon autoattack damage to match Rogue tables.</li><li>Harbinger's Sonnet - Benefit is now directly tied to Selo's without having to cast another spell, and slightly increase the non-combat movement speed. - Thank you, the time it takes to buff is now only 5 minutes 33 seconds =P</li><li>Crypt's Quiet - Increased triggered damage.</li><li>Death's Door - Increased triggered damage and percentage.</li><li>Dissonance - Reuse time changed from 20 to 12 seconds.</li><li>Noxious Chorus - Increased resist amounts.</li><li>Selo's Speed of Sound, a new upgrade of Selo's Accelerating Chorus is available at level 55.</li></ul><p> Thats a lot of changes! </p></blockquote>Yeah...too bad its for a dirge.<img src="/smilies/e78feac27fa924c4d0ad6cf5819f3554.gif" border="0" alt="SMILEY" /> </blockquote><p>Let me correct:</p><p>Bards</p><ul><li>Selo's Speed of Sound, a new upgrade of Selo's Accelerating Chorus is available at level 55.</li><li>Coin Toss - Duration to trigger HO effect reduced from 3 to 1 second. Reuse time increased from 1 to 5 seconds.</li><li>Harbinger's Sonnet - Benefit is now directly tied to Selo's without having to cast another spell, and slightly increase the non-combat movement speed. </li></ul><p>Troubador:</p><ul><li>Increased weapon autoattack damage to match Rogue tables. </li><li>Alin's Keening Lamentation - Casting time changed from 3 to 2.5 seconds. Reuse time changed from 15 to 12 seconds.</li><li>Arcane Chorus - Increased resist amounts.</li><li>Elemental Chorus - Increased resist amounts.</li><li>Performer's Talent - Increased trigger percentage.</li></ul><p>Dirge: </p><ul><li>Increased weapon autoattack damage to match Rogue tables.</li><li>Crypt's Quiet - Increased triggered damage.</li><li>Death's Door - Increased triggered damage and percentage.</li><li>Dissonance - Reuse time changed from 20 to 12 seconds.</li><li>Noxious Chorus - Increased resist amounts.</li></ul><p> </p>

Strums
02-14-2007, 06:29 PM
Now were talkin =) ...although alot of the upgrades are for low lvl spells...but the run speed yay! <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /><img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /><img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" />

xXBubblez
02-15-2007, 10:00 AM
<cite>Strums wrote:</cite><blockquote>Now were talkin =) ...although alot of the upgrades are for low lvl spells...but the run speed yay! <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /><img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /><img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /></blockquote><span style="color: #66ffff">now you can chase my grey butt around ss faster.... </span> <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />

Bozidar
02-15-2007, 11:46 AM
in a word -- W00t!!!

BWLeeEllison
02-16-2007, 08:37 AM
<cite>Kaleyen wrote:</cite><blockquote><cite>xXBubblezXx wrote:</cite><blockquote><cite>Kaleyen wrote:</cite><blockquote>Great, revive zergers are going to have some fun with this one. Group A kills members of Group B, members of Group B keep reviving keeping Group A in combat.  Group A can't zone away from Group B because Group B constantly zerges until they kill Group A. </blockquote> <span style="color: #66ffff">eep thats a good point, i hope it doesn't become an issue</span></blockquote>Revive zerging is already an issue, unless they can't re-engage in combat or something then I see this as a major downside to this new rule going into effect. </blockquote><p> <span style="font-size: medium; color: #0099ff; font-family: Comic Sans MS"><span style="font-size: medium"><span style="color: #0099ff"><span style="font-family: Comic Sans MS">The only people who will have an issue with this particular solution is those who do in fact hoard their titles, cling to the zone lines, and zone from fights.</span></span><span style="font-size: medium">Personally I care nothing for taking a fame it.  The titles are nice but they are not the be all end all.  At the end of the day, a destroy with 500 kills is less important than a hunter with 2500 kills.</span></p><p><span style="font-size: medium"><span style="color: #0099ff; font-family: Comic Sans MS">Just keep the zone lines open.</span></span></span></p>

zorros
02-16-2007, 01:08 PM
<cite>BWLeeEllison wrote:</cite><blockquote><cite>Kaleyen wrote:</cite><blockquote><cite>xXBubblezXx wrote:</cite><blockquote><cite>Kaleyen wrote:</cite><blockquote>Great, revive zergers are going to have some fun with this one. Group A kills members of Group B, members of Group B keep reviving keeping Group A in combat.  Group A can't zone away from Group B because Group B constantly zerges until they kill Group A. </blockquote> <span style="color: #66ffff">eep thats a good point, i hope it doesn't become an issue</span></blockquote>Revive zerging is already an issue, unless they can't re-engage in combat or something then I see this as a major downside to this new rule going into effect. </blockquote> <span style="font-size: medium; color: #0099ff; font-family: Comic Sans MS"><span style="font-family: Comic Sans MS">The only people who will have an issue with this particular solution is those who do in fact hoard their titles, cling to the zone lines, and zone from fights.[/face"></span><span style="font-size: medium">"font-size: medium"]<span style="color: #0099ff">[face="Comic Sans MS"] <p><span [I cannot control my vocabulary">"font-size: medium"]<span [I cannot control my vocabulary]"color: #0099ff; font-family: Comic Sans MS"]Just keep the zone lines open.</p></span></span></span></blockquote>And you said this change could never happen <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" />

Badaxe Ba
02-16-2007, 01:20 PM
<p>Actually, it hasn't happened yet, it is being tested.</p><p>Group A kills members of Group B, members of Group B keep reviving keeping Group A in combat.  <strike>Group A can't zone away from Group B because Group B constantly zerges until they kill Group A</strike>.  So Group A will keep reviving as well, making a Zerg-fest nonstop battle that never ends!!  MORE PVP!!  ISN'T THIS WHAT EVERYONE WANTED BY THE REMOVAL OF ZONING?  The pvp won't stop till one sides stop reviving!</p><p>The cries for fixes on something that really isn't broken always has consequences.</p>

BWLeeEllison
02-16-2007, 02:46 PM
Badaxe Bart wrote: <blockquote><p>Actually, it hasn't happened yet, it is being tested.</p><p>Group A kills members of Group B, members of Group B keep reviving keeping Group A in combat.  <strike>Group A can't zone away from Group B because Group B constantly zerges until they kill Group A</strike>.  So Group A will keep reviving as well, making a Zerg-fest nonstop battle that never ends!!  MORE PVP!!  ISN'T THIS WHAT EVERYONE WANTED BY THE REMOVAL OF ZONING?  The pvp won't stop till one sides stop reviving!</p><p>The cries for fixes on something that really isn't broken always has consequences.</p></blockquote> <span style="font-size: medium; color: #0099ff; font-family: comic sans ms,sand">Better than reply zerging. hehe</span>

Strums
02-16-2007, 07:43 PM
<cite>xXBubblezXx wrote:</cite><blockquote><cite>Strums wrote:</cite><blockquote>Now were talkin =) ...although alot of the upgrades are for low lvl spells...but the run speed yay! <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /><img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /><img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /></blockquote><span style="color: #66ffff">now you can chase my grey butt around ss faster.... </span> <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> </blockquote><p>heh...yeah sorry bout that.  Prior to "live nerf whatever" SS was unlimited, and I was farmed by 70's for faction everytime they seen me there when I was grey...I just think its a tad unfair that 70's cant go get their faction that way AFTER everyone else did...so in short if i see a grey exile thier , chances are ill kill um just outa spite...Ill be sure to pass ya up though next time <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p> As for the no zoning in combat anymore....I am for it and against it at the same time.  Their are known groups of Q's and Exiles..."prolly FP's too" that are very good at exploiting the immunity bug when they zone in and break their immunity and jump right in a fight.  </p><p>I just think this is very unfair.  Say your fighting one guy, and his group zones in and break immunity...your done for.  Untill they either take out the immunity all together OR fix immunity to where a healer in group cant heal you while immune or NO ONE can break immunity...than im against it.</p><p>Flame on! </p><p>Edited for my bad spelling =/</p>

Bawang
02-17-2007, 04:14 AM
<cite>xXBubblezXx wrote:</cite><blockquote><p><span style="color: #66ffff">this isn't my idea saw it somewhere else thought it was great and don't think its been posted here</span></p><p><span style="color: #66ffff">If you die while engaged in pvp you need to be rezed by your grp members and not allowed to click "revive" till after your grp has dis-engaged in pvp.  </span></p><p><span style="color: #66ffff">this wouldn't stop solo rez zerging, but if grp A kills member of grp B, that member can't re-join the battle unless rezzed from grp member... </span></p><p><span style="color: #66ffff">i like it!</span></p></blockquote> What are you supposed to do if you're dead on the ground in a group with no healer?  Sorry.  I think it's a very bad idea.  It only looks good until it's you who dies and you're lying helplessly with no revive button to push.  You're stuck and you've suddenly lost control of the game.  I'm sure developers will see this turkey for what it is, an idea which sounds good at first blush but which doesn't stand up to closer scrutiny.

tass
02-17-2007, 10:57 AM
bell humping [Removed for Content] kicking FTW. Ahh I could hear the helpless screams now of a dead body falling to the ground with the words you have been decreased.

xXBubblez
02-17-2007, 01:27 PM
<cite>Bawang wrote:</cite><blockquote><cite>xXBubblezXx wrote:</cite><blockquote><p><span style="color: #66ffff">this isn't my idea saw it somewhere else thought it was great and don't think its been posted here</span></p><p><span style="color: #66ffff">If you die while engaged in pvp you need to be rezed by your grp members and not allowed to click "revive" till after your grp has dis-engaged in pvp.  </span></p><p><span style="color: #66ffff">this wouldn't stop solo rez zerging, but if grp A kills member of grp B, that member can't re-join the battle unless rezzed from grp member... </span></p><p><span style="color: #66ffff">i like it!</span></p></blockquote> What are you supposed to do if you're dead on the ground in a group with no healer?  Sorry.  I think it's a very bad idea.  It only looks good until it's you who dies and you're lying helplessly with no revive button to push.  You're stuck and you've suddenly lost control of the game.  I'm sure developers will see this turkey for what it is, an idea which sounds good at first blush but which doesn't stand up to closer scrutiny.</blockquote><span style="color: #66ffff">i don't see a problem with it, if you have no healer with you, you have to wait for your grp to finish their current fight till you can revive.  It completely fixes mass rez zerging.  If your in a grp of 3 with no healer and run into others and start fighting and 1 of you dies, you shouldn't be able to just hit revive and run back to the fight over and over.  Even with your rebuttle i stand behind this idea as being great for pvp. </span>

Radigazt
02-17-2007, 01:54 PM
<p>Good changes all, but the zoning one doesn't really solve the problem to me.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />  Now people can't engage then flee to immunity, but they can still zone-hop all day if they see someone around that can beat them.  It's still zone-immunity frustrating PvP.  </p><p>I'd like to see a zone rule that says you cannot zone away if you have just zoned in within 2 minutes.  Zone-hoppers need to be forced to fight, or else pvp is just too hard to find.  </p>

Badaxe Ba
02-17-2007, 02:42 PM
<cite>Radigazt wrote:</cite><blockquote><p>Good changes all, but the zoning one doesn't really solve the problem to me.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />  Now people can't engage then flee to immunity, but they can still zone-hop all day if they see someone around that can beat them.  It's still zone-immunity frustrating PvP.  </p><p>I'd like to see a zone rule that says you cannot zone away if you have just zoned in within 2 minutes.  Zone-hoppers need to be forced to fight, or else pvp is just too hard to find.  </p></blockquote>Honestly, how is this attitude helping PvP?  If a person sees a class or player that owns them, what exactly is the incentive to stay around and get beat?  Dodging a bullet is nice every once in a while.  Zoning into a death zone and not being able to zone back out would be ridiculous, and hurt the game in the long run.  We already have people who camp zone-lines now, an inability to zone at all would increase that.  That isn't PvP by the way, thats shooting fish in a barrel.  Get your sorry [Removed for Content] off the zone line, and maybe you won'/t have people zone-hopping on you so much.

Spider
02-17-2007, 05:27 PM
<cite>Kaleyen wrote:</cite><blockquote>Great, revive zergers are going to have some fun with this one. Group A kills members of Group B, members of Group B keep reviving keeping Group A in combat.  Group A can't zone away from Group B because Group B constantly zerges until they kill Group A. </blockquote><p> if they died combat with them is canceled or ended so unless u attack those members again it shouldnt be a problem and on top of that there are few revive points next to a zone line </p><p>other than ts griff in ant which is a lowbie zone n e way </p><p>lastly the answer is simple roll the group quickly then scoot on out<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </p>

Badaxe Ba
02-18-2007, 12:36 PM
<cite>Spider wrote:</cite><blockquote><cite>Kaleyen wrote:</cite><blockquote>Great, revive zergers are going to have some fun with this one. Group A kills members of Group B, members of Group B keep reviving keeping Group A in combat.  Group A can't zone away from Group B because Group B constantly zerges until they kill Group A. </blockquote><p> if they died combat with them is canceled or ended so unless u attack those members again it shouldnt be a problem and on top of that there are few revive points next to a zone line </p><p>other than ts griff in ant which is a lowbie zone n e way </p><p>lastly the answer is simple roll the group quickly then scoot on out<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </p></blockquote>He was referring to KoS, with its plentitude of revive points only being a short cloud hop away.

Metal_Starz
02-19-2007, 02:03 AM
  I wanna be able to cloud/carpet after someone i'm trying to kill instead of getting the " Can't ride cloud while Soso is trying to kill you"  while they are the ones running away. That really irks me.

LordRargon
02-19-2007, 05:28 AM
If i get attacked by an Q, but i dont fight back, can I still not zone or is is just if I attack back?

CresentBlade
02-19-2007, 05:34 AM
<cite>LordRargon wrote:</cite><blockquote>If i get attacked by an Q, but i dont fight back, can I still not zone or is is just if I attack back?</blockquote> You cant zone if you attack, if you do not fight back you can zone.

Mutant
02-19-2007, 12:54 PM
<cite>Metal_Starz wrote:</cite><blockquote>  I wanna be able to cloud/carpet after someone i'm trying to kill instead of getting the " Can't ride cloud while Soso is trying to kill you"  while they are the ones running away. That really irks me. </blockquote><p>Yea I think you should be able to fly after them, just like you can zone after them through a door. I addressed all this in my post for a better way to handle zoning and pvp. If any of you guys want to discuss exactly how we should deal with pvp and zoning check out my post. <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=347669" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=347669</a></p>

Mighty Melvor
02-19-2007, 12:56 PM
<cite>EQ2Playa432 wrote:</cite><blockquote><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=347177" target="_blank" rel="nofollow">Test Update Notes</a> <p><b>*** PVP ***</b></p><p>You can no longer charm a mob that is fighting a player if you are not grouped with them. Various crafted poison should now have proper chat window notification when used against players in PvP combat. In level limited zones, players will no longer be able to heal those outside their level range unless they are grouped together. Level ranges for the zone will now also display in chat when you zone and within the map window. The stun effect from Rain Caller has been reduced to 1 second in PvP combat. <span style="color: #ccffff">Zoning is now currently disabled while fighting another player.</span></p> </blockquote><p> This is LONG overdue!  I just hope its not too late for the PvP servers to recover.</p><p>This will bother the solo gankers to no end.....oh well.  I'm looking forward to more group PvP.  Group PvP is PvP at it's finest!</p>

BWLeeEllison
02-25-2007, 07:20 AM
Mighty Melvor wrote: <blockquote><cite>EQ2Playa432 wrote:</cite><blockquote><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=347177" target="_blank" rel="nofollow">Test Update Notes</a> <p><b>*** PVP ***</b></p><p>You can no longer charm a mob that is fighting a player if you are not grouped with them. Various crafted poison should now have proper chat window notification when used against players in PvP combat. In level limited zones, players will no longer be able to heal those outside their level range unless they are grouped together. Level ranges for the zone will now also display in chat when you zone and within the map window. The stun effect from Rain Caller has been reduced to 1 second in PvP combat. <span style="color: #ccffff">Zoning is now currently disabled while fighting another player.</span></p> </blockquote><p> This is LONG overdue!  I just hope its not too late for the PvP servers to recover.</p><p>This will bother the solo gankers to no end.....oh well.  I'm looking forward to more group PvP.  Group PvP is PvP at it's finest!</p></blockquote><span style="font-size: medium; color: #0099ff; font-family: comic sans ms,sand">Solo ganker?  Contradiction in terms, mate.</span>

luwegeeeee
02-25-2007, 02:06 PM
"Solo Ganker"...  when I think of a solo ganker i invision a stealthed assassin coming up behind a guy harvesting unready for battle, landing the 9 second stifle + decap and some other moves within a few seconds,  killing the guy harvesting.

BWLeeEllison
02-25-2007, 04:09 PM
<cite>luwegeeeeeee wrote:</cite><blockquote>"Solo Ganker"...  when I think of a solo ganker i invision a stealthed assassin coming up behind a guy harvesting unready for battle, landing the 9 second stifle + decap and some other moves within a few seconds,  killing the guy harvesting. </blockquote> <span style="font-size: medium; color: #0099ff; font-family: comic sans ms,sand">Exactly.  It isnt a roaming squad "ganking" a lone victim.  Its a fair fight in which one person isn't expecting the unexpected.  That's his fault.  Ganking is something typically done by a group, IMHO.  Calling someone a solo ganker is crying heh.</span>