View Full Version : Evac and Revive point issues

12-27-2007, 12:53 PM
<p><span style="font-size: small;color: #0099ff;font-family: comic sans ms,sand;">Another idea that might help the game out a bit is removing the ability to sit at respawn and evac points for hours on end.  Too many people will cry foul on this idea, however, without reading all the way through the proposal.</span></p><p><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">By way of example, for this proposal, let's look at Antonica.  When a Q dies in Antonica, they have 3 respawn selections (Oracle, Qeynos, and Jaegar).  A Freep has 2 (TS and Windstalker).  Not sure what exiles get in the way of respawns though.Bearing this in mind, and taking into account an ability that was given to everyone somewhere around a year ago (Set Bind Point), what is to stop Sony from allowing people from setting their own respawn points in a given zone, and their evac point as well?  There are a buttload of little camps sprinkiled all over Antonica that could be used for this purpose.  The camp over by Windstalker village, one by the northern wooden bridge, 2 over near Ardent Needle, 2 near crater pond, 2 or 3 close to Qeynos north gate.</span></p><p><span style="font-size: small;color: #0099ff;font-family: Comic Sans MS;">Hell, this might also change the entire zerging mentality.</span></p>