Resurrection?
I was thinking of throwing in a resurrection adrenaline combo idea. It takes forever to respawn, and for low-leveled people such as myself, we just can't put a dent in the players as a monster. Maybe make this a protector skill or something. It's easy to die in this mode, and without many respawn opportunities, something to expedite bringing players back to life would help. I don't like being alive for 5 minutes, then have to sit out for like an hour until I respawn.
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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
High level players do get access to resurrection abilities. However resurrection is (and should be) rare. Otherwise the maps would all be easy. So unfortunately the best advice is to play more cautiously, perhaps up your resistances if you are letting them slack, and let other players lead the way.
We are aware that the wait time is still a problem with the current player monster setup. We are changing several things to help ease up on the wait time.
In regards to your comments about player monsters vs high levels: we did attach several perks to player monsters to help counteract with the RPG system. Player monsters ignores the attacker's weapon masteries and resistances (% dead is stacked with this). Player monsters now have health regeneration.
The lower levels are protected from player monsters since we had too many players taking advantage of low levels, and it's not completely fair to give a new player a bad impression.
Wait time has been reduced by 25% from the previous update. If we find that this isn't sufficient enough, I'll decrease it even further. At the same time I want to avoid from this server from becoming a big deathmatch. When the server was released, I've received concerns that the attackers were far too distracted from the objectives. The server eventually became a deathmatch until I've set the wait time to brutal measures.
I'm also finding alternative ways to keep dead players occupied. Hopefully on the new map, dead players will always have the option to shoot stuff without any wait penalties. This concept will be introduced in the new map coming up. If it goes well, we'll apply it in other maps.
Outside of the Spirit and Companion Sacrifice abilities, we do not have any functional resurrecting abilities. I'm currently experiencing some conflicts with the player spawn manager system and player monsters. Once we do have a stable resurrection ability, then it will be applied to Monster Evolution.
In regards to your comments about player monsters vs high levels: we did attach several perks to player monsters to help counteract with the RPG system. Player monsters ignores the attacker's weapon masteries and resistances (% dead is stacked with this). Player monsters now have health regeneration.
The lower levels are protected from player monsters since we had too many players taking advantage of low levels, and it's not completely fair to give a new player a bad impression.
Wait time has been reduced by 25% from the previous update. If we find that this isn't sufficient enough, I'll decrease it even further. At the same time I want to avoid from this server from becoming a big deathmatch. When the server was released, I've received concerns that the attackers were far too distracted from the objectives. The server eventually became a deathmatch until I've set the wait time to brutal measures.
I'm also finding alternative ways to keep dead players occupied. Hopefully on the new map, dead players will always have the option to shoot stuff without any wait penalties. This concept will be introduced in the new map coming up. If it goes well, we'll apply it in other maps.
Outside of the Spirit and Companion Sacrifice abilities, we do not have any functional resurrecting abilities. I'm currently experiencing some conflicts with the player spawn manager system and player monsters. Once we do have a stable resurrection ability, then it will be applied to Monster Evolution.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}