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Post by tarbomb on Dec 8, 2013 22:47:14 GMT -5
The new teleport restrictions are a huge change and I think it would be a good idea to solicit opinions from the community about it now that the initial novelty has worn off and people are more familiar with them. Do you think they need changing, and if so, how? Just to recap, here's how the teleport restrictions work: When you teleport, for 20 seconds, you cannot teleport back to any player within 5 squares of where you teleported from. These rules attempt to prevent the cheesy strategy of teleporting out of a fight, healing, and teleporting back in (sometimes repeatedly). We never want you to be unable to teleport out from a fight to safety, so teleporting to a town can never be prevented by these rules. As for my own personal opinions: I've put them here. Edit: if you picked "Tweak the time/radius", "different form", or "other" please make a post explaining what exactly you'd like to see.
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Post by Crunch on Dec 9, 2013 2:44:44 GMT -5
I'd like to see something similar to Tar's mana idea. But, to the point: let players get back to a location at least once.
A mana system could be useful here, but a strict cooldown system like Build 78's could be made better if simply given an additional grace teleport. Restricting teleporting to other players until shields are 100% could also be an interesting idea, but basically, players shouldn't be penalized for playing the game.
Consider this: it's extremely common for players to have bad teleports. Convoys, sub coms, region coms, and mazes all have high enough firepower to quickly kill an unprepared player after a close proximity TP. Many players die, but there are also those who are able to escape. Unfortunately, the reward for their quick reflexes is a 20 second cooldown. Also, if we're playing with friends and they have to Origin for some reason, then we all have to sit idle for 20 seconds (if we want them to get loot). I just don't see how that's a fair system.
Essentially, the teleport restrictions should be used to prevent excessive teleport abuse (e.g. Vindicator bombing or AHK [Origin > /drive tank > /goto player] during convoys). And while it does, the current system also slows gameplay down and disproportionately distributes the best loot to the most veteran of players. Newer players who die or escape often will be left with a tough choice: die and get back to the fight in time for loot -or- keep the prisms and miss out on the rewards and interesting content.
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Post by Ood on Dec 9, 2013 9:35:13 GMT -5
Other: Ideally, I'd like to see the timer sort of opposite of what it is now. Instead of the timer starting when you hit origin (which you should still be able to do whenever, wherever, as fast as you can press it), start the timer when you teleport to someone. Have the timer be about the same length that it is now, and add in a few other restrictions: Cannot teleport to someone within firing range of a convoy, subcommander (main unit) or commander (any unit). Others as necessary.
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Post by Justin on Dec 9, 2013 20:00:49 GMT -5
I feel like this change wouldn't be so bad for players who haven't played the game before it existed.
We've adapted to relying on teleporting as the safest way to do a fair amount of damage and escape from the battle before being killed. It is a major part of the game for us because it is how we play the game.
You guys keep mentioning how it seems like a penalty for playing the game. It seems like more of a penalty for making a mistake while the game. The latter seems fair and more accurate to me.
Teleporting should not be a luxury as it has been. I know I've escaped probably hundreds of deaths by escaping to origin, waiting for my shield to regen, and returning to the fight within seconds. It's not challenging to do that, and that's why the randomly occurring or 'objective complete (75% = subcommander)' battles in the game are the only interesting ones. Even then, the only truly difficult fights - complexes - are difficult because of small amount of lifetime for them encouraging quick decision making and, in turn, causing people to risk their tank life in order to get any loot they might miss otherwise from the multiple towers.
For newer players, it would be easier for them to learn not to be dependent on teleportation because they'll never have to experience what it is like to be dependent on it. This is similar to the 20+ zooms we had before being cut down to how it is now on the map. Except this is a bit more drastic, and I'd probably have to completely change how I play to adapt to this.
I don't know if all that I've said is a good thing or not, and I don't know how to improve upon the idea like others are doing. This is just what I think of it.
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Post by tarbomb on Dec 9, 2013 21:26:34 GMT -5
Justin: you'd probably want some sort of bad-TP protection, then, like the 1-2 seconds of no aggro in RotMG.
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Post by Crunch on Dec 10, 2013 3:11:48 GMT -5
Justin, you have a point, but I still disagree. If nothing else, the new tp rules slow the game down and reduce the active gaming experience. This is especially evident (and frustrating) while fighting time sensitive enemies like convoys, flotillas, region bosses, and patrols, but it's pervasive throughout all game play.
Imagine: Player A has to escape 2-4 times during a subcom fight, but the last 'mistake' was made early enough to still get back in time for loot. Player B makes a singular escape 19 seconds before loot drop, but otherwise does the lion's share of the damage and aggro. And let's say Player C dies 10 seconds before the drop. Why is Player A receiving loot over Player B? And why does Player C still get loot even though their 'mistake' was worse? Is that really fun/fair? I can tell you first hand that it is not. The system is flawed; it discourages players from doing more work/damage than they absolutely have to, and encourages players to hang back during the last 30 seconds of the fight. IMO, that's the opposite of good team-based PvE.
The bottom line is: It's not fun to wait 20 seconds doing nothing. And a game where players are trained to avoid risk because they don't want to incur a 20 second penalty isn't fun either.
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tribow
Gallant Tester
I'm write lore, AND IM FUNNY!
Posts: 77
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Post by tribow on Dec 10, 2013 9:12:22 GMT -5
It seems I cant vote, but it might just be because I'm using a wii u gamepad.
BESIDES THAT, I honestly have only two problems with this, 1. I'm scouting with someone, I almost die and escape to Origin. My partner cant really go on without me so we wait. Anuything similar to something like that. 2. HOW'RE WE GONNA GET CORE LOOT NAO!!?!! #NerdRage
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Post by Kelsoo on Dec 10, 2013 11:18:10 GMT -5
A mana sort if system sounds fine. Maybe you can even save crystal splinters for it who knows. Or just reuse the name instead of using the typical name if manager like every other RPG/MMO ever ever. Anyways,
As it is now its bad. At the very least in my opinion. In this game, you die, very very very quickly. Mainly I mean at bosses/ the "taco" convoy (the only difficult convoy). Either way you die incredibly fast. The problem is only worse for tanks that have even less HP and need to get up close to be useful, IE cutlass. Tanks that have to Origin very frequently.
The biggest problem with this though, is that there is absolutely no way to stop taking damage, you cannot prevent it without an ability, there is no dodging. You can only prevent it if you back out if a fight, where you will then be useless to your team (and even possible miss out on loot). It just promotes leeching and incredibly slow paced gameplay, with this new system I wonder how much more difficult taking down Zetas and Omicrons will be, because everyone is going to try and take it slow so they get there loot, 5 minutes before was hardly enough now I doubt the mains will drop below 3/4ths.
This rule only promotes incredibly boring game play and straight leeching to hope you get your loot. It also makes the higher risk tanks like Cutlass much less viable.
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mom
Brave Tester
Posts: 8
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Post by mom on Dec 12, 2013 1:02:34 GMT -5
Make time limit at least 15 seconds, or we can compensate a 17.5 seconds.
In my nooby opinion 20 is too much.
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