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General discussion Topics related to various aspects of Champions of Regnum |
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11-18-2007, 02:07 AM | #1 |
Pledge
Join Date: Nov 2007
Location: Alsius - Imperia Castle
Posts: 19
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Altar zone in WZ is made safe
I suggest to make the area near the altar in wz safe from any form of physical and magical attacks, melee and ranged. A lot of players are complaining about being killed by enemy campers who kill them when they respawn at save. A lot of players who need to get away from the game for a minute or two end up being killed when they come back as well.
I believe, that if a small patch of land near the save points, say 10x10 meters was safe from any form of attack it would not allow altar campers to get unfair rp. Some players can be killed twice or more times by the same camper, simply because they are bound to that altar and they can not respawn anywhere else. A person who needs to go away from keyboard for a minute or two will know that his character is safe and etc. At the same time the player who is standing in the safe zone must be unable to attack and cast offensive spells as well. This will prevent players from abusing the safe zone. |
11-18-2007, 02:13 AM | #2 |
Baron
Join Date: Jun 2007
Location: Kelana Jaya
Posts: 920
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This suggestion has been suggested countless times before and the short answer has always been there should be no safe zone in the warzone. If you want to avoid getting killed it's best to lvl inside the inner realm as you can now do that all the way to lvl 50 now.
I still think the best solution is to make res-dizzy infinite and only cancels when you move or cast something as Magnet had suggested. |
11-18-2007, 02:20 AM | #3 |
Count
Join Date: Dec 2006
Posts: 1,544
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I believe NGD said once that alters are not meant to be a sanctuary.
We have 120secs of dizzyness to call back-up or to get to a fort or get away from enemies. |
11-18-2007, 03:33 AM | #4 |
Master
Join Date: Aug 2007
Posts: 321
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Not to mention the fact that this would mean -
You find someone a km away from the altar. They cast an invinc spell, start running You chase them, keep knocking them down in health, spells like ambush manage not to work (curse lady luck) They make it to the save. You lose your kill. UNFAIR. Here's an idea. When you have res dizzy, use it to go somewhere else. If that really, honestly doesn't work for you, log out until they're gone. Even better, why don't you organise some people to kill the save campers. In syrtis, we may suck at removing gate campers, but one thing we never do is let people hang around at our save for hours on end. I don't approve of save camping and I try to discourage it in others. But there is no way to remove it without making things even more unfair. Suck it up. |
11-18-2007, 03:56 AM | #5 |
Master
Join Date: Oct 2007
Location: baltimore MD. United States
Posts: 369
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yea a war zone is just that a WAR ZONE
even in real life war there is a code of ethics to be followed, butt it is still a war zone even thou most will respect the code others will not that is the nature of war
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CRYTOPS Kritipz Flame of Vahalla UTGHAR Warlock lvl 44 NORDO LVL5 ARCHER= SUPER NOOB |
11-18-2007, 11:36 AM | #6 |
Count
Join Date: Dec 2006
Location: Germany
Posts: 1,655
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what a nonsense.
1. The save is a spawnpoint not a sanctuary. this has been discussed countless times. There is no need to open yet another thread about it. 2. post suggestions in the damn suggestions forum 3. you practically have infinite dizziness already, you can even move with it all this brainless whining causes the dev to implement stuff thats more harmful than helpful, like they did with the login dizziness |
11-28-2007, 07:18 PM | #7 |
Banned
Join Date: May 2007
Location: Belgrade!!!
Posts: 1,807
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Is there honour in war twixie?
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