I fully support @Ub3rgames on this one. No recall. No instant travel in any form.I would even go further, the moment you die you become a ghost at exact spot of your death. You don't see anything but terrain, no players, not skill effects. Only fog. And you have to walk to any bind stone you want and touch it - to become alive again. Ub3r could make ghosts move faster (flying).This would solve many issues:1. Stupid non intuitive respawn mechanic that ub3r introduced would be gone.2. Faster travel to desired respawn location after death.3. No more bindcamping.Game stays localized.@Ub3rgames you should actually pay me.
Fair enough ill be there, Actually can we do it Thurs(ive been lugging boxes of books all morning from a collection I bought and a little beat)
However, there is another alternative we've discussed too based on the posts in this discussion.Isn't the walk of shame more of a symptom than a root cause?Isn't the actual issue that there is a lack of rewarding local content?This would go both for PvE and PvP, but also in terms of quality of life.For example of quality of life, trade being still not "meta" is an issue.If we solved these issues, would the need to travel really still be felt?
However, you have to take into account why we are introducing local banking.In New Dawn, its main purpose is to be a convenience feature.
To explain our reasons in less of a wall of text for those who were turned off by our previous reply:In short: We have observed from DFO, from inDev, and even from Live that players stop "donating gear" after a while.Spoiler (click to show/hide)Going forward, a lot of the content will be based around it "coming to you", and for that we'll add the incentives to attack the larger entities for gains for smaller groups to act as "barbarians" to larger civilizations.These people will stop if they always get zerged.In reverse, this is also a matter of difficulty of projecting power, since as players have argued, there is a higher cost of both defeat and victory when done far away. A powerful clan will not negatively impact as many people.In essence, we want to create, through raids, watchtowers and other mechanics, reasons for defenders to not log off to avoid the fight.Things that are worth more than a gear bag to defend. In that kind of context, the pressure to come back will be much higher than now.That's why a cooldown for the death recall, or even a loss of stats, doesn't really matter for these kind of objectives.We'd prefer to avoid the above scenarios, and not do any change that would be only temporary and reverted later.The ghost form was actually one of our first potential plan.However, we thought it might be less of a hassle for people if they could just select where to respawn instantly.You would still gain more time with the loading screen in nearly all cases, over having to actually walk to a bindstone when dead, faster run speed or not.What exactly makes this an appealing solution even if it takes longer?That you keep the feeling of being in control?On stat losses on respawn, we toyed with that idea initially too.We were considering even more freedom, with a death penalty proportional to the distance of travel.But in a zerg quality doesn't matter much. Just being there as a sandbag is a factor, even if you do 80% less damage or heals.For example, a character with an heavy armor pushing melee, even if he doesn't hurt, still disrupts the other side heavily.However, there is another alternative we've discussed too based on the posts in this discussion.Isn't the walk of shame more of a symptom than a root cause?Isn't the actual issue that there is a lack of rewarding local content?This would go both for PvE and PvP, but also in terms of quality of life.For example of quality of life, trade being still not "meta" is an issue.If we solved these issues, would the need to travel really still be felt?
- Fast Ships - Fast Roads
Dont know bout you guys but I dont think the old DF had to many ways to travel fast.- Naked Bindstone Recall- Rare Runestones- Fast Ships - Fast Roads SHOULD BE INGAME! Portal Chamber NOT!Were supposed to play a game and have fun, not simulate reality or make it feel unrewarding to play as if youre working.Local Banking is fun on paper or on a 10k Players Server but not as it is now. Walk of Shame is just a waste of time for everyone and has no right to exist.
The game wasn't built for it and MASSIVE changes need to happen for it to truly work properly without being a huge pain in the ass that will eventually grief all players out of this version. I really hope they learn this lesson quick and build the changes needed to support this local only mindset which I in fact love but hate the current implementation.