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Flee

red sky

Sage
Stratics Veteran
Stratics Legend
Ya know, I get to thinking about stuff and then logic comes into effect. Now, I don't play factions anymore because stat loss is a total waste of my time when it comes to PVP. Plus there's the fact that I don't need faction artifacts in order to compete. But then, we get into fleeing from battle.

Honestly, when you logically examine "fleeing from battle", when does this really ever effect a player? From my point of view, the only time it EVER effects me is when I'm by myself (as in no longer fighting anyone) trying to recall or go into a gate or when I'm a dead ghost trying to leave and area. Now seriously, is that working as intended?

Furthermore, if we travel further into this rabbit hole, what would be the consequence of taking it out? If someone manages to cast a recall while being ganked and gets away, what is really wrong with that? If they wanted to fight, then they will probably be back to fight. If you were to PK someone in a dungeon that flagged you, then what is really wrong with them going and getting rezzed and coming back to fight?

To me, this rule is just a HUGE waste of time, and encourages players to quit doing their current actions because they are forced to sit and do nothing. The same with stat loss, but I understand the logic behind why it exists. I also understand the logic behind criminal status. BUT, fleeing from battle is totally useless IMO.
 

Cirno

Purple Pony Princess
Alumni
Stratics Veteran
Stratics Legend
"Wouldst thou flee from the heat of battle?"
...
Clearly, yes!
 

Korik Bloodguard

Lore Keeper
Stratics Veteran
Stratics Legend
I think fleeing from battle is to prevent cowards from getting away. I agree that the cool-off period is a little long (for logging out) but otherwise I'd much rather be able to kill people before they can get a recall off. It would be immeasurably irritating to just be able to put on protection and recall away.
 

Gidge

Lore Keeper
Stratics Veteran
Stratics Legend
UNLEASHED
At the very least, have it apply to PVP and not monsters. They system can clearly tell a difference. So why can't fleeing. *grins*
 

Flutter

Always Present
Alumni
Stratics Veteran
Stratics Legend
Awards
1
Because every time someone would get into a jam they would hit their "recall macro" to end the fight and not die.

They should, however, allow you to "flee" when you are dead. LOL
 

Lynk

Grand Poobah
Stratics Veteran
Stratics Legend
Why?

Because, too many crappy players would hit a sacred journey / last target macro every time they are 1/2 life. People are so afraid to die in this game.
 
J

Jhym

Guest
*shrug* Does it really impact a fight? Only if you are dependent on "I won by killing him and dancing on his head."

I would link it to a few other things to ostracize folks. Nothing better than shaming someone to get them to be an adult.

Take it off any monster actions or if the character is dead, as it makes no sense there.

Let them recall/etc with a warning (or no warning at all.) Once they leave the area, they lose all titles, their karma/fame goes to 0, and they are branded with "The Coward" for one week, and their chivalry/bushido attempts are at -50%.

If they do it twice, their ENTIRE GUILD loses all titles, karma and fame and chivalry/bushido at 50%, and are branded with "The Coward".
Let's see how many folks run away when they know their guild will beat the crap out of them.

If they do it more than 10 times, the title becomes permanent, and they can no longer use skills associated with bravery ( chivalry, bushido.) There'd be a mind-numbing quest to "find their bravery" that would require killing some major creatures (or 10 significant pvp kills.)

:popcorn:
 
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