Subject line says it all. Or, at least, says enough.
-Galen's player
-Galen's player
No, the two minute timer/heat of battle. For pvp, fine. For PvM it's just dumb. I have to wait for 2 minutes just to switch even though the monster I just killed is dead.Is this the timer that prevented ghost cams at the champ spawns?
The OP is talking about logging out in your house, not out in the wilderness or in a dungeon.if it were instant the camping skill would be useless....
in all seriousness, i would definitely abuse an auto-log out. if i were about to die or were mobbed id just log out and log back on in a few mins when stuff had cleared out.
Wow you keep a house at your spawn!Well, this would also make it easier to switch characters in the middle of a spawn - say start off with a sampire and quickly switch to a greater dragon. Sounds nice, but are there any downsides?
You missed a key ingredient in the formula there - recall to your house and back - or else you're being facetiousWow you keep a house at your spawn!
I'm impressed.
Actually I think recall should be eliminated totally - course I play Siege so I am a little biased.To recall, or not to recall...that is the question
I could be without recall too.Actually I think recall should be eliminated totally - course I play Siege so I am a little biased.
^ This, I don't see the point in it. I guess it's not a big deal but it can really get irritating.It's really annoying to recall home to have a mongbat there flag on me and then I can't log out right. Totally needs to be put to rest.
Especially when the same monster hits every single character you log in while claiming holiday gifts. Turns a 5 minute process into an hour long ordeal lol.^ This, I don't see the point in it. I guess it's not a big deal but it can really get irritating.
It is these kinds of comments that I just do not understand. Not trying to attack you personally DrAJ. But I see a lot of these kinds of comments; "Items are too powerful, I can solo any monster now, take all powerful items out of game" or "Sampire makes it too easy for me to solo spawn, nerf it". It just seems to me that if this is an issue to some players, then those players should simply not use the feature they do not like. But it makes no sense to ask for it to be removed and force it on everybody.Actually I think recall should be eliminated totally - course I play Siege so I am a little biased.
Like I said I play Siege so I don't use it.It is these kinds of comments that I just do not understand. Not trying to attack you personally DrAJ. But I see a lot of these kinds of comments; "Items are too powerful, I can solo any monster now, take all powerful items out of game" or "Sampire makes it too easy for me to solo spawn, nerf it". It just seems to me that if this is an issue to some players, then those players should simply not use the feature they do not like. But it makes no sense to ask for it to be removed and force it on everybody.
Instead of requesting a change to the game, how about you just don't use it. Simple, immediate, and bug free solution to the problem. Just sayin.
I used to be MUCH more against Recall (even before Siege), however I DO believe that all inside-Dungeon runes should be un-Marked and Mark unable to be cast within dungeons so that you can Recall/Gate out, but not INTO deep spawn areas. Of course you can always send a "scout" to gate everyone in in groups this way, but I don't see that as a bad thing either.Actually I think recall should be eliminated totally - course I play Siege so I am a little biased.
Tell me if I'm wrong but in all champ spawn area's at least the important Fel ones you can't recall there anyway... you have to physically leave the dungeon go to a moongate and such which can take time and really if you spend all that time leaving the spawn and coming back when it gets to the boss or whatever then come back which you'd have to again walk all the way there... or ride.... by the time you got there someone else probably came along and finished it for you. Not really a very good anti-removal of the silly timer argument... IMOI didn't mention recalling out of a spawn to quickly come back with another character to derail the conversation - it's a consequence that should be taken into account - for good or bad - if they are going to consider changing the system - there are other consequences not yet mentioned that probably also should be considered - carry on
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Can't recall in or out of ANY Fel Dungeons. But help/stuck works.Tell me if I'm wrong but in all champ spawn area's at least the important Fel ones you can't recall there anyway... you have to physically leave the dungeon go to a moongate and such which can take time and really if you spend all that time leaving the spawn and coming back when it gets to the boss or whatever then come back which you'd have to again walk all the way there... or ride.... by the time you got there someone else probably came along and finished it for you. Not really a very good anti-removal of the silly timer argument... IMO
I think you're right on the original reason for the timer. I'm thinking of the effect on champ spawns in Despise, for instance - finish off most of the spawn with a sampire - only takes a couple minutes to run out, recall home, switch to a PvP character (if the timer were removed), recall back to the entrance, run back down and rejoin the fight on a new character. The timer makes this impractical. I'm not voting one way or another on the proposed change - hell, I'd probably vote for it - just saying this is a factor that should be considered.Tell me if I'm wrong but in all champ spawn area's at least the important Fel ones you can't recall there anyway... you have to physically leave the dungeon go to a moongate and such which can take time and really if you spend all that time leaving the spawn and coming back when it gets to the boss or whatever then come back which you'd have to again walk all the way there... or ride.... by the time you got there someone else probably came along and finished it for you. Not really a very good anti-removal of the silly timer argument... IMO
As for the "real" reason behind the stupid timer I believe it was more to counter folk getting killed in Fel PvPing and coming back on another character to "re-engage" the battle without statloss effect... so in my opinion the timer thing should ONLY apply if you were fighting against another PLAYER .... and should NOT apply if you were fighting a mob..... and also shouldn't apply at all in TRAMMEL... Unless once again you were fighting a PLAYER.
Originally it was not so much to prevent character switching, but to prevent people from escaping during combat. Order/Chaos, factions, guild wars, moongate fighting, there was always some coward that would head for a house, or an inn/tavern while in towns.As for the "real" reason behind the stupid timer I believe it was more to counter folk getting killed in Fel PvPing and coming back on another character to "re-engage" the battle without statloss effect... so in my opinion the timer thing should ONLY apply if you were fighting against another PLAYER .... and should NOT apply if you were fighting a mob..... and also shouldn't apply at all in TRAMMEL... Unless once again you were fighting a PLAYER.
I agree 100% it should NEVER have applied to PvM... and honestly it shouldn't apply to blue's... it should apply to PvP and only PvP.Originally it was not so much to prevent character switching, but to prevent people from escaping during combat. Order/Chaos, factions, guild wars, moongate fighting, there was always some coward that would head for a house, or an inn/tavern while in towns.
It was not based solely on the aggressor flag, so that someone orange (and thus agreeing to PvP) couldn't log in at an inn, get hit, then log out to escape. But it should have never applied to getting hit by monsters, or getting attacked while blue, and it would not have been hard to program it that way from the start.