There is a 2 second cast time on stealth, we can still get hit by AOE through stealth, we still suffer from dots through stealth, we can be seen through stealth.licenje wrote: Wed Sep 07, 2022 5:31 am You cant use it in combat so just attack em before they wr, but when 2 warbands run after mounted solo AM from dragonwake to fort in etaine it actualy comes handy... i can see you play we and you complain that ppl avoid combat lol, lets make that we/wh cant use stealth while in combat so they cant just walk away from any fight when they wona then you can start complaining...
War Report Teleport - Implement Cast Timer
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Re: War Report Teleport - Implement Cast Timer
Veretta the Witch Elf
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Re: War Report Teleport - Implement Cast Timer
That was a R29 runepriest by himself. You missed out on dozens of RP. I bet he felt a ton of shame not getting ripped apart without a chance of winning that fight.
Re: War Report Teleport - Implement Cast Timer
I get ripped apart ALL the time, at least I try to escape normally. This is so cheesy and there is zero counter to it.
POOF GONE.
Stun me and run away. Lots of runepriests have done that and succeeded.
POOF GONE.
Stun me and run away. Lots of runepriests have done that and succeeded.
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Re: War Report Teleport - Implement Cast Timer
wargrimnir wrote: Wed Sep 07, 2022 6:14 am"How it was on live" gets thrown around when it's convenient, so don't rule it out as an option to justify something.tvbrowntown wrote: Wed Sep 07, 2022 6:04 amWhile it is super cheesy, don't you think it's probably better to minimize the amount of cheesy stuff people can do when they've gone and put themselves well out of position? Devs could easily apply a check like if GameData.Player.isInRvRLake == true/false type check when using the spell? While it's also true that the devs put it in like this, they also didn't put ranked into the game and we've got that so I'd assume we're not exactly going for preservation at this point. By implementing the prevention of this gimmick players would improve their positional awareness. The game, I'd argue, would be better for it.wargrimnir wrote: Wed Sep 07, 2022 5:10 am
Our devs are very well aware it's used to dodge fights and have left it that way intentionally. They could easily block it in several ways. I'm not at all bothered if someone wants to dodge getting rolled over by a fight they decide they have no chance at winning.
I've had the conversation with devs more than a couple times about people dodging fights and how it could be clamped down on, but it's just not a concern. Personally I find it more annoying when you get someone in-combat and they client crash, but even that isn't something we're going to crack down on. Cowards are gonna be cowards. Mark their name in your book if it bothers you that much and take it out on them next time you get a chance. Surely there's an addon for that already.

So, I did it. You sure you guys don't wanna implement it?
Re: War Report Teleport - Implement Cast Timer
So warbands and gank squads complain about their solo prey escapes once every 20min?
When a solo player escapes a 1vs1, then emote him the moment you see them again or even better get him into combat first. In many instances you get SC pop during rvr and sometimes it is at the right moment.
When a solo player escapes a 1vs1, then emote him the moment you see them again or even better get him into combat first. In many instances you get SC pop during rvr and sometimes it is at the right moment.
Dying is no option.
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Re: War Report Teleport - Implement Cast Timer
Or we can just prevent this from happening in the first place by implementing the 4 lines of code I provided above?Sulorie wrote: Wed Sep 07, 2022 7:08 am So warbands and gank squads complain about their solo prey escapes once every 20min?
When a solo player escapes a 1vs1, then emote him the moment you see them again or even better get him into combat first. In many instances you get SC pop during rvr and sometimes it is at the right moment.
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Re: War Report Teleport - Implement Cast Timer
There are simple things that could have been implemented. It was a conscious decision, after considering raised concerns, to not implement those checks.tvbrowntown wrote: Wed Sep 07, 2022 6:54 am
So, I did it. You sure you guys don't wanna implement it?
Having a single escape tool usable outside of combat is intended, particularly for players that don't stand a chance when faced with imminent combat. I've yet to see a situation that is so compelling in its argument and presentation that this escape tool is really being detrimental on the battlefield. My attitude before was on the side of absolute fairness, but I've come to accept that people will run when faced with situations they cannot reasonably deal with. Whether they have an in-game tool or not. There's no sense cracking down on cowards that run from a fight, it's not worth the effort. They'll do it anyway and the harder you squeeze that behavior, the more likely they will just leave the game.
So the proper and acceptable way of dodging a fight is hitting that war report button. You stay in-game, you're sent to a safe location, you can regroup and assess why you had to run. The less acceptable method, and alternative that would be used regardless, is a hard disconnect. Removes you from the game entirely, once you're out you're more likely to stay out than keep playing. Sitting through the couple minutes of loading and character select every time you do it will have an impact on desire to continue.
That's the long form version of "it's fine, don't worry about it so much".
Re: War Report Teleport - Implement Cast Timer
vote for implementation, this cheesy getaway tool is super annoying!!!
when you get caught off guard, you should suffer the consequnces.
i am a solo players only and it happens to me every day that ppl escape like this. so it is by far not only 1 vs WB
when you get caught off guard, you should suffer the consequnces.
i am a solo players only and it happens to me every day that ppl escape like this. so it is by far not only 1 vs WB
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Re: War Report Teleport - Implement Cast Timer
Appreciate and can respect the reasoning, especially in regards to having players leave the game - but I'd think most people wouldn't be fussed by such a change. If you get caught by a Warband while solo then that's bad luck most of the time. But, if this is reasoning in place an alternative would be to extend the cooldown on WAR Report instead to satisfy people who don't like this sort of "gaming the game systems" mechanic?wargrimnir wrote: Wed Sep 07, 2022 7:18 amThere are simple things that could have been implemented. It was a conscious decision, after considering raised concerns, to not implement those checks.tvbrowntown wrote: Wed Sep 07, 2022 6:54 am
So, I did it. You sure you guys don't wanna implement it?
Having a single escape tool usable outside of combat is intended, particularly for players that don't stand a chance when faced with imminent combat. I've yet to see a situation that is so compelling in its argument and presentation that this escape tool is really being detrimental on the battlefield. My attitude before was on the side of absolute fairness, but I've come to accept that people will run when faced with situations they cannot reasonably deal with. Whether they have an in-game tool or not. There's no sense cracking down on cowards that run from a fight, it's not worth the effort. They'll do it anyway and the harder you squeeze that behavior, the more likely they will just leave the game.
So the proper and acceptable way of dodging a fight is hitting that war report button. You stay in-game, you're sent to a safe location, you can regroup and assess why you had to run. The less acceptable method, and alternative that would be used regardless, is a hard disconnect. Removes you from the game entirely, once you're out you're more likely to stay out than keep playing. Sitting through the couple minutes of loading and character select every time you do it will have an impact on desire to continue.
That's the long form version of "it's fine, don't worry about it so much".
Re: War Report Teleport - Implement Cast Timer
The problem lies in that it's not an ability or item but a function call, so it needs to be implemented on a server level...







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