PvP Travel and PvP Attack Timers
+5
orosan
Zerocool
fethesama
Zinis_Rahl
straywolf174
9 posters
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PvP Travel and PvP Attack Timers
I'll start by explaining through a scenario where Player1.1 is more powerful than Player2.1 but weaker than Player2.2, Player1.1 goes to KC where he attacks Player2.1, now Player2.2 comes into play as he gets on the same square and waits either for Player1.1 to win the battle or for Player2.1 to flee and then attack Player1.1 and kill him. There is a ~5 second window in which Player2.2 can see Player1.1's attack link and ~2 seconds in which the attack command is valid, whereas Player1.1 has about ~2 seconds (trying to see the travel grid before the waiting timer expires usually reduces that to ~1 second)
I believe that both attack timers and travel timers should be equal or at least brought closer to each other since that gives an actual chance of escape to the players who are being camped and not just be sitting ducks (there are more scenarios in which this change benefits all ranks and all levels)
Other suggestions are welcomed as well.
I believe that both attack timers and travel timers should be equal or at least brought closer to each other since that gives an actual chance of escape to the players who are being camped and not just be sitting ducks (there are more scenarios in which this change benefits all ranks and all levels)
Other suggestions are welcomed as well.
Atrax- Human
- Posts : 17
Join date : 2014-11-26
Location : Timisoara-Romania
Character sheet
Name: Atrax
Title:
Race: Shinigami
Re: PvP Travel and PvP Attack Timers
I like how this was put together, and i do beleive it will provide a real challenge and bring actual Hunting back into PvP again.
I soncerely hope this, or something very similar is added.
That said, to add onto it, i would like to say having it be equal would still fracture the concept. Say Player 1.1 left the battle (For whatever reason,) and player 2.2 attacked him if able to time him or herself. Well, that's it. All it would take is timing and paitience, right? I suggest putting the timers a seccond behind while "Waiting" for the Hunt to start. As in, Player 1.1 leaves the battle, but it won't register to Player 2.2 until a moment after.
I suggest this because of simple attempts at Logic.
When in battle, on common terms, Adrenaline spikes and time is "slowed" in the brain, or while untrained, you may black-out altogether. So, while the non-fighting Player 2.2 is merely watching, Player 1.1's Brain has already unchained it's hyper Awareness and thus, already made a move (Be it travelling or attacking first,) to get one-up on Mr. or Mrs. 2.2.
This said, it really won't provide advantage much, since if Player 2.2 were to be watching, He or She would easily engage in a "Natural Hunt" of fairly chasing the other Player down and attacking him or Her. This would also provide time for a Regen if quick enough.
I think this may improve you're suggestion, but that's only my opinion. Either way, i am happy with the previous.
I soncerely hope this, or something very similar is added.
That said, to add onto it, i would like to say having it be equal would still fracture the concept. Say Player 1.1 left the battle (For whatever reason,) and player 2.2 attacked him if able to time him or herself. Well, that's it. All it would take is timing and paitience, right? I suggest putting the timers a seccond behind while "Waiting" for the Hunt to start. As in, Player 1.1 leaves the battle, but it won't register to Player 2.2 until a moment after.
I suggest this because of simple attempts at Logic.
When in battle, on common terms, Adrenaline spikes and time is "slowed" in the brain, or while untrained, you may black-out altogether. So, while the non-fighting Player 2.2 is merely watching, Player 1.1's Brain has already unchained it's hyper Awareness and thus, already made a move (Be it travelling or attacking first,) to get one-up on Mr. or Mrs. 2.2.
This said, it really won't provide advantage much, since if Player 2.2 were to be watching, He or She would easily engage in a "Natural Hunt" of fairly chasing the other Player down and attacking him or Her. This would also provide time for a Regen if quick enough.
I think this may improve you're suggestion, but that's only my opinion. Either way, i am happy with the previous.
Re: PvP Travel and PvP Attack Timers
I gotta agree with stray on that. As it stands currently, I have no chance of avoiding a snipe after any combat scenario. I think this is a valid suggestion, and should be lobbied for.
Zinis_Rahl- Human
- Posts : 15
Join date : 2015-05-05
Age : 39
Re: PvP Travel and PvP Attack Timers
The concept of "catching" in pvp games may be one of the most important things. I believe that once changes are made that provide more opportunities to pvp then this would become more feasible. I support making it a little more difficult but I could understand if implementation did not occur for awhile.
fethesama- Human
- Posts : 13
Join date : 2012-12-12
Age : 38
Location : Ft. Lauderdale, FL
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Title:
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Re: PvP Travel and PvP Attack Timers
I've actually avoided many snipes after a pvp, since the update, it is even easier. The new travel page has a good 2 second lag before refreshing, plus players take advantage of jumping into survival and getting sent home, than fighting
Realistically, wold you not expect someone to jump you on the street if you just beat down their friend?
Where I am from, they don't even wait for the fight to end, they just gang tackle you.
Realistically, wold you not expect someone to jump you on the street if you just beat down their friend?
Where I am from, they don't even wait for the fight to end, they just gang tackle you.
Zerocool- Student
- Posts : 59
Join date : 2012-07-08
Age : 58
Location : Deep Web
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Re: PvP Travel and PvP Attack Timers
oh for the love of god my head hurts trying to remember which player is which, why cant u stik to easier names like frank goes there attacks mitch, then tom comes etc
orosan- WoB Moderator
- Posts : 436
Join date : 2011-09-18
Age : 74
Location : Somewhere in time~
Character sheet
Name: Ωρωσαν
Title: Κωωκυ
Race: Fullbring
Re: PvP Travel and PvP Attack Timers
..... don't most people keep a tab open for travel then right click to open the attack link in a new window? that usually doesn't interfere with the travel page as long as you attacked first
Juuzou_Suzuya- Human
- Posts : 19
Join date : 2015-03-23
Age : 25
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Name: Raion
Title: Man who wields the Chains of fate
Race: Fullbring
@Juuzou_Suzuya
that doesn't work when someone is spamming your attack link
Atrax- Human
- Posts : 17
Join date : 2014-11-26
Location : Timisoara-Romania
Character sheet
Name: Atrax
Title:
Race: Shinigami
Re: PvP Travel and PvP Attack Timers
Good idea to increase window, to give some opportunity to flee
Verrier- Human
- Posts : 25
Join date : 2015-02-21
Re: PvP Travel and PvP Attack Timers
Hmm...I dont disagree with the idea but I think of KC as an anything goes type of place. For me as soon as I venture out into KC I know fully well that i can be attacked and sometimes right after a battle. Consider a fight in KC = a street fight, will your opponents buddies just sit there and watch you beat up their friend?
Waffle- Human
- Posts : 3
Join date : 2015-02-14
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