Re: Playerkilling
Posted: 11 Mar 2010 23:05
I really think death-time-recovery should be covered by all forms of death, PvP or whatever.
Why are we limiting this to only PvP? Is there some assumption that this will be abused? Could we at least extend the recovery time for PvE? Instead of it being 1/60 (as it would be for PvP) for PvE have it be 1/90?
As a casual player I am always looking for implementations that will help keep me included in the game. I think hardcore players should always have the advantage in general, but there should be a place in Genesis for the casual user. The problem as it is now, there is a very small place for the casual user and any set backs to this user can take years to remedy. Is this a big deal? No its not, but if you are redesigning something and you have the chance to begin fitting in the casual experience, I don't see why it shouldn't be done. Unless you think that by fitting in this user, there will be abuse from the majority of the population.
By beginning to include the casual user you may start to see more players stick around. Instead of looking at Genesis as a place you only go when you have hours available to you, you see Genesis as a place you can spend 30 mins a day in. Why is this important? Because a user will be more likely to come back to a game he/she never left, when time does become available again.
Why are we limiting this to only PvP? Is there some assumption that this will be abused? Could we at least extend the recovery time for PvE? Instead of it being 1/60 (as it would be for PvP) for PvE have it be 1/90?
As a casual player I am always looking for implementations that will help keep me included in the game. I think hardcore players should always have the advantage in general, but there should be a place in Genesis for the casual user. The problem as it is now, there is a very small place for the casual user and any set backs to this user can take years to remedy. Is this a big deal? No its not, but if you are redesigning something and you have the chance to begin fitting in the casual experience, I don't see why it shouldn't be done. Unless you think that by fitting in this user, there will be abuse from the majority of the population.
By beginning to include the casual user you may start to see more players stick around. Instead of looking at Genesis as a place you only go when you have hours available to you, you see Genesis as a place you can spend 30 mins a day in. Why is this important? Because a user will be more likely to come back to a game he/she never left, when time does become available again.