Rez Sick
Moderator: Community Managers
Re: Rez Sick
I can make a new one if need be.
Re: Rez Sick
Tombstone's were broken and left out due to causing crashes after an update, they were not removed permanently, they left them out for an extended time because they couldn't fix it without reverting the update, which was a F2P update that they felt was more important than the game actually working.
Re: Rez Sick
Back to the whole concept of 'res sickness' I'm of mixed opinion on it.
The way it was in VG seemed heavy handed and inconsistent, which is bad design. I admit to liking the concept of it, for much the same reason John's been saying. You just got brought back from the dead.
That said, VG implemented it in a weird way as Jakkal's pointed out.
Final Fantasy XIV also has a resurrection sickness but in that game it's only applied if you are resurrected while in combat. And I believe it's a stacking 10% stat debuff. To be fair though, in FFXIV if you died it's generally because you earned yourself a splat; the hard encounters were very scripted (to the point of knowing exactly what ability the boss is going to use next throughout the entire fight). This may not be as appropriate in VG where you could get yourself on the bad end of an unlucky streak of crits from a boss.
I do like the idea though of there being some sort of negative to getting brought back to life in combat. To both enhance the "death is bad" aspect and prevent zerging with a bunch of healers ready to raise everyone.
The way it was in VG seemed heavy handed and inconsistent, which is bad design. I admit to liking the concept of it, for much the same reason John's been saying. You just got brought back from the dead.
That said, VG implemented it in a weird way as Jakkal's pointed out.
Final Fantasy XIV also has a resurrection sickness but in that game it's only applied if you are resurrected while in combat. And I believe it's a stacking 10% stat debuff. To be fair though, in FFXIV if you died it's generally because you earned yourself a splat; the hard encounters were very scripted (to the point of knowing exactly what ability the boss is going to use next throughout the entire fight). This may not be as appropriate in VG where you could get yourself on the bad end of an unlucky streak of crits from a boss.
I do like the idea though of there being some sort of negative to getting brought back to life in combat. To both enhance the "death is bad" aspect and prevent zerging with a bunch of healers ready to raise everyone.
- John Adams
- Retired
- Posts: 4581
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Re: Rez Sick
Re: tombstones -
Where any of these 3 objects the player-remains Tombstones?
Where any of these 3 objects the player-remains Tombstones?
Re: Rez Sick
Here is the picture from the previous page.
http://unleashedgaming.net/userimages/U ... kShow2.jpg
http://unleashedgaming.net/userimages/U ... kShow2.jpg
Re: Rez Sick
The model to the right, 775. But it should be offset in z axis so it sinks in to the ground.
Re: Rez Sick
No TS sucked for the last few months... Its the reason we got so good at training down to syranoth instead of just sending a monk with a bunch of ts in half the time 0=)
It meant a death too close to a mob was unrecoverable without running back anywhere. It meant not getting rezed back to some place after running and grabbing diplos or well anything. Or leaving to check on something and having a friend rez you back when needed. Or any number of reasons why having a ts would help.
/corpse to drag a ts spam click it while running =P
Anything non soulbound used to wind up on your ts. This included anything in your bags other than what was in the saddlebag so you put important non soulbound things in the saddlebags and the other bags were for soulbound or non important things. At some point it was changed that a lot more of the bags stayed. It made soulbound important. Most beginning gear wasn't soulbound at the start so it was nice earning the items that would stick.
Alas, a lot changed, but I really really want to have tombstones back pretty please. Was so annoying that they were gone.
It meant a death too close to a mob was unrecoverable without running back anywhere. It meant not getting rezed back to some place after running and grabbing diplos or well anything. Or leaving to check on something and having a friend rez you back when needed. Or any number of reasons why having a ts would help.
/corpse to drag a ts spam click it while running =P
Anything non soulbound used to wind up on your ts. This included anything in your bags other than what was in the saddlebag so you put important non soulbound things in the saddlebags and the other bags were for soulbound or non important things. At some point it was changed that a lot more of the bags stayed. It made soulbound important. Most beginning gear wasn't soulbound at the start so it was nice earning the items that would stick.
Alas, a lot changed, but I really really want to have tombstones back pretty please. Was so annoying that they were gone.
- John Adams
- Retired
- Posts: 4581
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Re: Rez Sick
It sounds like many believe the Tombstone drop simply stopped working one day, and SOE never fixed it (maybe they knew about Sunset, so why bother.) If this is true, and it was not in fact intentionally removed from the client months before Sunset was announced (as our packet collects seem to indicate), then it should be something we can offer via it's native behavior - vs hacking it in with LUA (which I still feel could be an alternative.)
Either way, we'll certainly look into it. Missing TS sounds more like a bug than an intentional feature loss.
Either way, we'll certainly look into it. Missing TS sounds more like a bug than an intentional feature loss.
Re: Rez Sick
The TS drag was a major exploit and that helped the removal of it we was sorta informed. Aswell as the cock up on the raid zone they was working on ( cant rem name to much beer ) CoW I think, as they didn't want the expoit used in there, due to how they wanted the raid area to work.