Respawn w/ Full health & endurance in PvP zones is stupid


black_barrier

 

Posted

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Originally Posted by Daemodand View Post
Player A defeats player B. Player A gets an IO roll, and the Rep timer that suppresses further rolls for defeating Player B starts. Player B comes back in less than one minute and is defeated by Player A again, but this time there is no IO roll due to the Rep timer suppressing it.

I'm getting something wrong here, but what?

P.S. Thinking further about it, if there's a Player C that defeats Player B, Player C gets an IO roll. OK, I think I see why people are saying this will increase IO drops base on this, even if my original premise (Player A continuously defeating Player B results in no additional IO rolls) is also true.

Doubtfulness as to IO drops becoming more common overall redacted.
What he means is that Pvp Io drops are not part of the rep timer, they are separate as is getting an insp drop from beating a player. So your chances of getting an IO drop are still the same no matter if you've defeated him 10 or even 100 times before you're able to receive an IO again.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

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Originally Posted by Zombie Man View Post
This is a great help for MMs who, after Resting to refill, then re-drained their END having to re-summon... and they couldn't Rest again since it was recharging!

Now, if we can only get one-click full-respawning for PvP...
This is a good point about MMs & their ordeal with getting back into the fight.

On another note, is this the 1st time that the Devs have changed something in PvP back to the way it was originally?

You just know that this change had to be signed-off on by Posi. I wonder how that tasted.


 

Posted

I prefer it for the same reason I dislike FPS games where it takes me a full 20 seconds to play again.

I really don't care whose winning, I just want to put my sword into something NAOW.


*EDIT* - Posi is hardly the egotistical nut job by any stretch of the imagination.


 

Posted

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Originally Posted by Xury2 View Post
What he means is that Pvp Io drops are not part of the rep timer, they are separate as is getting an insp drop from beating a player. So your chances of getting an IO drop are still the same no matter if you've defeated him 10 or even 100 times before you're able to receive an IO again.
Hmmm. It was my understanding you get an IO roll for kills that qualify for Rep. Was that ever the case, if it isn't the case now? Where the heck did I get that idea? *confabulated*


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Posted

Quote:
Originally Posted by Daemodand View Post
Hmmm. It was my understanding you get an IO roll for kills that qualify for Rep. Was that ever the case, if it isn't the case now? Where the heck did I get that idea? *confabulated*
Xury2 is incorrect.

You have a chance of getting a recipe every rep-kill. Once you get a rep-kill on a player you can not get another rep-kill off that player for another five minutes. The rep-kill timer does not reset if you kill the same player before the 5 minutes is up. So no matter how many times you kill the same player you will not get any more rep until at least five minutes has passed.

If you get a recipe then you are not elligible to receive another recipe for ten minutes regardless of any rep-kills.

In arena you do not get rep but there is still a five minute timer between kills on a player before you are elligible for another recipe drop and the ten minute rule also applies should you get a recipe.

My explanation may not be all that clear but I think I made sense...


 

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I can tell you I'm glad they did this last night. There were so many fish missiles I thought they added a underwater zone...


 

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Originally Posted by WhyNerfPFF View Post
I prefer the old system, of starting in the hospital with low health and low endurance. It more realistic and it does not reward wreckless play.
Click the wonderful walk power the Devs gave us and walk back to the fight, that could be your downtime now.


 

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Originally Posted by Mercury_Down View Post
Xury2 is incorrect.

My explanation may not be all that clear but I think I made sense...
Your explanation is a good one. Even downy me can understand it. The IO drop timer does not reset if you kill the same person while it's running, that's simple enough.

But, I think my original premise is still basically correct: the more often you kill someone, the lower the drop-per-kill rate. But the posters saying the IO drop rate should increase as a result of the rest penalty being done away with are also correct since less downtime = more kills = more IOs, generally speaking.


The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.

 

Posted

You're all wrong.

Ok, I really haven't *read* any of the posts, per se, ipso facto, hey look a shiny nickel!


Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit

 

Posted

Quote:
Originally Posted by Daemodand View Post
Your explanation is a good one. Even downy me can understand it. The IO drop timer does not reset if you kill the same person while it's running, that's simple enough.

But, I think my original premise is still basically correct: the more often you kill someone, the lower the drop-per-kill rate. But the posters saying the IO drop rate should increase as a result of the rest penalty being done away with are also correct since less downtime = more kills = more IOs, generally speaking.
Thank you for understanding lol I would have downs or be a FCer if i was just talking about single target instances, however i should have mentioned this would only help freedom servers while other server would generally retain the same drop rate. Zone kills especially on freedom is seldom A kills B over and over but rather A kills B-Z and vice versa.


 

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This change got me to play my PVE specced elect/nin stalker in Virtue's RV tonight. I know I'm not that great and I knew I'd die alot, but I knew I'd have plenty of chances to get back out there and learn. I did learn a few tricks and most of all, how to better follow the leader's calls. There were many players on both sides and teams were full and pretty balanced, both in skill and numbers. I even got a PvP I/O drop - glad armor res/rech.

I'll definately be bringing some of my other I/O'd characters to PvP zones now, especially if they are as packed as it was tonight =D And, hey, if nothing else, I'm good veng bait =P


 

Posted

Quote:
Originally Posted by Daemodand View Post
It'll be interesting to see what happens to PvP IO prices as a result of this. For the procs, probably they'll stay at 2+ bill. For the "common" PvP IOs we should see somewhat of a price decrease.
I doubt the prices will drop enough to be worthy of say.


 

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Originally Posted by PowerFlame View Post
I doubt the prices will drop enough to be worthy of say.
yeah a 10% increase to a 0.0000000000001% chance to drop is still hella low. In the end the devs need to up the drop rate. grats vash.