Instanced or Global

I realy like playing with other people from many difrent places for me it makes gameing more fun talking to other people with diffrent views on life then me so it makes me happy to see it will be easy to find random teams
Last edited by Matured on Sep 29, 2011, 6:47:50 AM
There needs to be a way to avoid spawn/gate camping. I am all for being cut throat. But those should not be used as gank mechanics. You want to off me while I'm not paying attention or otherwise occupied. Good, then do it. But I really don't want to be killed just because I entered or left an instance. The way that we enter an leave is not exactly realistic. It is just a mechanic to remove the tedium of travel. One way to slow this type of activity is to have multiple spawn points inside instances.

I think it should be possible to see everyone that is online in a league. But it shouldn't tell you where everyone is. Instead, when you go to enter an instance, it only shows you who created the instance. It is up to you to know who that persons known associates are. It should not ever list anyone else as associated with that instances. That makes it more fun from a hunting perspective I think. Each instance should remain for a short time even after there are no players left in them. As well, as they should remain with the name of their creator as long as someone continues to be in that instance.

Instances should be a bit dynamic as well. There should be a respawn timer in the cut throat league as well. after 5 minutes, the mobs (minus the boses) start to respawn behind you or your party. That way, even though you might leave a trail of loot to follow, your pursuers will still have to fight their way to you if they are far enough behind.
Last edited by amindamok on Sep 29, 2011, 9:30:52 AM
CaitSidhe: true, this could be left out of the default league (and its associated hardcore league); as for getting players killed in the first place, I would suggest that unpartied players in the same instance should be able to hurt each other.

amindamok: I do like that idea for avoiding "spawn camping" - conversely, though, it might make it more difficult for parties to join up without additional coding for who goes where. At present, there's a short period of invulnerability for players exiting instance transitions (disappears after five seconds or the first action), which I think will mitigate this concern somewhat.
As for seeing everyone online in a league - that could easily be thousands of people. I don't think anyone really wants to sift through a list that size every time they play. This is half the point of using instances everywhere in the first place: contact with other players in measured doses. Similarly, a list of all the instances (even limited by area) seems rather useless to me, and so displaying who "created" (read: "was the first player into") an instance strikes me as equally useless.
Respawns in instances... a bit leery of this, due to repercussions on slower (or more kite-heavy) playstyles, and potentially allowing players to avoid strangers by staying in a single instance indefinitely.
There's also the matter of how you'd code respawns in, which has its own considerations.
I have wandered through insanity;
I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"
I only made the suggestions that I did because I think it a bit unfair to be able to pin point people so easily as by simply popping into an instance and doing /who or something of that nature. If you are looking for a person in specific, you shouldn't want to do a /who all (generally used to show all people on the server and often truncated because of long list). You might want to do /who all ranger, /who amindamok, or even /who [name of clan]. That should tell you if someone specific is online and keeps the number of search items down. It is rather common place to have player search capabilities in games.

I appreciate your feedback as someone who is actually playing the game. All I can do is dream stuff up. I didn't know that there was invulnerability when entering an instance. But that still seems kind of useless when we are talking about spawn camping. Can't everyone still see you? Maybe I have been playing EVE too long and just expect people to gravitate toward the low hanging fruit. I just think pvp should take skill and require a bit of work.

You are probably right about the respawn idea. It might be too hard to code something like that in this late in development. It was just an idea to make people work for their gank.

I can see how only having the name of the creator of an instance could be abused. It might make it too hard to track individuals down. I am just worried that it will be too easy to find individuals. That just makes it less immersive to me. When I gank someone, I want to feel accomplishment every time.
Last edited by amindamok on Sep 29, 2011, 7:50:19 PM
i think hack-n-slash gameplay will work in an instanced gameplay, i do hope PoE has a decent story-line, fun journey, excellent gameplay/action.

global xD
May God have mercy upon my enemies, because I won't.
Spawn camping is going to require some new technology from GGG I think. Currently their levels have very clear beginning and ends to each of them... and in cut-throat if everyone starts at any sort of prescribed start, it'll cause huge problems.

Even if that area is a no-pvp zone, huge problems. Players must start at completely random areas every time they transition to a new zone... which currently is a problem.
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