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pheonix
- Posts: 245
- Joined: Sat Jun 08, 2013 5:32 pm
Re: Keep your autohearth on! (An Complaint About PvP)
How about making it so you can aggro like old world, but give the person aggro'd a new ability called fight or flight that disables combat abilities for 10 minutes or so and grants ability to use sprint on all terrain and uses less stamina. Sure you can run away, jump down mountains, swim etc to escape then, and if the person uses a horse then it be like irl where they chase you wish a horse your fucked unless u drop down a cliff and they have to go around etc.
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bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: Keep your autohearth on! (An Complaint About PvP)
How about we stop punishing active scents with further mechanics like this when it should be up to the players to punish criminals? We already have nidbanes, outlaw debuff and redhanded debuffs. I shouldn't have to walk hours upon end in every direction to get anywhere (because charterstones don't work with scents out, correct?), then have to walk the same distance back just because i have active scents out. Setting aside 5+ hours to walk somewhere, raid it and walk back doesn't seem fun. Especially because if i have to leave at any point in that i'd have to just leave my char standing in the middle of a forest somewhere because of the outlaw debuff.Granger wrote:What about removing teleportation (and character logout, so not having to deal with occupied space on login) in case of active scents on a character?
On topic though, i made a thread about this about a month into the world and was shouted down by a bunch of people who never want pvp to happen, and honestly largely gave up on this world then.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Keep your autohearth on! (An Complaint About PvP)
Seriously?? He can't think of a solution?strpk0 wrote:
It seriously can't be that hard to ask.
How about a 20 second hearth timer instead of a 5 second one
The current timer is way too short to notice a person on screen, run to them, and agro them
The person is usually gone before you even see them on your screen
We did some testing with this and basically the only way to get them is to start out on sprint speed (before they even render in and start autohearthing, meaning you'd have to know that the person was there to begin with) which is already never going to happen. And that's with nothing in your way, just straight lining to them
Last edited by jordancoles on Wed Jan 20, 2016 3:36 am, edited 1 time in total.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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dafels
- Posts: 3071
- Joined: Sun Nov 14, 2010 7:49 pm
- Yahoo Messenger: davis
Re: Keep your autohearth on! (An Complaint About PvP)
"I'm aware of this problem, but I have done nothing about it for months" -Loftar
sorry, but had to post this.
sorry, but had to post this.
Click to read Developer's thoughts on PvP
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strpk0
- Posts: 1244
- Joined: Sat Sep 03, 2011 11:44 pm
Re: Keep your autohearth on! (An Complaint About PvP)
But then people start bitching about hearthing taking too long for any other purpose than escaping PvP.jordancoles wrote: How about a 20 second hearth timer instead of a 5 second one![]()
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I did ask him though if it was possible to remove the aggro range limit at the very least, so there is some chance of getting an aggro. Hoping for a reply..
Last edited by strpk0 on Wed Jan 20, 2016 3:39 am, edited 1 time in total.
Granger wrote:Fuck off, please go grow yourself some decency.
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Jalpha
- Under curfew
- Posts: 1841
- Joined: Thu Aug 22, 2013 12:16 pm
Re: Keep your autohearth on! (An Complaint About PvP)
Why should carebears be forced into combat every time though? I think there should be a balance between PvP and PvE and I think the devs realise that giving PvPers all the tools to decimate the server pop is not necessarily a good idea.
You'll have to come up with a better suggestion than "lol longer hearth timer" tbh.
You'll have to come up with a better suggestion than "lol longer hearth timer" tbh.
Laying flat.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Keep your autohearth on! (An Complaint About PvP)
[7:37:35 PM] Jordan Coles: Darkfall has a 2 minute "hearth" timer and it does just finestrpk0 wrote:But then people start bitching about hearthing taking too long for any other purpose than escaping PvP.jordancoles wrote: How about a 20 second hearth timer instead of a 5 second one![]()
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I did ask him though if it was possible to remove the aggro range limit at the very least, so there is some chance of getting an aggro. Hoping for a reply..
[7:37:51 PM] Jordan Coles: Fuck, it even makes hella noise in darkfall and your character stands in place glowing
A free ride home is OP as it is, adding a few more seconds to it to give people time to react without bots isn't exactly gamebreaking
It worries me that Loftar believes that the "obvious solution" is to make it so you can agro from any distance too
Like, adding some reaction time isn't better than scripts locking combat?
It's no better than autohearth then
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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strpk0
- Posts: 1244
- Joined: Sat Sep 03, 2011 11:44 pm
Re: Keep your autohearth on! (An Complaint About PvP)
Maybe make it so the hearth timer is longer when someone with criminal acts on (that has the rage skill) is in render distance?
Could add some cool message to it aswell like, "Your travel is impeded by a nearby threat.".
I dunno, we can come up with a good idea. The devs are still looking through the forums.
Could add some cool message to it aswell like, "Your travel is impeded by a nearby threat.".
I dunno, we can come up with a good idea. The devs are still looking through the forums.
Granger wrote:Fuck off, please go grow yourself some decency.
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Ethan
- Posts: 163
- Joined: Sat Apr 03, 2010 11:14 am
Re: Keep your autohearth on! (An Complaint About PvP)
jordancoles wrote:Seriously?? He can't think of a solution?strpk0 wrote:
It seriously can't be that hard to ask.
How about a 20 second hearth timer instead of a 5 second one![]()
![]()
The current timer is way too short to notice a person on screen, run to them, and agro them
The person is usually gone before you even see them on your screen
We did some testing with this and basically the only way to get them is to start out on sprint speed (before they even render in and start autohearthing, meaning you'd have to know that the person was there to begin with) which is already never going to happen. And that's with nothing in your way, just straight lining to them
I think the issue that, auto-hearthing is essentially the only defense a weaker character has. If that was removed they would then become almost sitting ducks. So a decent solution should allow a weaker character at least some ability to disengage and escape.
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strpk0
- Posts: 1244
- Joined: Sat Sep 03, 2011 11:44 pm
Re: Keep your autohearth on! (An Complaint About PvP)
Then perhaps the amount of combat-related armour a player is currently wearing could help dictate how long it takes to hearth back. Sort of gives a purpose to taking off your armour and wearing more casual clothes when you don't need it. By this logic, your average newb will be smart enough to simply not lug around heavy armour when they're just sitting ducks in a metal/hard leather case anyway. Your "pro" players that are out and geared up with intent to fight will have to deal with this, while hopefully enabling other "pro" players to more easily engage on them.Ethan wrote:I think the issue that, auto-hearthing is essentially the only defense a weaker character has. If that was removed they would then become almost sitting ducks. So a decent solution should allow a weaker character at least some ability to disengage and escape.
TL;DR: the weak can escape, while the strong are destined to fight.
I'm just building up on Ethan's idea, not necessarily saying this is the best solution to this problem. If anyone else wishes to contribute/criticize, feel free to do so.
Granger wrote:Fuck off, please go grow yourself some decency.
