Invincibility after Respawn!?!?

  • Hey Rare,

    dind't you tell us at one point that you would introduce some seconds of invincibility after a respawn?
    We were two on a sloop today and three players on a brig managed to shoot one (!) hole in our ship.
    They boarded us and always killed us instantly when we respawned. We had not even a chance to pull out the cutlass or a gun. They repeatedly killed us with one shot of their blunderbusses instantly whenever we respawned until our ship went down.
    So PLEASE finally introduce at least four to five seconds of invulnerability after a respawn, so one has a chance to defend his ship.

    Thx

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  • can confirm there're some tryhard pirates out there who spawnkill to steal supplies and that one-shot blunder (ha) sends a shiver down me timbers (haha).

    when it happens in arena, it's not a huge deal, but when you've got hours of work to protect, it's frustrating, to say the least.

  • This is a no brainer solution that would solve a very real problem with this game. It would hypothetically suck if... certain people who may-or-may not exist had been able to reverse Rare's decision on adding it.

  • Who knows, maybe it got tried out in insider and it didn't work out in the end?

  • @garv3 honestly do you think of they weren't spawn killing you it would have made a difference?

  • @garv3

    Sorry but no.

    I would possibly agree to invincibility until you move but even then that is a touchy subject.

    This is the problem that players have. You look at your immediate problem, suggest an idea but don't look at how its going to effect the rest of the game.

    Think about the invincibility for a moment outside of spawn camping.

    You get on an enemy ship and try to drop the anchor, a player runs up and grabs it. You try to kill them or hit them off it, but guess what you can't because they are invincible.

    When you respawn and because you are invincible you can kill everyone and anyone your boat since no one can hurt you for a full 4 to 5 seconds.

    I'm sorry man, the idea doesn't work with the ingame mechanics.

    If it gets to the point that you are being spawn camped then you effectively lost the game. You can try and spawn in TOGETHER at the same time and see if that helps but if its to the point of spawn camping, then you lost. Swallow your pride, accept it that you got beat, scuttle, and move on.

  • I don't see a problem with an invincibility period that last until you move or do an action (turning around shouldn't count). A blanket invincibility is a bad idea, because a player can do a lot in 5 seconds.

  • @d3adst1ck

    If at all, it should last for a couple of seconds, perhaps 2 or 3, and any movement - turning, moving, interacting, or any other player-controlled movement should stop it. It's meant purely to stop players from dying before the load screen is finished, not to give them immortality for losing a fight.

  • @ultmateragnarok said in Invincibility after Respawn!?!?:

    @d3adst1ck

    If at all, it should last for a couple of seconds, perhaps 2 or 3, and any movement - turning, moving, interacting, or any other player-controlled movement should stop it. It's meant purely to stop players from dying before the load screen is finished, not to give them immortality for losing a fight.

    I think turning should be excluded because it's possible that you could turn between the time that you spawn and when you can control your character and end up voiding the protection before you actually have control. You should be allowed to turn around to get your bearings (and make sure someone isn't just waiting behind you) but as soon as you move, swap weapons or start interacting with anything then you're fair game.

    I would probably also prevent players from initiating an attack while they are invincible. You'd have to move first before being able to slash or shoot.

  • https://www.bing.com/th?id=OIP.C3UMB0SHMdI3LRKKrvdO7gHaEL&pid=Api&dpr=3

  • Well, to all who are against this idea:
    You probably don't play solo very often. If you are alone on your sloop or event with one buddy, you won't be able to defend your ship against three or more players who somehow manage to board the sloop and start spawn killing you.

    Being invincible for a couple of seconds after your first move on your own ship should be perfectly fine. In my option this should stop whenever you perform any action other than turning or walking but of course a couple of seconds after your first move (turning shouldn't count) anyway. Additionally it should immediately stop as soon as you leave your ship.

    So if you have two, three or even four seconds of invulnerability after a respawn, there should be no problem if it ends in the given situations.

    @Xultanis-Dragon
    Your example doesn't apply if the ideas above are taken into account. The player blocking the capstan does not have any advantage because he is already invincible at least the second he grabs the capstan.

  • @garv3 said in Invincibility after Respawn!?!?:

    Hey Rare,

    dind't you tell us at one point that you would introduce some seconds of invincibility after a respawn?
    We were two on a sloop today and three players on a brig managed to shoot one (!) hole in our ship.
    They boarded us and always killed us instantly when we respawned. We had not even a chance to pull out the cutlass or a gun. They repeatedly killed us with one shot of their blunderbusses instantly whenever we respawned until our ship went down.
    So PLEASE finally introduce at least four to five seconds of invulnerability after a respawn, so one has a chance to defend his ship.

    Thx

    The frustration you feel should be directed to yourself.
    Here is why.

    You chose to respawn on your ship after losing it.
    If you want to avoid being spawn killed after you lost the ship, scuttle and accept the defeat.

    Making an invincibility effect is just utter ridiculous.
    Its essentially giving the person being attacked a handicap where as the best handicap is to simply observe the seas and avoid this situation altogether.

    This game is in no way like RUST, its pvp is quite light actually.
    So i dont see why people want to already make an easy game more easy.

    Im solo and i have no problems.
    If you have a crew you dont have an excuse.

    i dont support this.

  • I'm against comeback mechanics, so its a no from me. This includes when I am on a smaller ship and outnumbered as well. People just don't magically appear and spawn camp a ship. Their is steps that happen, players should learn what those steps are and prevent them from taking them. I get that this become harder when outnumbered, but no one forced your hand when deciding to solo or sail a smaller ship.

    I think people need to face reality here. If a ship has the time to literally dog pile your ship with players as well as ferry over your supplies, they had the time to just outright sink you. They could have quite easily, but they didn't. Accept defeat and scuttle the ship.

  • @nabberwar Exactly. Well said. 👏👏👏👏

  • @garv3 said in Invincibility after Respawn!?!?:

    Well, to all who are against this idea:
    You probably don't play solo very often. If you are alone on your sloop or event with one buddy, you won't be able to defend your ship against three or more players who somehow manage to board the sloop and start spawn killing you.

    Being invincible for a couple of seconds after your first move on your own ship should be perfectly fine. In my option this should stop whenever you perform any action other than turning or walking but of course a couple of seconds after your first move (turning shouldn't count) anyway. Additionally it should immediately stop as soon as you leave your ship.

    So if you have two, three or even four seconds of invulnerability after a respawn, there should be no problem if it ends in the given situations.

    @Xultanis-Dragon
    Your example doesn't apply if the ideas above are taken into account. The player blocking the capstan does not have any advantage because he is already invincible at least the second he grabs the capstan.

    Lot of the players who disagree with you play solo. I play solo a lot and never have any problems with ships. Especially Galleons. I sink them frequently enough when they are chasing me or out in open waters combat.

    How does my example not work? If the person spawns in and catches the anchor with his invincibility active that is a super advantage to have. Basically when you die you have a super advantage for when you respawn.

    Like I said I would be okay if players were invincible until they moved, or even invisible until they moved. But a full 5 seconds? No thank you. Idea is bad.

  • @garv3 said in Invincibility after Respawn!?!?:

    Well, to all who are against this idea:
    You probably don't play solo very often. If you are alone on your sloop or event with one buddy, you won't be able to defend your ship against three or more players who somehow manage to board the sloop and start spawn killing you.

    I play solo lots. If you are outnumbered 3 to 1 you are probably going to lose regardless of invincibility or not. That is how numbers work - they can do 3 times the damage you can.

    Even with invincibility of 4-5 seconds, that gives them enough time to find you and all group up once your invincibility wears off. It's not going to change anything unless it lasts long enough to become overpowering.

    The only thing invincibility should do is allow you to respawn to the point where you can figure out where you are and gain control of your character before being killed. You are still likely to die, but at least you have a chance to attempt a comeback. It should not be used to "defend your ship against three or more players", that should be done before they board your ship.

  • @garv3

    @garv3 said in Invincibility after Respawn!?!?:

    Well, to all who are against this idea:
    You probably don't play solo very often. If you are alone on your sloop or event with one buddy, you won't be able to defend your ship against three or more players who somehow manage to board the sloop and start spawn killing you.

    Being invincible for a couple of seconds after your first move on your own ship should be perfectly fine. In my option this should stop whenever you perform any action other than turning or walking but of course a couple of seconds after your first move (turning shouldn't count) anyway. Additionally it should immediately stop as soon as you leave your ship.

    So if you have two, three or even four seconds of invulnerability after a respawn, there should be no problem if it ends in the given situations.

    @Xultanis-Dragon
    Your example doesn't apply if the ideas above are taken into account. The player blocking the capstan does not have any advantage because he is already invincible at least the second he grabs the capstan.

    I play mainly solo when pvping and occasionally duo/brig/galleon. If this isn't possible then how have I done it? I don't do it very often as most of the time I don't let them get to the point of spawn camping me but in the situations where I do mess up I tend to be able to jump out the back and or kill them fairly easily. Most people are not the best at spawn camping when you are experienced and know how to counter them. "somehow manage to board your sloop" the only reasonable way they boarded your sloop was ladders or you let their ship get close enough that they could jump off, I understand there are other ways but these are mainly situational and don't work most of the time.

    Wait you are also talking from a duo sloop perspective. If I can hold off 2 boarders at once while solo im pretty sure that you and your buddy can hold off multiple boarders (most of the time its just 1 at a time in my experiences though). I could support you having invincibility till you did any action, maybe turning would be ok, but from what it sounds like you have literally no idea how to counter boarders and paid the consequences for not knowing how to dispatch of them. Wait explain to me how you allowed 2 players with a blunderbuss to get on your ship while duo.... If they had sniper or pistol I could maybe understand it but blunderbuss?! It is completely useless when boarding since you cannot really damage people who are guarding ladders. Actually I take that back, it is semi useful if you manage to hit them right as you get off the ladder but you could of easily run away from them. There are some problems with spawning on a sloop but other than that they really do not need to fix spawning or add invincibility. Good Luck, if you need any anti-boarder tips let me know. (or solo ones in general) If my assumption is wrong I am sorry but considering the average player's skill this guess is a very good one.

  • I can confirm i always play solo.
    I only crew up once a week when i have beer and a free house.

    So thats a fair few solo people disagreeing with the OP.

    Invincibility is an unrealistic handicap for the lazy unskilled gamer. Good preparation counters this, scuttling ends the interaction entirely if overwhelmed.

    System is already balanced.
    This thread should be closed now 😊

  • Oh great, taking this sample there should be 80% of the players going solo... But to be serious, too many comments to answer them all, but for some of them: Read my posts carefully and try again. Thanks

  • I mostly side with the community but I will never understand how this stupid "no respawn invincibility" became the consensus. How is standing in full view of as many respawn points as possible to take out players before they realise what part of the ship they've respawned on skillful? For that matter how is it NOT skillful to prove you can survive survive 3 seconds of enemy invincibility?

    Respawn invincibility is the most basic of video game design 101 balancing techniques. If you are enforcing a timer penalty for dying you have to make sure that penalty is only inflicted on players who have 'failed' in their fight and you only fail if there was some other action you could have taken to do better. If you are blunderbussed before the game starts registering your movement that is not you failing. That is a game mechanic where respawn luck trumps player skill.

    I was and still am embarrassed to watch the community claim different just because so many have gotten used to exploiting this mechanic and claiming they're 'more skilled' for doing so. PvP would have been hugely improved had Rare never caved to community pressure.

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