03-23-2012, 09:24 AM
I really think ressing should stay the way it is, because it's pretty easy to cut man, it really is. The way it is now makes it possible to win the fights outnumbered, because like you pointed out you want to loot. "No cut, no kill"
I remember on INX we used to win fights with Pedro or Madman being together vs 5 decent pvpers.. Ofcourse I'm not saying we often did win 5v2 vs those guys, but we did, and the thing that we always were outnumbered (90% of time) is just a fact. Yeah we could die several times, but we were faster at ressing and managed to kill\cut when we had a chance. Remember, you have to stay 1 tile away from the teammate to be able to ress him, while you can cut from like ~4 tiles. It's not as easy to stick together as it sounds because when you do 5v2 your kinda busy using LoS to save your ass, so opponents often force you to spilt. And if your teammate dies, you have like 1 second to run to the guy, usually if you were further than 6-10 tiles away - hes cutted... Auto-ressing scripts suck man, everything automated suck. Seriously the machine can't see all the issues that might happen in gank...
The easiest way to beat the opponents that outnumber you it in this PvP is to seperate them, kill/cut 1-2 "bravest" that followed you further than the rest (or faster than the rest). It's pretty hard to find time to pick a target when 5 people are after you and you don't use TS\Vent\Skype. I don't even mention the mana issues because usually you end up wasting it all on healing, thus you have to either recall or run. I would never go 5v2 knowing that the ressing have ANY delay, because it would mean once you died - you're cutted. Here good teammates will ress you few times before, it's another PvP dynamic. Thats exactly why Maka fixed (or made it harder to make) the autocut on IN-X.
I remember to cut it fast manually you just target the ground under body just before he died... I was blamed in autocut script use several times because this way you can sometimes cut the person before animation is even completed. I mean, the animation of him falling on the ground is still going on , but bones are under him already. The way res\cut works now is just perfect imho , and I would hate to see it changed.
There are few tricks to make it's painfully hard for opponents to ress. Or impossible even
I better explain them to ya ingame though... ;p
P.S. on the topic on the outnumbered fights. I remember when you just came here you said that you think it's dumb as hell that main PvP spot (britain bridge) has almost no los blockers, no corners or doors to play with and so on. And I 100% agree with that , I didn't mention it then because you were also suggesting a lot of changes that would spoil current PvP system in my eyes (such as certain spells fizzling FS and so on) but you were right.
And this is why many good pvpers don't like the bridge. It's painfully hard to stay alive vs big group of people there because it's way too easy to keep the enemies in the LoS there.
North Ocllo was my favorite spot to gank. I know the INers are used to Serpent's Hold. And north serpents is a pretty good PvP spot too. There are two gates and the despise entrance, guarded one leads you to britain bank and for some reason red gate drops you at bridge;p In my eyes it would make more sense if the destination point was set at the norh SH or Ocllo...
P.P.S. I'd vote for ocllo though, as I don't think there should be any player owned houses in the main PvP area. It gives one side advantage over another, and it's what we got at bridge because of guard zone.. A static house (or even a small house) is a advantage as well. But since bridge is ultimately helps "the bigger" team win, I think it's good that we allowed to have it there. But the popular , or even "main" PvP spot shouldn't have any player owned houses I think. It's were it all should be even.. Neither the guard zone to run into, nor the house...

I remember on INX we used to win fights with Pedro or Madman being together vs 5 decent pvpers.. Ofcourse I'm not saying we often did win 5v2 vs those guys, but we did, and the thing that we always were outnumbered (90% of time) is just a fact. Yeah we could die several times, but we were faster at ressing and managed to kill\cut when we had a chance. Remember, you have to stay 1 tile away from the teammate to be able to ress him, while you can cut from like ~4 tiles. It's not as easy to stick together as it sounds because when you do 5v2 your kinda busy using LoS to save your ass, so opponents often force you to spilt. And if your teammate dies, you have like 1 second to run to the guy, usually if you were further than 6-10 tiles away - hes cutted... Auto-ressing scripts suck man, everything automated suck. Seriously the machine can't see all the issues that might happen in gank...
The easiest way to beat the opponents that outnumber you it in this PvP is to seperate them, kill/cut 1-2 "bravest" that followed you further than the rest (or faster than the rest). It's pretty hard to find time to pick a target when 5 people are after you and you don't use TS\Vent\Skype. I don't even mention the mana issues because usually you end up wasting it all on healing, thus you have to either recall or run. I would never go 5v2 knowing that the ressing have ANY delay, because it would mean once you died - you're cutted. Here good teammates will ress you few times before, it's another PvP dynamic. Thats exactly why Maka fixed (or made it harder to make) the autocut on IN-X.
I remember to cut it fast manually you just target the ground under body just before he died... I was blamed in autocut script use several times because this way you can sometimes cut the person before animation is even completed. I mean, the animation of him falling on the ground is still going on , but bones are under him already. The way res\cut works now is just perfect imho , and I would hate to see it changed.
There are few tricks to make it's painfully hard for opponents to ress. Or impossible even
I better explain them to ya ingame though... ;pP.S. on the topic on the outnumbered fights. I remember when you just came here you said that you think it's dumb as hell that main PvP spot (britain bridge) has almost no los blockers, no corners or doors to play with and so on. And I 100% agree with that , I didn't mention it then because you were also suggesting a lot of changes that would spoil current PvP system in my eyes (such as certain spells fizzling FS and so on) but you were right.
And this is why many good pvpers don't like the bridge. It's painfully hard to stay alive vs big group of people there because it's way too easy to keep the enemies in the LoS there.
North Ocllo was my favorite spot to gank. I know the INers are used to Serpent's Hold. And north serpents is a pretty good PvP spot too. There are two gates and the despise entrance, guarded one leads you to britain bank and for some reason red gate drops you at bridge;p In my eyes it would make more sense if the destination point was set at the norh SH or Ocllo...
P.P.S. I'd vote for ocllo though, as I don't think there should be any player owned houses in the main PvP area. It gives one side advantage over another, and it's what we got at bridge because of guard zone.. A static house (or even a small house) is a advantage as well. But since bridge is ultimately helps "the bigger" team win, I think it's good that we allowed to have it there. But the popular , or even "main" PvP spot shouldn't have any player owned houses I think. It's were it all should be even.. Neither the guard zone to run into, nor the house...

