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Thread: Reducing Un-flag Timer in Peaceful Cities and Dungeons

  1. #1
    Soulwalker
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    Nov 2013
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    Default Reducing Un-flag Timer in Peaceful Cities and Dungeons

    This thread is to suggest the reduction or removal of the un-flag timer in peaceful cities (Tempest Bay) and in Dungeons (cross-faction raids specifically).

    Currently, entering a peaceful location activates the un-flag timer (5 minutes), so long as a player has not manually set their pvp status to active. This affects players on both pve and pvp shards. Flagging for pvp, or specifically, playing on a pvp shard, can limit a player's ability to access certain aspects of the game:

    1. Players flagged for pvp on a pvp shard cannot transfer or "shard hop" to a pve shard.
    -> Often, pvp players will find themselves in a situation of "ganking" or harassment. Due to the current policy of pvp, the only defense is to temporarily transfer to another server. In order to do this, the player must wait in an uncontested zone for their flag to fade. This disrupts their playtime and may cause unnecessary frustration. For example: a lower level player retreating to a capital city of that character's faction in order to avoid or escape a situation of "ganking". After waiting for 5 minutes, the player may then choose to return to their previous location on their home shard, or seek a "shard hop" in order to escape the original situation completely. By forcing a player to wait for 5 minutes, they are effectively being punished for a situation which is often outside of their control (Level 60's in a level 20 zone, for example...).

    2. Discourages pve groups and raids from inviting players who are flagged both on and off pvp shards.
    -> As more and more players reach endgame, raids composed of cross-server and cross-faction players are becoming more and more prevalent. These pick-up-groups, or PUGs, are saturated with players who, regardless of the reason, must leave the raid, opening up another spot. Waiting to pick up another 1 or 2 players for a boss is only compounded when the whole group must wait for the added players to un-flag. In cross-faction groups, each player cannot simply activate their flag in order to quickly solve the problem. Doing so will force the flagged players back to their home shard and the waiting game begins again. Unfortunately, players are currently being punished for acting cooperatively and inclusively.

    3. Participation in open world pve events are complicated by pvp flags.
    -> Being flagged in an open world pve event such as a zone boss or rift event means the player cannot be healed or buffed by fellow players. Unfortunately, if an un-flagged player from a pvp shard moves to a pve shard to participate in a zone event, any activation of a pvp flag will force the player to return to their home shard. This can occur, unbeknownst to the player, if a flagged player rezzes another player. The flag then activates upon accept and returns the player to their home shard, to wait, for 5 minutes, until the flag drops. Should the change be implemented, taking a brief pit stop into a capital city before participating the world event would allow even pvp oriented players to participate.

    By removing or reducing the un-flag timer in capital cities and dungeons, players are effectively rewarded for acting maturely in a situation of harassment, playing cooperatively cross-faction and cross-shard, and for participating in zone events. As it stands, the 5 minute timer interferes with a player's ability to effectively and efficiently play the game. It offers many points of frustration aside from those mentioned above. If you agree, please show your support here, and perhaps this frustrating aspect of the game will be remedied.

    Thank you.

  2. #2
    Champion BehemothDog's Avatar
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    A simple solution for flagged players during an instance (Raid, sliver or dungeon) , is

    *Flagged player shows up
    * raid turns flag on and off again.
    *continue do do the instance
    *5 mins later no one is flagged and no real time is wasted (5 seconds really)

    I dont think you can even invite players of the opposing faction if they are flagged in the 1st place.

    Thats what I have done before.



    Open world events, well its part of the risk flagging in the 1st place, so I would say working as intended.
    Last edited by BehemothDog; 11-24-2013 at 08:51 PM.

  3. #3
    Shadowlander Zpider's Avatar
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    Feb 2011
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    The suggested "auto unflag in Tempest Bay" would solve most issues players on PvP shards experience. I support it, since currently the 5 minut wait is ruining PvP shards.

    Most awful feeling ever is to recieve a resurrection by a PvP flagged person during world events and getting teleported back, but the way this affects raiding and shard hopping is usually what bothers you on a daily basis.

    Fix it!
    http://forums.riftgame.com/image.php?type=sigpic&userid=1060878&dateline=1307  631306

  4. #4
    Ascendant
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    Feb 2011
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    Quote Originally Posted by Laggity View Post
    This thread is to suggest the reduction or removal of the un-flag timer in peaceful cities (Tempest Bay) and in Dungeons (cross-faction raids specifically).

    Currently, entering a peaceful location activates the un-flag timer (5 minutes), so long as a player has not manually set their pvp status to active. This affects players on both pve and pvp shards. Flagging for pvp, or specifically, playing on a pvp shard, can limit a player's ability to access certain aspects of the game:

    1. Players flagged for pvp on a pvp shard cannot transfer or "shard hop" to a pve shard.

    2. Discourages pve groups and raids from inviting players who are flagged both on and off pvp shards.

    3. Participation in open world pve events are complicated by pvp flags.
    All good to me:

    1) I don't want PVPers on my PVE server thanks sitting there waiting for a mis-target from a PVEer, if they want PVP they can stick to their own server.
    2) see (1)
    3) see (1)

    That is all.
    Last edited by Kerin; 11-25-2013 at 05:55 AM.

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