Battle Fatigue

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Razielhell
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Re: Battle Fatigue

Post#11 » Mon Sep 05, 2016 10:02 am

It doesnt save on Database though...so if you relogg its gone.
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Azarael
Posts: 5332

Re: Battle Fatigue

Post#12 » Mon Sep 05, 2016 10:04 am

Whoops! Let me fix that RQ.

kryss
Posts: 456

Re: Battle Fatigue

Post#13 » Mon Sep 05, 2016 10:11 am

Rebuke wrote:Who the hell even dies in Pve?
It is (was?) also for pvp deaths

ursvamp
Posts: 29

Re: Battle Fatigue

Post#14 » Mon Sep 05, 2016 10:56 am

What a mistake, holy cow.

Resteloin
Posts: 17

Re: Battle Fatigue

Post#15 » Mon Sep 05, 2016 11:28 am

If my memory does not fail me, the healing cost was tied to the level of the character back on live. That would be less harsh for new players with low level characters, since 20s per death is pretty steep for starting players in t1.

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Azarael
Posts: 5332

Re: Battle Fatigue

Post#16 » Mon Sep 05, 2016 11:32 am

Resteloin wrote:If my memory does not fail me, the healing cost was tied to the level of the character back on live. That would be less harsh for new players with low level characters, since 20s per death is pretty steep for starting players in t1.
It is the same here.

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Combi
Posts: 123

Re: Battle Fatigue

Post#17 » Mon Sep 05, 2016 11:33 am

Rebuke wrote:Who the hell even dies in Pve?
I did all the time, when i wanted quick travel to the neares flight master from the other end of the world ;)
xrealmer

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TenTonHammer
Posts: 3806

Re: Battle Fatigue

Post#18 » Mon Sep 05, 2016 11:43 am

Rebuke wrote:Who the hell even dies in Pve?
You ever tried doing an epic quest solo ?
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Neflak
Posts: 59

Re: Battle Fatigue

Post#19 » Mon Sep 05, 2016 11:44 am

BrockRiefenstahl wrote:What, when did they bring this bullshit back? Seriously this cant be true... I was so damn glad when i realized all this money sink is gone. If they implement it back in RoR i am done...
Bye!

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psylock81
Posts: 13

Re: Battle Fatigue

Post#20 » Mon Sep 05, 2016 12:12 pm

I am sorry to say this but currently Battle fatigue is counter-productive and should not be implemented in this fassion.

1. There is still inactive content (dungeons, buggy PQs) which are required for people to properly farm without turning the entire experience of WAR into a repeatable grinding fest.
2. Imo, If Battle fatigue is to be implemented then One must be able to play 1 hour of oRVR (minimum) for every 15 minutes of farming (maximum).
3. Battle fatigue back on live was implemented in order to make the player grind more and thus play more and thus PAY more (but this is not the case in RoR so why?!).
4. Why punish the new players that dont have the gear to survive oRVR lakes or they have RL and cannot play as much and thus cannot farm gold fast enough? Do we want people to stop playing all of a sudden? Yepyyyyy.... empty keeps :) (Being sarcastic here).
5. So if oRVR and PVE generated Battle fatigue does the same apply in SC? If it does not then all will do SC and oRVR will die (bye bye good fights). If it applies in SC then bye bye SC, cause you die more there :).
6. If Battle fatigue is to be implemented then Time/Cost should be like 5 mins / 10 silver or else the oRVR pace will drop drastically (lower geared or poorer players will have no insentive to enter the oRVR lake).
7. Higher geared players will also lose in the long run cause they will have less people to fight against.
8. Why is Battle fatigue introduced in the first place? Because it was on live? for realism? for balance in the oRVR lake? I just dont understand what Battle fatigue is trying to fix, some help please?!

I hope i don't sound offensive or anything because that is not my intention. I am just trying to make some constructive critisism in order to help developers/players have a smoother experience, i hope i am doing a decent job :) (If not i will just shut up i guess :)).

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