Ark Respawn Allowed In 30 Minutes

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Lilly Solo

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Aug 4, 2024, 7:44:06 PM8/4/24
to sapinbuigue
Detaileddescription: Rather then allow people to accept-death after 2 minutes, allow them to accept-death after 10 minutes. Additionally don't automatically respawn them after 10 minutes.

How would your suggestion improve the server? It would prevent people from re-spawning after 2 minutes to avoid role-play with FD, PD and coroners (something cop baiters do a lot to avoid the RP after crashing during a chase).


Additionally it would prevent people automatically respawning after 10 minutes if FD/admin hasn't yet reached them to /revive for an RP scenario (e.g. they're trapped in the wilderness and it's going to take a while for help to get to them.)

That way if someone wishes to respawn (e.g. no admins/FD online or they know that no one is going to help them or it was a bug/glitch.) they can still do so, but after 10 minutes. If someone wishes to remain dead/injured they can also do that, for as long as they like.


Additional information: I know waiting 8 minutes longer may seem tedious for those of you who were bugged/glitched and not able to be revived via /report (e.g. no admins available) but it gives us in the FD and the LS Coroners more chance to roleplay, as unfortunately a lot of the scenes we turn up to the person isn't even there anymore to give us details in /do and /me - which is vital for FD and LS Coroners to be able to carry out their roleplay. Besides, 10 minutes isn't that long at all.


I can understand the frustration from both PD and FD regarding that matter, and therefore I would partially vouch for it. However if this is going to be a thing, the developers need to make sure the player is not completely frozen during that period of time, so he can still move the camera around his character. Otherwise people will get easily annoyed as being stuck in an animation on the ground for ten minutes will be seen as a punishment rather than an opportunity to roleplay injuries properly.


I agree. They should be able to move their camera around and use the chat, and change their animation - especially as when FD arrive the first thing we do is /revive our patients so they can do this. After all it's up to the patient how they RP their injuries. Some may choose to be responsive and able to talk or move, others not. It's also up to them to make sure their condition matches the type of scenario.



They just shouldn't be able to move on the spot so you don't have dead people running around like it's Resident Evil over here.


Personally I don't see the issue with the two minute timer, it's convenient if anything. The amount of deaths I've had due to bugs or falling with jump r is huuuge. I wouldn't want to be stuck on the ground for ten minutes waiting for it. But the auto respawn, I don't think it should be a thing at all. Players should have to decide when they respawn once dead. Giving them a chance to roleplay things like coroners, etc. Maybe adding a drag feature or something along those lines to pull people into the back of vehicles so they don't need to be /revived on scenes and coroners can actually remove dead bodies. All for the sake of immersion after all! I hate roleplaying with the ground.


Yeah I'm a bit half and half on the 2 minute or 10 minute timer. The real point of this suggestion is to stop the auto-respawn. I want to be able to roleplay with the injured and deceased. Being able to drag bodies would be ideal.


Agreed. As a member of PD, I can't count how many times I've heard people say they can't do anything because they're dead scriptwise and you have to get an admin or just let them respawn. Moving bodies would be a fantastic addition to the game, people wouldn't have to be /heal'd and awkwardly walk alongside FD to be "dragged" or transported by gurney to their ambulance and whatnot.


If moving bodies was a thing, I think that'd be really useful, like stated above would keep the continuous flow of RP going and not RPing with someone who is invisible because they already accepted death.


Giving them a chance to roleplay things like coroners, etc. Maybe adding a drag feature or something along those lines to pull people into the back of vehicles so they don't need to be /revived on scenes and coroners can actually remove dead bodies.


This change has had an overwhelmingly negative impact on gameplay, both for those of us who enjoy attacker and bomber aircraft, and for those more interested in direct PvP with fighters as a result of encouraging even more idle behaviour from attackers/bombers.


I realize, that this change likely comes hand in hand with the fact that the F-111 has such an absurd payload, capable of destroying some 6-7 bases if I understand correctly. If bases respawned at their previous rate of 30 seconds give or take, I could see how this aircraft could be an insanely effective SL and RP farmer.


This is often not viable at top tier, as per my post if you even read it. Matches end before bases have a chance to respawn a vast majority of the time. You are also asking players to be even more idle, by climbing, or waiting at the wayside. This improves the game mode how? I absolutely agree with climbing at lower tiers, with props. Top tier is a different animal.


A 30 second respawn will lead to the gameplay we had when we had a 30 second respawn. Everyone and his dog is bombing bases and will then likely be shot down. That is not how any conflict would go but mindless instead. It is nice for grinding but if you want that, arcade is your friend for bombers and attackers. A 5 minute respawn will reduce this effect, because the number of initial bases will simply not be enough for all bombs. So players will have to consider other options if they can. Possibly before takeoff. They also have more options when they refuel.


I have been playing top tier today (not top BR) and did not observe this. In one case did the game end seconds after I destroyed a respawning base, but otherwise it just ended later. Top BR is always a messy clusterf*** which should not be the yardstick for the game mechanics.


Yep! I am aware of that. Though unintended and a bug, it was a great quality of life change. It is not unheard of for game developers to implement things that at first, were bugs. I realize that 30 seconds is absurdly fast, however I would like to put to the developers that (at least in the case of top tier, where battles can end very quickly.) 5 minutes is far to long. Perhaps a good middle ground might be 2 minutes.


@Zaelis Well written! I do think that 30 seconds is far too fast but 2 minutes would be a great middle ground. That gives your slower aircraft - A-10, Su-25 - time to get there, the base respawns just as they get there and then they can contribute to the PvP battle with the missiles they carry and their guns. If the enemy has been beaten back they can attack the AI ground targets that contribute more to enemy ticket loss but do not give the RP rewards that bases do.


Absolutely agree. Though out of the scope of this particular suggestion thread, I do think air RB needs some serious attention and rework. There have been attempts in the past with RB EC, which imho I think was on the right track to making air RB more varied and interesting. More and varied tasks, discoverable objectives, capture points, dynamic spawning of ground units/battles, utilizing the whole map rather than cramming everything in the center, and reworking the rewards given for certain targets (AAA, Artillary, Howitzers, Light pillboxes, Pillboxes, Bases) to make them viable targets of the player would be amazing.


However, there is a problem with that. If someone dies (for whatever reason) before or after a mission: They have to wait these two minutes that are only meant for during the mission.

So I wanted to create a Zeus module with Achilles that lets you set the respawn timer. I found "setplayerrespawntimer" and build the function for the module and it works. However, it only works for one time. So if I set the timer to 5 seconds and die respawn takes 5 sec. If I die again it takes 2 minutes again. So basically it sets the respawn timer only for one respawn.



Now comes my obvious question: Is there a way to set the respawn timer for every player in a mission until it's changed again?



Thanks in advanced.

Many Greetings

Moony

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