#The respawn system combined with task failure makes endgame tasking in contested areas impossible.

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bold night
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Just had a fight at YBL where we killed the same player 7 times (I personally killed them 4 times IIRC). They kept coming back by helo over and over. The first couple times they came back with full kit. Then he started to come back naked with an M4. Then (I think on the 5th time) he geared up again because he brought up a friend. Then after they both died he started coming back naked again. This all happened in a timespan of 20-30 minutes.

It's unreasonable to expect players to maintain greater than 7:1 kill death ratio just to complete a task. Especially in a game where PvP comes down to some luck (even if its a small amount of luck). Eventually the zerglings will overwhelm you and you'll never have enough time to do the task.

Suggestion: Add a generous but exponentially increasing respawn timer (up to cap) if you continue dying over and over and over again. This must include base camp respawns because some locations are very close to certain base camps.

This would not hurt normal gameplay (eg: PvE, normal PvP). This would only be for those extreme case where players are repeatedly dying over and over.

How has the "failed task" system made this worse?

Well, mainly that a single death is a complete loss of the objective for that play session. So the people tasking have only one try. But the people trying to disrupt the task have infinite attempts to do so.

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I'd also like to add that the length of some tasks exacerbate this issue. If you play the game naturally (no looking things up on wikis) then you could easily spend 30 minutes in an area looking for clues (like door codes) or keys you might need.

Imagine doing this while a single (or sometimes horde) of zerglings keep relentlessly pushing the location and attacking.

weak garden
bold night
weak garden
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Yep. And then the winners leave and the COP gets taken back 10 mins later anyway lmao

bold night
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lol yep