#spawnpoint + protection

1 messages · Page 1 of 1 (latest)

calm fox
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Adding on to existing suggestions of similar topic:

Instead of a spawnpoint that shifts as the player enters a certain area, add spawnpoint anchors.

Players will set their spawnpoint by interacting with an entity (object or npc). Spawnpoint anchors can exist in the form of buildings or objects

Spawn protection should also be implemented for a reasonable area around spawn points. Players cannot be damaged nor stunned by other players in protected areas. Players who are in combat mode cannot enter spawn-protection areas.

Why this should be added: Spawn killing is a persistent issue that ruins the games of many players. While a player could simply log out of the game, spawn killing undoubtedly ruins the game nevertheless. Besides, if combat logging is ever restricted, spawn killing will not only be unfair, but will also cause you to lose progress either way. In dsrpg2, players may grind quests and will want to travel back to the quest giver npc location quickly, most players resorting to resetting their character. However, currently, dsrpg2’s spawn points shifts as the player passes by an area, so if the player happens to enter an area in between their quest location and quest npc, they will still have to travel

Let me know your thoughts :>

kindred haven
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This^^