After testing the timer in beta worlds repeatedly I can confidently say that it is too long. If the beta worlds saved progress, we could see players simply log out before another person can attack them. The dark bow on accurate setting takes 5.4 sec to fire. That's long enough to pj someone off of the user in the current system. I don't know how long the pj delay is now, but it’s clearly a bit shorter than the dark bow att cycle, perhaps around 8 ticks. If worst comes to worst, we could meet in the middle and do 12 tick (7.2 seconds) for the PJ timer. Again, I’d rather have a 16-tick pickup timer with everything else unchanged.
Regarding non-pker complaints about struggling with today's landscape, let me just put it this way: I didn't know how to "nh" (tribridding, use overheads) until 2017. And I forced myself to learn
because
I was getting harassed by skilled pkers. I get that certain parts of the playerbase are content with not putting any extra effort to adapt to the improved skillsets of another, but why the hell should pkers be handicapped to close the gap? Generally, with today's equipment and techniques, it's easier to tank an attack from a good pker than to do the attacking. The latter often takes several months of practice to develop consistent offense under pressure. A 16-tick PJ timer is ridiculously long from that perspective.
Takeaway:
1. I urge content developers to consider a PICKUP timer instead of a universal PJ timer; 16 ticks immunity for a player after achieving a kill in the Wild.
2. If you insist on the PJ timer as proposed, make it less restrictive by shortening it from 16 ticks.
03-Dec-2021 04:01:39
- Last edited on
03-Dec-2021 04:04:55
by
alexxa