1) No. Why? It's PvP. You're there to fight and, believe it or not, it can be good tactics to lockdown spawn points. Regardless, even if you make the spawn point a safe zone with a one-way exit (it'd have to be one-way or else teams would hide the flag in their safe zone) players will still kill them as soon as they exit. That being said, I can agree with a 5-second immunity as long as the player doesn't move or start charging a skill. Doing so constitutes willingness to engage. Please note, I hate getting spawn camped, too.
2) No. Why? It's part of the challenge and it's fair and irritating to both sides.
3) Yes. I'd like to know more about who's pwning me!
4) Yes!!! Takes up far too much room.
5) Yes, please. More camera control is good!
6) Haven't used it, can't form an opinion.
7) No. It's part of the challenge and fair/irritating to both sides, just like having the flag suck life out of you over time.
8) No, but with a caveat. I do agree with not starting a match until both teams have at least 3 people actually present (which is currently broken, one person could log off and on several times to reach "3" players on a team), but disagree with making sides completely equal. That being said, there does need to be a "tie breaker". So, if one team has three present and another team has four then a new player would not be allowed to join the team with four, but would be forced to join the team with three. If the game hasn't started yet, a match can't start unless there's at most a one-player discrepancy between teams...
9) No. While I appreciate the intent, you can't just have players waiting in a holding area. Why? It's not fun and it's penalizing them for something that's not their fault. I agree that players dropping during matches is most definitely a problem, but how do you address it without overly penalizing people with legitimate connectivity issues? I'd rather see penalties applied to players who drop matches "frequently", meaning those players who've accumulated a count that exceeds some predetermined threshold for having dropped matches previously. Players with genuine connectivity issues should realize at some point that PvP may not be for them if they can't stay connected, but players that continue to abuse the system will be right penalized. That penalty might be negative energy, for example, but it would have to be banked so it could be applied if the player was already at 0 energy when entering the match (as many of us do).
Something else that could be done is to modify the "leave this mission" screen to include something along the lines of "if you leave this match, you won't be able to perform any other activities until the match is over", which would stop players from leaving to do other game tasks. It won't stop players logging, though, so their needs to be a second option, such as "leaving this match will cost you X <insert gold or experience or a penalty to earning gold/experience for a duration equaling the continued duration of this match...>". Why gold or experience? Because energy can be replaced by logging for a few hours, but gold and experience can't be... Likewise, if a player drops a match that continues for another 20 minutes after they leave then slap that player with a in-game penalty (meaning it doesn't go away while logged out) that limits or prevents them from earning gold/experience for that same duration. Please note, once again, this is only for the most egregious offenders who've passed some predetermined threshold for dropping matches. We don't want to unnecessarily penalize players with legitimate connectivity issues or newbies who log out after being one-shot by somebody more experienced.
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