IP Restrictions - 2 minute delays


Mistborn Send PM

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Posts: 43

I've been having a moan in the other IP restrictions thread but that thread was created literally to discuss 2 ip vs 5ip.

This suggestion is being set up to discuss solely the 2 minute delays that have been introduced to every area of the wild. Leaving, re-entering, skipper, logging in/out.

I personally find it the most frustrating thing and will stop playing over it, in it's present state every time I log out of a character to go PK someone on a different character, I have to wait 2 minutes. Every death, npc or PVP related - 2 minutes.

I don't even have two characters near the same level that I can Pilejump or multi anyone on but im constantly waiting 2 minutes as if only being allowed 2 ips in the wild wasn't restrictive enough

I'm genuinely surprised no one else is talking about it/annoyed about it so figured i'd try a suggestion, if everyone is loving it then fair enough i'll stfu about it

Scruby Send PM

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Posts: 6

It was added for a good reason, and hasn't had complains as it is helping solve the multi char jump problem.

Mistborn Send PM

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Posts: 43

Scruby said:

It was added for a good reason, and hasn't had complains as it is helping solve the multi char jump problem.

Helping solve? It's overkill, the issue is solved beyond solved, you could knock this down to 30 seconds and it'd still be solved

Ipk Send PM

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Posts: 79

These timers should be reduced, immediately. 2 min delay and the minute 45 for the skipper is too long. Have the skipper reduced to 45 seconds and the wild delay timer reduced to 45 or 30 seconds. It still does its intended purpose, with the reduced timers.

Mistborn Send PM

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Posts: 43

Ipk said:

These timers should be reduced, immediately. 2 min delay and the minute 45 for the skipper is too long. Have the skipper reduced to 45 seconds and the wild delay timer reduced to 45 or 30 seconds. It still does its intended purpose, with the reduced timers.

Yup, I don't disagree with the logic or its existence, but the overkill is massive and affects too many other aspects of pk/wilderness

For people who might not understand how it works currently. Here's a scenario:

I see someone I want to pk.. I need to log in my other char to play.

Try to login...
2 minute wait..
Ok, he's dead now i'll log back into my other one
2 minute wait..
Ok, he's back now, wants another round...
2 minute wait..

in the current state it will take 6 minutes 30 seconds to relog into another character twice to pk... a pk that could last 2 minutes at best...

Tupac23 Send PM

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Posts: 9

Yea this re-entry with no death timer is killing the pk and loads of people are leaving over it. I myself will not pk while this is in place.

Mistborn Send PM

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Posts: 43

Tupac23 said:

Yea this re-entry with no death timer is killing the pk and loads of people are leaving over it. I myself will not pk while this is in place.

this scenario I think is actually a glitch/malfunction, I did a support ticket regarding this

where u leave and cant get back in and in the scenario you haven't had any other chars leave/enter - if you have a 2nd char that was AFK and logged out, you have to log it back in and then you can re-enter without waiting. or if you have two chars in wild that leave the same time i think that can cause it as well.

it also happens sometimes if you have 2 characters in wild, log both out and then try to log in to the one you logged out of last, 120 second wait and you dont even have a single character online in the game. It's broken.

Personally, rather than changing the time delay or fixing the above, it would be better to recode it completely to a 'Death delay' so any kind of death (preferably PVP but if death is easier to code..)
'You have died recently, you cannot enter the wilderness for 30 seconds'

All of these other delays are having way too much impact on normal players doing normal activities, a small delay preventing someone who has immediately exited by death, immediately re-entering to re-join a fight should be sufficient and can toy with 15-45 seconds and see how it goes..

Overlord Send PM

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Posts: 96

It’s fine stop moaning

120 seconds isn’t a long time

If you don’t want to play don’t play

Mistborn Send PM

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Posts: 43

Overlord said:

It’s fine stop moaning

120 seconds isn’t a long time

If you don’t want to play don’t play

Great feedback, your input is valued.

120 seconds repeatedly every time you change character isn't long, unless you pk at multiple levels, which in small 160 unique IP servers, you tend to do.

Can you not give some input as to why 120 seconds is needed or beneficial to you in some way?

WooGGi Send PM

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Posts: 38

Mistborn said:

Overlord said:

It’s fine stop moaning

120 seconds isn’t a long time

If you don’t want to play don’t play

Great feedback, your input is valued.

120 seconds repeatedly every time you change character isn't long, unless you pk at multiple levels, which in small 160 unique IP servers, you tend to do.

Can you not give some input as to why 120 seconds is needed or beneficial to you in some way?

There are reasons to have the cooldown IF YOU HAVE BEEN IN PVP, otherwise that is clearly not working how it should.
Like you have said this is actually pretty game breaking and should be fixed as soon as possible.

For skipper to have the cooldown it makes perfect sense. In f2p you cannot teleport to Edgeville so having cooldown that matches the walktime is actually a good solution. For accounts that have 25+ magic there is already the option to use varrock teleport and reach Edgeville faster.
The no cooldown skipper was really toxic for castle pk.

Also I personally like that this works as punishment for AFK training in wilderness and dying there but that is pretty unpopular opinion

Mistborn Send PM

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Posts: 43

WooGGi said:

Mistborn said:

Overlord said:

It’s fine stop moaning

120 seconds isn’t a long time

If you don’t want to play don’t play

Great feedback, your input is valued.

120 seconds repeatedly every time you change character isn't long, unless you pk at multiple levels, which in small 160 unique IP servers, you tend to do.

Can you not give some input as to why 120 seconds is needed or beneficial to you in some way?

There are reasons to have the cooldown IF YOU HAVE BEEN IN PVP, otherwise that is clearly not working how it should.
Like you have said this is actually pretty game breaking and should be fixed as soon as possible.

For skipper to have the cooldown it makes perfect sense. In f2p you cannot teleport to Edgeville so having cooldown that matches the walktime is actually a good solution. For accounts that have 25+ magic there is already the option to use varrock teleport and reach Edgeville faster.
The no cooldown skipper was really toxic for castle pk.

Also I personally like that this works as punishment for AFK training in wilderness and dying there but that is pretty unpopular opinion

I think skipper could be reduced, but ultimately deaths in the wild = 2 min delay to get back to edge... I wouldn't complain about a free teleport especially when there is a wait timer... If that was all there was I wouldn't be frustrated at all so I agree with you, as a compromise this remaining would be absolutely fine, afkers & pkers alike.. tp to  varrock if its that big a deal.

If it was possible to make a timer where logout/login is trying to happen whilst in PVP combat, problem solved and a great outcome, as you say, working how it should and preventing the intended action.. even then 1 minute is likely to be more than sufficient tongue