Not having respawns from the beginning was a mistake, it has spoiled players and from a gameplay and development point of view makes no sense.
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I hope you're being sarcastic, because one of the biggest playing points of Graal for me is that it's casual in nature. It feels good to be able to queue and unqueue for a spar when I want, or to PK freely without any type of limitations, etc. From a gameplay perspective, a feature like that just doesn't fit into a game as casual and social as Graal, at least not to me.
I feel like the PKing community has to go through the same type of realization that the sparring community needs.
In sparring, we have the side rooms at the arena. No good sparrers want to use them because the community sentiment is that it's lame, a form of boosting, and just shameful in general. The only reason it's like that is because we're causing them to be that way. If good sparrers would cave in and spar in these rooms, they'd be looked at differently.
However, good sparrers don't like to use them because they're slow for us. In the main room, you're able to streak and get wins really quickly if you're good enough. So, the "pro sparrer" dislike of the side rooms has created a negative image of them. Now, they're used by sparrers a tier under the "pro" level to get easy wins off of really bad players.
It's the same with mob PKing. Everyone can do it, but people don't want to. People don't enjoy it or they've created this excuse that it's lame or boosting if they do it. Most "pro PKers" seem to PK at towers by personal preference. It's the tier below these players that go to the mobs and make use of them.
Both of these examples are problems created by the behavior and perception of the community, not the gameplay itself.