while i think the death counter needs tweaking and is a little quick to lock you for over 1 minute, the new players won't know any difference so won't leave because of it as its all they know and its not a unique feature to EU.
prehaps getting hit by a shared loot mob doesn't increase timer, this would help the waves
Sure, new players will not know the difference. They will just wonder why this game got this weird "extended timer" compared to other games they play. And maybe since there does not seem to be any good rational for such a timer, maybe this game just has other weirdness as well and may as well decide it's not worth trying it out for an extended time.
Can you imagine a newbie, logs in, gets some newbie gear, runs around, trying out stuff by going around shooting stuff. Very very soon the newbie will notice that he/she is waiting for alot of time to revive, compared to the amount of time actually spent shooting stuff, exploring stuff. And guess what, if he msgs in global chat asking about why this is the case, most people will see OooOoOo and will not know what is he asking. And the newbie may decide people dont want to answer simple questions .....
You see how it can go?
Botters would then just flock to shared mobs....guess we could use them as riot shields.
Maybe have a maximum revive counter on being killed by a shared mobs, say 30 secs. That way its not too long but there is still a delay. Or better yet, bring out some new mindforce revive chips (L) that can be used to revive one person or even a whole "team" at once, new tactic for shared mobs???
So assuming the rational for extended timer is bots, lets make normal players pay for more gear so that they can play like "normal"? What does a bot care if it takes 10 secs or 10 minutes to revive? All that the bot coder has to do is set the timer for revive (depending on how often / soon death happens) and do actions after that. I don't see the revive timer as a hinderance for any half decent coder.
shared revive would be useful, maybe a devine chip with AoE could help teams
Yeap, again, pay more to get more gear to get the same level of game play.
Anyway, they will have to fix one other thing.
I was hunting huons, at Storm's Keep, in Arkadia. Was killed, run out of the revive, and got killed instantly again. The turrets only start to shoot mobs if there is a green dot in radar range. Sometimes the TP can be surrounded by 5-10 mobs and you running out gets you instakilled. While waiting for the 20 secs timer (got killed 2nd time within secs after all), I saw the turret killing the mobs in the revive outpost area.
So, ended up spending 30 secs for revive (10 secs for first revive), run out, instant death (20 secs for 2nd revive) while the mob was regenerating.
Clear the area around revives from mobs - either have turrets always active, or have revive / TP area set as a no spawn zone / no mob for a range of 20m (or more, if mobs in that area have ranged attacks) or something.
On another note, I recall some shared mob events where the mob is actually at the revive area (at twin peaks for example), and people get killed, revive, and die instantly within secs of reviving. So, next time, such events, if you die, revive, and die again, after a couple of this revives happening, you are going to end up waiting a loooong time to revive.
Those events will be great in the future. NOT.