"I'd like to reiterate and agree with everything said in this post - the change to spawn bubbles (granted, for a fix within PvP) created issues with team looting. He's correct to point out that some AOE weapons do not any longer do damage while the spawn bubble is up."You beat me to it! I was going to post about this myself.
Disclaimer: Possible technical obstacles aside, I'm posting from the perspective of the possibility of implementation. I thoroughly understand that this issue may currently be technically impossible to remedy in the game's current state. POTCO had it right - so there may be hope!
I'd like to reiterate and agree with everything said in this post - the change to spawn bubbles (granted, for a fix within PvP) created issues with team looting. He's correct to point out that some AOE weapons do not any longer do damage while the spawn bubble is up. Grenades still work, allowing for a soloing of gold room or the veterans at Kingshead, but broadswords (and maybe more importantly, dagger Whirlwind!) do not work during the spawn bubble duration. This reality does indeed retract from team looting, and is arguably maybe even more of an issue when group looting at lower level groups such as the aforementioned Kingshead group. Lower levels here, leveling sword with a broadsword, are sometimes prohibited enough hits to count for rep/loot when playing with higher level players. Also, with the draw bosses created towards group looting (and unbalance of loot quality), this currently flawed mechanic does not encourage looting elsewhere, further adding to overpopulation problems at bosses. I think this mechanic may be the first step in revitalizing non-boss leveling and non-boss team looting alike. I do not think that this change is "only for the looters" or benefits only looters. This mechanic has a lot of bearing on leveling success with groups of enemies for lower level pirates.
Assuming this mechanic could be reverted, I agree with Beggar - and more specifically Bort - that this problem should be prioritized more. I hope this post brings to light the nuances behind why the players would like it back and that it is not a non-issue.
And thus the issue with the mentality the invincible should be not invincible for certain situations to make things work easier for mega group looting. Nothing NOTHING should have been damaging or tagging during invincibility spawn bubbles. That's why they're called invincible spawn bubbles. If in PVP, you can't hurt them and they can't hurt you. Period.
Get rid of spawn bubbles in PVE and then the mega group looting would prove it's the group causing the hardship without doubt, not the game.
Hardship as in slowing the game down for other players who don't have the advantage of bleeding edge machines and 1 gig connections.
Not being able to tag a enemy in groups isn't the bubbles fault, nor the games. It's created by non game design playing tactics.
And can't even compare this issue with invasions, where that IS a game mechanic where the design is for people to group up for a common event. Group looting is a player/user phenomenon, normally not a game breaker or issue in itself, but the stress on the servers could be a problem. 25 people looting the twins certainly drags down most peoples experience with the minority not stressed too much.
GET
RID
OF
PVE
SPAWN
BUBBLES!!!