Talk:Invaders/@comment-99.251.26.68-20140903220156/@comment-25173123-20140905030625

Go ahead and make yourself an account so we don't have to refer to you as AWC or by your IP, it's free and simple to do. :)

As for the kick idea. I don't see it as being any worse an idea then how FORM decided they would make it near improbable to take down a boss with a player summon without first having to challenge numerous invaders prior to a summon being available. A vicious cycle for many that are simply looking for help but finding the invaders are spawning quicker then summons.

It would just need to be fleshed out. Invaders obviously wouldn't enjoy being kicked from every invasion, just as we don't like to be invaded on every boss run attempt. If we are talking an option to kick a player while he has initiated an invasion (obviously not in the middle when you are simply losing the battle), then maybe having it be a one time use ring that can turn invaders into phantoms that can't be interacted with by either side? And said ring activation (triggered by invader spawning) then gives the pop up button option for invaders to watch the host or to leave. With the ring being as you said a hard to earn item. Maybe as hard as the Titanite Slabs? (of course giving everyone the option to choose ring as starting gift.)

This would still allow invasions to happen basically as already designed but give a little reprieve for gamers that are trying to get their game on without the invade train changing their current progress from co-op to PvP at the wrong moment.

In similar talk, they have a spell that allows you to reset the invader timer to zero so invasions can happen quicker. So something in the opposite direction would be nice too?

So many possibilities if only FROM had sat down and fleshed out the entire invasion premise instead of making it as tormenting as it currently stands. (to the point of game breaking the summons process for many with the lower number of available summons versus invaders in an area.)