View Full Version : Just for Beta (range & loot)
C5BAMF
10-05-2011, 02:15 PM
PvP Range +/-4 with a dynamic range +/-4
PvP with single item loot excluding no-drop items, primary, secondary, ranged and bagged equipment.
Give it a go, while we're in beta.
please :D
Galacticus
10-05-2011, 02:18 PM
I dont take requests.
Crenshinabon
10-05-2011, 02:24 PM
I would 100% vote this up and play beta more to try this out lol.
ChubbyBubbles
10-05-2011, 02:25 PM
PvP Range +/-4 with a dynamic range +/-4
PvP with single item loot excluding no-drop items, primary, secondary, ranged and bagged equipment.
Please :D
Not sure how any of this helps us test red99 as it currently is since none of that stuff is going to be on it when it goes live...
C5BAMF
10-05-2011, 02:28 PM
Not sure how any of this helps us test red99 as it currently is since none of that stuff is going to be on it when it goes live...
Because we're not only testing mechanics, but also rule set in accordance to interest by majority, and functionality.
Bockscar
10-05-2011, 02:50 PM
PvP with single item loot
Why implement a feature that basically makes it harder to do beta testing? The more time people have to spend camping replacement items, the less they can PvP.
C5BAMF
10-05-2011, 02:55 PM
Why implement a feature that basically makes it harder to do beta testing? The more time people have to spend camping replacement items, the less they can PvP.
Because it's a feature worth testing and the prime opportunity to do it is during beta.
Shwingler
10-05-2011, 02:57 PM
Coin loot has no incentive for me to stay alive and consequently no fear of death. I really want to see item loot and preferably a smaller pvp range to cause a better social dynamic on the server.
Nirgon
10-05-2011, 02:58 PM
It's a shame to see things like this go untested and unconsidered.
Softcore PK
10-05-2011, 03:00 PM
It's a shame to see things like this go untested and unconsidered.
I'm certain that the devs have consider every obvious option, and some not so obvious ones. At this point I don't really care what ruleset they decide upon, just wanna playyyyyy :P
Doors
10-05-2011, 03:15 PM
Item loot = server population takes a massive hit.
C5BAMF
10-05-2011, 03:21 PM
Item loot = server population takes a massive hit.
The difference in range could allow for an over all improved experience while still supporting a dynamic flexibility lessening oor encounters. The functionality and feedback of this rule set is something we won't fully know until it's been tried.
Silikten
10-05-2011, 03:23 PM
Item loot with this dynamic pvp range = lowbie buffs high char = loses item. However, I really would like no dynamic pvp or make it so that only healing flags you. I would also prefer some sort of item loot maybe in the future...
Darwoth
10-05-2011, 03:28 PM
the majority of the folks clamoring for item loot were the perma level 30 naked casters that thought they hit the lottery if they managed to score a piece of bronze or splitpaw armor.
in practice item loot is shit in this game due to the fact that at high level 90% of the server is naked or in shit gear (unless they score no drop) which in turn dumbs down pvp, the only folks risking anything are the 1 in 20 pvpers with resistance gear who in turn is zerged down by those who risk nothing.
the server ends up being coin only anyway.
likewise a 4 level range is total shit, does not support large scale engagements and further restricts pvp combat in the game..
xp loss remains to be far and away the best solution to make sure that there is a risk to losing and a risk that is shared by everyone.
Nirgon
10-05-2011, 03:30 PM
RZ had no meaningful PvP. Only the evil-stomped (derp never saw that coming) SZ had meaningful PvP.
Arillious
10-05-2011, 03:42 PM
Item loot simply doesnt work. It completely gimps melee classes that are gear dependant and promotes a bunch of naked casters running around. Melee classes are already going to have a bitch of a time on a ffa pvp server especially if they arent starting with a group of people. Item loot has been implemented both on live and on past EMU server's and has been been proven to simply not work long term. I think the risk vs reward dynamic on p99 is as good as its going to get. If you die, you lose your coin, your right to stay in the zone and do whatever you were doing, and exp. If you win, you get coin, the right to the zone(until someone else comes along), and bragging rights(Most importantly).
Bockscar
10-05-2011, 04:09 PM
If PvP itself is not enough for someone, they're not the target audience of this server. That has been made abundantly clear by Rogean. They may eventually consider some kind of alternative to itemloot, but I very much doubt it'll ever happen. Anyone with any sense knows that it's not good for the game.
Envious
10-05-2011, 05:41 PM
If PvP itself is not enough for someone, they're not the target audience of this server. That has been made abundantly clear by Rogean. They may eventually consider some kind of alternative to itemloot, but I very much doubt it'll ever happen. Anyone with any sense knows that it's not good for the game.
Agreed.
I prefer it, but it is bad. ESP considering how hard it is to farm items with Project 1999 coding.
Envious
10-05-2011, 05:42 PM
Meaning drop rates and spawn %s.
Nirgon
10-05-2011, 06:20 PM
hard it is to farm items
Really putting those motor skills to the test farming those items. Btw "camp check" no longer applies here.
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