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JerSar
11-25-2012, 02:03 AM
How cool would this be:

PVP enabled for all levels. Coin loot + one item of choice excluding bags. All items barring Epic/Certain items are tradable.

Leveling is x3 times as hard as the current classic leveling is, no EXP loss on death.

No buy-outs, gratification is thanked and that's it.

I would play it.

Sirbanmelotz
11-25-2012, 03:57 AM
Good luck, have fun faggot

McMuffins
11-25-2012, 04:25 AM
Good luck, have fun faggot

Reported for idiocy.

Slave
11-25-2012, 04:27 AM
I would play: hardcoded teams + any loot rules whatsoever
I would not play: no teams + any loot rules whatsoever

But I've long thought that a Fironia Vie-type ruleset would be very conducive to an item loot server.

pharmakos
11-25-2012, 05:14 AM
lame idea is lame

Sturgeon
11-25-2012, 06:44 AM
We can barely get Red99 to break 100, why add another server that would take away from Red99?

Anesthia
11-25-2012, 09:10 AM
Go play DayZ or Darkfall: Unholy Wars and stop making retarded threads.

Llaile
11-25-2012, 12:08 PM
How does removing XP on death make it harder? Go play WoW.

Swish
11-25-2012, 12:49 PM
Leveling is x3 times as hard as the current classic leveling is, no EXP loss on death.


Assuming for a moment that the server takes off.

Those who get ahead by 10-15 levels are going to be permanently looting cloth armor from those below them. You can't push the XP rate in a way that would further handicap lower levels...XP loss or otherwise :/

Team PvP is about the only thing I can think of that would really make me want to affiliate with a PvP server properly.

McMuffins
11-25-2012, 04:06 PM
Since when did this become rnf? Go troll elsewhere.

stormlord
11-25-2012, 09:21 PM
How cool would this be:

PVP enabled for all levels. Coin loot + one item of choice excluding bags. All items barring Epic/Certain items are tradable.

Leveling is x3 times as hard as the current classic leveling is, no EXP loss on death.

No buy-outs, gratification is thanked and that's it.

I would play it.Sorry, buddy, but it ain't that easy.

I played exclusively on Sullon Zek from 2001-2005. So, I get where you're coming from.

What I'd like to see is something that scales back on its PvP ambitions and goes in the PvE direction. The problem with PvP is, well, players. Players are too smart for their own good. They end up making the game far worse for others than it would otherwise be. While I like PvP and think it's as competitive as it gets, I think that, in general, for population to stay high(er) the game has to focus on its PvE instead because PvE can be controlled and balanced, whereas players will hack/cheat/steal/etc and resist containment. Of course, I think PvP should always be an option. All I'm arguing for is some servers that're hardcore PvE.

To make a challenging game you have to do more than just up the experience needed to reach the next level. See, there're so many factors when they design a game. Everything is interlocked. When you change one thing, you can break the game. It's like you're doing surgery on a patient and if you break the wrong vein you kill them. Rather than jumping into your patient, you have to intelligent and methodical. It's the same with games. You have to be well aware of what you're doing before doing it.

Let me explain... If you only increase the experience requirements to level and do nothing else, what you effectively do is require the player to spend more time leveling. Without increasing the amount of content for players to do this will probably create a situation where things become more repetitive for players. They'll be doing things more than once more often. This is not good for the health of the game. However, I have to admit that SOME repetition is healthy. For example, when you're learning a new area you require some repetition to memorize the landmarks. It's the same for dungeons because you have to learn all their twists and turns to navigate. However, if there's too much repetition it will not facilitate learning, it'll stunt it. The key to knowing when this happens is sort of subjective, it's not a perfect science. Turning to my own experience as a player in different games, i can attest that repetition is not always bad, but it sure can be.

Challenge is not in how hard something hits, it's in all the many ways you can survive the blow. In the same manner of speaking, challenge is not in how long it takes for you to level, it's in the many ways you can alter your rate of advancement. In brief, challenge is not a rule, it's a choice. The area between making the wrong choice and making the right choice can spell the difference between challenge and its absence.

So if we want to make a "hardcore" server we need to focus our efforts on a broad array of choices for players to make so that the game can be compelling to them. This requires more time than just changing a couple generic rules. It's the difference between searching for something half drunk in a thick fog and searching for something in the bright of the midday sun with a fine tooth comb.

Now, that doesn't mean I don't favor big hits or penalties. As a matter of fact, if the bad guy that you fear hits like a scared baby then that's going to detract from the enjoyment, no? The big bad guy has to hit like a horned giant that come out of satan's excrement. But if his/her big hits don't come with big smarts and engaging gameplay then all it's going to do is send everybody home in a body bag.

People can't have fun if they can't sometimes win. That's the key.

So we focus on a mixed and broad array of choices and big hits and big smarts and we leverage our balance sheet by ensuring players can at least win sometimes. And this is going to require a lot of time to create. 100's, maybe thousands of hours. And this is only the conceptual stage. Then we have to implement and that will require 100's or 1000's more hours to finalize and have ready for the player.

Let me add that when I say "hardcore" and "ensuring everybody can win sometimes" in the same sentence, I don't mean hand outs or giveaways! I don't mean cupcakes and rainbows. I mean that to win you really got to think and pay attention or you get run over by the 400-ton tank from hell. All I'm trying to get across is that if nobody can win then it can't be fun. Winning by default is NOT what I'm talking about.

As a MMORPG player, I don't like in-game maps and favor games that don't have them. I like some penalties. I like complex aggro mechanics; trains, adds, etc. I like kiting. I don't have any major disagreements with corpse runs other than that I think the average player needs a couple more tools (notice I said tools, not freebies!). I don't like games that have simple statistics for equipment and other things (to satisfy those people who're not number-friendly). I like to be thrust into a dangerous world that doesn't go out of its way to save me or protect me from harm. I like a game when it's not afraid to hurt me or even crush me under its extreme weight.

Generally, I like a game that is what it's (it doesn't baby me) and doesn't feel too repetitive. I think what bothers me more than anything else in a game is when it WON'T let me get hurt or make a bad choice.

stormlord
11-25-2012, 09:56 PM
On behalf of my previous post, I'd like to make an ammend and say that I'd rather shoot too much and add too much content to the game than I would come up short and cause repetition. Granted, too much content is a waste of developer time because most of it won't be consumed by players, and too much of it can confuse players, but in my provincial opinion, that's where I'd rather make my error if it were a choice.

But in the world of $$$$$, I think ti's more common to come up short. Managers are always banging on the doors and smacking the windows and screaming in high tones to GET ER DONE BEFORE CHRISTMAS. I think that to make too much content requires a manager that's not so obsessed with the bottom line.

Sirbanmelotz
11-26-2012, 02:58 AM
Tldr

Sturgeon
11-26-2012, 05:09 AM
Tldr

Quiksilver
11-26-2012, 08:39 AM
Does anyone remember Discord? I tried it for a week...

Here are the rules (http://www.vgln.com/pc/107186172465029.shtml)

I thought that the winners were going to be high level for sure but nope.

Here's the list of winners (http://www.mombu.com/games/everquest/t-discord-server-pvp-winners-3589644.html)

galvaunis
11-27-2012, 02:27 AM
10x leveling speed, permanent death, full loot

HippoNipple
11-27-2012, 06:01 PM
Leveling 3x as hard? This guy doesn't know how to attract a PvP crowd.

Leveling is already 3x as hard by the fact that PvP is implemented. Last couple nights I have logged onto p1999 red I have gotten on to level up and spent 75% of my time PvPing.

gloine36
11-27-2012, 11:01 PM
The whole thing is a waste of time. There is no crowd for this style of play so it sucks up time and money from the main server. If some PVP people have more money than brains and want to pony up for it, fine. If not, then just drive on with the main server and let the PVP crowd go start their own server.

McMuffins
11-28-2012, 10:26 AM
The whole thing is a waste of time. There is no crowd for this style of play so it sucks up time and money from the main server. If some PVP people have more money than brains and want to pony up for it, fine. If not, then just drive on with the main server and let the PVP crowd go start their own server.

Never said "Rogean should".