azxten |
10-26-2022 08:59 PM |
Quote:
Originally Posted by Smedy
(Post 3524919)
duels are trash, the fun part about everquest is the open world pvp, not signing up for a duel ... the more dirty the pvp gets the better it is, the more angry people become the more fun the game is, you cannot simulate this in a quick way but people need to have a massive amount of time invested into the server for it to happen organically, that is the elfsimulator we love.
where is rogean, has he left us? nilberg wru? we have been abandoned bros, bless brad for he would not abandon us, may he snort the finest colombian white in heaven
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I agree but I see dueling as a means to raise enough interest in this server that I care enough to do more. Talking to my own crew I'm leaning towards the scaled damage idea and no level range pvp with permadeath (back to level 1) and fast exp/mob damage.
What I want out of a server is something I can play on while having a life. Progression based PvP requires dedication and time a lot of people don't have. Enter dueling, scaled damage, and fast exp. If you can send someone back to level 1 and full loot them that should appeal even if it only takes them 1-2 days to get back to 50+ instead of weeks. On the flip side if you get sent back to level 1 it sucks but you know you're not out so much effort that you just quit playing. Same with if you don't want to play for awhile, take that 3 month break, you can come back and be relevant in PvP again in 1-2 days not outgeared and hopelessly behind likely forever until the server becomes stale and dead and you finally catch up.
My ideal goal at the moment is to be able to zone into Arena and the server backs up your persistent character save. You can participate in duels there as described. If you leave the Arena to a non-instanced zone it reloads your persistent save and you can play the permadeath open world ruleset.
Duels is also a mechanism to increase interest among the wider EQEmu community. A lot of blue players would try PvP but not with the time commitments involved to learn. Imagine you're a fresh PvP player and you get beat up and do a corpse run 10 times. You're probably pretty much done at that point. You have no opportunity to learn stacking buffs, jousting, and all the rest of the basic EQ PvP skills you NEED to learn to have a chance. If blue players can come duel during idle time without all the bullshit and have a chance to learn they're more likely to participate in PvP in the future.
And I'll just say it I don't even like progression. I don't know what era or how exactly but I'd rather there be no progression. My own preference is something like permanent Kunark era from the start and custom PvP focused itemization on increasingly difficult raids mobs. Some people like Velious, some like PoP, whatever.
That's another part of the dueling concept. What would actually work for EQ PvP? What needs to be adjusted? People have mentioned bind rushing and other common bullshit. Dueling allows quick testing of resists, damage scaling, and other aspects of PvP to arrive at a some kind of ideal that could possibly sustain a population. Take "bowquest" as an example, things like that should be exposed and the meta shifting enough through dueling to see where changes should be made. It's an easier way to get data than a distributed open world PvP situation and the server owners personal preferences of how much bullshit is appropriate to suit their own taste.
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