Project 1999

Project 1999 (/forums/index.php)
-   Green Server Chat (/forums/forumdisplay.php?f=73)
-   -   Ok I’m officially ready for a new PVP server (/forums/showthread.php?t=416327)

Bockscar 03-13-2023 12:09 AM

Race or deity teams just don't work because of the inherent imbalance. You could only have race based teams if cross teaming is possible and that's a shitshow in its own right. Is absolutely crucial that every team has access to all classes, otherwise the team with the best classes just wins by default. Which team do you think won SZ? Spoiler: not the two teams that were unable to summon corpses, FD and rez to save a wipe, or feed mana to clerics. Turns out that druids, paladins and rangers just ain't very important. TZ and VZ had cross teaming so their team dynamics were irrelevant. No team based server ever really functioned properly.

Bockscar 03-13-2023 12:18 AM

Item loot is out of the question as well. Nobody will play on a server where every time you get ganked, you lose your best item. At best, people will bag their shit instead of fighting back, or just play naked, in which case item loot serves no purpose; or, more likely, they would avoid PvP altogether. People talk about RZ as if it was the Pinnacle of PvP, but in reality it was the PVP server where the majority of players were against PvP. It was a joke that people now harbour inaccurate nostalgic memories of. The reality is that item loot created a server of cowards and wannabes who liked to say that they played on a PvP server, but avoided PvP any time there was any chance that they might lose.

pink grapefruit 03-13-2023 12:27 AM

Quote:

Originally Posted by Bockscar (Post 3588122)
Race or deity teams just don't work because of the inherent imbalance. You could only have race based teams if cross teaming is possible and that's a shitshow in its own right. Is absolutely crucial that every team has access to all classes, otherwise the team with the best classes just wins by default. Which team do you think won SZ? Spoiler: not the two teams that were unable to summon corpses or feed mana to clerics. TZ and VZ had cross teaming so their team dynamics were irrelevant. No team based server ever really functioned properly.

If this is the major complaint people have, I would truly prefer a system that automatically assigned your IP to a team when you made your first character regardless of race, class, deity, etc. Like you find out when you first enter Norrath if you're Team Yellow or Team Orange- both teams get the entire spectrum of playable characters. And maybe pvp could start at level 2, so people can run to a safer area controlled by their team and can beg a bind before really starting their pvp experience.

This would break up all the existing alliances, from bluebie guilds to griefer loser guilds. And it wouldn't make me cringe nearly as much as the gnome/iksar team would lmao.

Maybe they could even get fancier with it, and if one team starts to pull way too far ahead of the other they change the ratio of new yellow:orange players to breathe more life into the underdog team.

Gustoo 03-13-2023 04:12 AM

Nilbogs teams were race based but custom 2 teams that didn’t leave any team highly lacking

Item loot is the best way to play even if it reduced pop it means a better server for the whole level range rather than a relaxed server at the high level bracket. Red 1.0 tried to cater to raiders like most of project 1999 and it didn’t serve the server too well.

Having to risk your gear is an important part of a pvp engagement that puts the griefer at more risk than normal. An average player grinding can wear gear that is not worth being PKed for and easily progress through the game. So it’s a happy anti- twink as well.

You invest more heavily in items that aren’t lootable like your held items. Other stuff changes hands rather freely. It’s a different economy and I understand that it’s kinda hard to grasp what it’s like for someone who’s used to holding on to all their pixels, but it solves a lot of problems despite the few it causes.

The only other alternative to making low level PvP less than a simple nuisance is to eliminate the pvp level range so that whatever level allies can engage whatever level enemy teams if they happen to be in your territory. This obviously causes lots of problems too by simply allowing lowbies to be murdered wholesale if a max level shows up.

However the worst case scenario is what red 1 had, which is twink PKs binding near popular leveling spots and haunting them indefinitely. For the lowbie victims there was no reason to even fight back because the guy would simply come back in 5 or ten mins and continue to disrupt your leveling until you leave. If there was good combat he would stick around. So you log for a while on an alt and come back after you /w all ENEMY and it shows he is offline.

And he would be on an alt too and come on after you had been leveling for ten minutes again.

This meant that pvp was a simple nuisance to avoid while seeking levels. At level 60 you would fight for meaningful high level mobs so it was OK. Therefore, ruins the low level game and is fine for high level, AKA a bad idea.

Item loot means the twink is worth overcoming because every once in a while pulling his 80hp ring wouldn’t make a clean suicide and you could loot something, stuff it in a bag and keep it to sell to put towards a good weapon which your PK enemy could never take from you.

OR no level range means the PK is going to be as high level as possible which means any of your team can all attack him at any time so he won’t be hanging in unrest since everyone would have their high level alt nearby if a PK presence became a problem.

So it’s not like item loot is perfect it’s just the documented best way to make pvp good for the most people. Sorry it means you can’t wear a fungi all the time, that’s just how life is.

sajbert 03-13-2023 07:32 AM

Having ante in PvP is fun but sadly EQ doesn’t lend well to a loot drop mechanic. This game isn’t EVE Online.

Honestly, IF for whatever reason you thought PvP was a good idea then why not just get rid of XP loss upon death altogether and keep standard XP rate. On top of that restrict bindable locations. Heck, spawn your corpse at your feet upon revival of we wanna do away with some of the hassle and griefing, even if that effectively gives all melee classes a sort of gate ability.

Instead of being worried about mobs robbing you of XP and reporting anyone who steals your camp and whatnot you can simply worry about players tryin’a kill you and murder anyone who you don’t like.

gradyk 03-13-2023 02:27 PM

some great ideas in here already!

Old_PVP 03-13-2023 04:07 PM

https://i.imgur.com/wz7wpjZ.png

No point arguing with these bluebie nerds. The funny thing is we are all EverQuest nerds, and we all play on the exact same server. The only difference is Red players have 1 more option available to them, giving them a more diverse gaming experience overall. What bluebies fail to understand is that all their current troubles could be mitigated or solved entirely just by flipping on a mechanic which already exists in the code. Raid disputes, camp disputes, lists, rotations, "play nice" crap... LOL. Everything they can possibly "LawyerQuest" about can be solved with simple PVP! Go teams PVP if you want to cater to less hardcore and attract more blues. But sadly it will never happen. We've been having this same discussion for 10+ years on this project alone. Devs have checked out.

Also, I agree with Gustoo. Item loot has it's merits which generally people either overlook or don't understand. It is essential in creating an "anti-pk" atmosphere in my opinion, and anti-pks are essential to creating a healthy populated PVP server. Otherwise you end up getting a server with all wolves and no sheep, which is bad for business. Not having item loot also breeds the super twinks who run amok with no way to kill them and no consequences for them.

Gustoo 03-13-2023 07:19 PM

Basically it should just be classic rallos rules with modified implementation of “legacy items” with optional server termination destination meaning when server is dead you can transfer guaranteed to red 1 or blue for your final resting place.

That way it’s low risk to play a toon there for would be blue people that don’t want to lose their time investment.

Don’t worry nay sayers, if it’s bad it will fizzle out like red 1. If it’s better it won’t fizzle so badly.

Additionally red 1 should get whatever ruleset red 2 has since red one ruleset is overal worst case scenario even though it seems benign. Okay a 8 lvl pvp range would be worse.

pink grapefruit 03-13-2023 07:35 PM

Honestly the squibbles over rulesets are just fun mental exercises. Whatever the ruleset is we'll all be there regardless I think.

Please just give us the new server :(

DeliciousHalflings 03-14-2023 01:39 AM

Quote:

Originally Posted by pink grapefruit (Post 3588470)
Honestly the squibbles over rulesets are just fun mental exercises. Whatever the ruleset is we'll all be there regardless I think.

Please just give us the new server :(

No. Stop trying to waste time with your pvp ree ree bullshit.


All times are GMT -4. The time now is 03:12 AM.

Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.