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Originally Posted by Kergan
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I disagree completely, and this is coming from direct experience playing in the high level raid/pvp scene on both RZ and SZ.
The hardcoded nature actually encourages PVP, not discourage. There is simply no reason to stop and think if you should attack someone - they can do absolutely nothing to help you so you attack them.
Just a small example from my daily EQ life right now...
So I've been killing spectres in Feerott. Maybe 50% of the time when I log in there is someone there. Generally it's another unguilded 40-something like myself, so I ask how many they're clearing and ask if I can take a few spawns. Sometimes we end up grouping if its a good combo. 0 times in roughly 5 levels there has there been PVP over this "contested" content. Essentially, we decide that the benefit of working together (or at least not killing each other) outweighs the benefit of a fight. Several of these people I've /friend'ed and talk to on a regular basis now, which I tend to do with any decent player I group with the population being what it is.
That's RZ style of play. If I kill this guy, next time I log in and try to get some specs and he is there, we're gonna go at it again. You form a rep and it follows you.
SZ style of play in the scenario above would go more as follows...
I log in, see someone at specs. I'm on team good, he is on team evil. I attack him. There is no decision making process, aside from the choice to engage or leave the zone. If he is the same team is me, we share, group or I leave the zone because it's camped.
On RZ, this scenario results in PVP probably less than 10% of the time. On SZ, assuming 3 evenly split and distributed teams (which of course would not happen, but for this example its good enough) it would result in PVP roughly 66% of the time.
I think the reason you believe that a SZ/Teams ruleset will result in less PVP is because you're Nihilum. In a sense, because of the size of your guild you already have a hard coded team. I think it is a fairly reasonable estimate that Nihilum makes up at least 20-30% of the level 60 population, no? So in a sense you have the worst of both worlds here, a hard coded team but also reputation to consider.
All I can say, is that from someone with experience, a teams PVP server will have MUCH more PVP.
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Just because you perceive it as different, doesn't mean it is.
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The hardcoded nature actually encourages PVP, not discourage. There is simply no reason to stop and think if you should attack someone - they can do absolutely nothing to help you so you attack them.
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Thats ridiculous. It discourages pvp with up to 33% of the server first of all (with 3 teams). You have to stop and not attack people on your team.
Also, this is not RZ this is only FFA. I agree teams servers did encourage more pvp than an item loot server, but thats not the case here. The fact that there was item loot was the ONLY reason people were so much more cautious and diplomatic.
Last, the best players on teams will have high levels on all the teams. No one will be safe from the top guild, they'd just switch character and kill their main character's team mates to dominate everyone. People aren't going to go out of their way to help every scrub just because they are part of the same team. Theres no telling who those players are (enemy alts), and they will be working for the advancement of their own guild.
Lol, this aint 1999. Obviously you haven't thought it through.