I mentioned this in another thread but, as a player who played solely on a PvP server (Rallos Zek) since the release of Everquest Live, i think to keep it as close to the classic PvP rule-set after release they should implement it how it was after the first and final change which was:
Weapons NOT lootable UNLESS a player was disarmed and the weapon fell into an open inventory slot. (Most players ran 5 bags with 1 slot free for a pumice) which prevented your main-hand weapon from being disarmed and looted.
All tradable items lootable + any coin the player was carrying at the time of death, this allowed a player to loot only 1 item + coin off a player upon death.
How did this affect the dynamics of the game? well we mostly ran 2 armor sets. 1 was a mix of resist items + stat armor or if you were stingy you just ran around in only No Drop armor/jewelery sets obtained from yes you guessed it..RAIDING.
For Pure Raiding which became more sophisticated after the release of Velious, players would use a raiding set with stats based upon maxing survival/DPS depending on class needs to survive an encounter. (Your basic blueby raiding stuff)
How did this affect the server dynamics? it actually had a positive effect on things. Guilds aligned to create raiding groups to obtain the items they needed to be more effective at A) PvP and B) More effective at Raiding.
This caused its own set of drama's as many guilds wanted as slice of the raiding action so Guilds often came to an agreement on raid boss cycles or they simply fought for them until an agreement was reached. Yes it was bloody at times but by god it was fun! some of the best memorys i have of the game were of some of the Guild wars we had and there were plenty..im sure there are other players here on red99 that played on the same server as i did and would remember how it was.
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