Quote:
Originally Posted by Alecta
[You must be logged in to view images. Log in or Register.]
I am definitely open to ratcheting down needed resist values when opening T99, especially since we will have a beta period. (And item loot needs classic resists.)
I try to tread with a bit of a lighter touch with R99, since the server's been out so long and any changes don't go through a beta period. Perhaps that's a bit misguided, but that's what I aim for. So when Nizzar says +40% resist rate across the board, I am inclined to agree, but that's not what I am going to slap onto R99 next patch.
PS - My vote for T99 is hard-coded SZ teams, +/- 4 levels, RZ style item loot, FV style no-drops, more classic resists (most spells partial heavily around 110, resist outright at 150ish - at least through Kunark.). Easy to understand, easy to code.
That horse is already a camel, so who knows what sort of beast we will end up with when everyones had their input.
|
With no xp loss, sounds good but you guys better think of something to try to counteract the vortex of zerg im talking about. The bigger the zerg gets, the more player it attracts and it just spirals down. And its hardcoded unlike FFA where players can be shuffled around if theres tension within one big guild.
One thing i like about this fresh start is if you dont put xp loss in, it means those zergs are less intimidating. It means theyll have to actually put in pvp work to get geared up, and it will make for some fun camp control fights so thats something.