Quote:
Originally Posted by Nirgon
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This shit right here is why after being told over and over the right areas were getting serious attention that I was glad I took a look back here.
He wants shit pretty classic! He's also able to differentiate that we need resists fixes BEFORE item loot, something I have been trying to say but get parsed out only as "you want a griefathon item loot system".
If you are in just planar, you will be BETTER OFF than you are here in full gear for the most part.
It's a great system if you give it a chance and learn to play it. Classes like necros even become strong and viable, extremely strong in capable hands. Instead of a class that trades 2 dots for 2 nukes and dies, and the dots are easily dispelled by just cancel magic (I have a bug post that would *greatly* help both servers on dispel mechanics and I think buff order too).
I'm not 100% on FV's style of no drops... I think planar was droppable there? But epics weren't? Something along those lines, GLAD TO ADMIT I'M NOT SURE ON THAT [You must be logged in to view images. Log in or Register.].
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Just about everything but Epics and very few Qest Items were Droppable... Planar = Droppable... we had that on VZTZ during Item loot and it worked just fine... Kept everyone even the best geared players on their toes... BPs were traded back and forth during PVP during fear raids ect... lots of fun.. Kept the Blue mechanic of zerg for no drop out of the picture....
As a new player those rules were no different for me than RZ rules till I joined Heresy and was gifted some planar... which i guarded jealously... It just keeps the Guilds and Players on Top from using their Gear to an unbalanced advantage... Under Rallos Zek only rules the established guild in No Drop as Nothing to Lose and Everyhing to Win... and the smaller newer guild can Lose Everything and Gain Nothing... That is why everything but epic style items being droppable ( Epic Weps, SKy Quested Haste Belts, Dain 9 and 10 Ring, Dain SHoulders, Jboots if quested, Flux Staff, Eyepatch of Plunder, Keys, Spirit Wracked Cords ( not the rings for quest) Ect... keep it very limited and care should be taken to ensure players arent gearing out over lets say 1/3 in that sort of no drop, Everything else should be droppable)
P.S. 6 level range could be pretty interesting... Maybe Remove the Level Advantage in PVP, and make hits, spells, and resists disregard the player or casters level in PVP? And if thats so can Open it up to 8 or 10? Would need to test it of course... but in a Team environment a wide level range is good... allows teams to protect their own players... and allows for very Epic Battles...