Originally Posted by Lady Julae
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I guess you are missing the point. How can you expect anything other than a limited view tied to the noob zones when he server community does nothing to foster a healthy server attitude? Getting face-rolled as a level 4 ragged noob by a level 9 twinked PKer is not challenging nor fun.
Your population issue lies not within the game mechanics of the server, but rather the attitude of the community. The Red community for the most part, is so toxic and gank-happy, that any new PvPers rolling on the server gets tired of the immaturity pretty quickly.
If you really want people to roll on Red, you all as a community need to create and enforce new ground rules that will encourage a challenging and healthy PvP experience. Here are some examples:
1. No noob zone engagement. Noob zones will be considered zones where the starting cities reside, as well as starting cities (sans arenas). New players should at least be given the chance to level to 5 and get a feel for their class before throwing them into the fire. Likewise, cities should be a safe haven where one can rest, sell, bank in peace, or otherwise socialize about the day.
Engagement Rule Rule: If you were engaged in PvP in another zone, EC, for example, and zone into WFP, you are not safe from attack should your assailant decide to follow you.
2. One may only engage outside a noob zone a player who is even (white con) or higher. One may not engage under these conditions if:
a. A player is engaged with a mob that is 50% or lower
b. A player is doing a corpse retrieval
c. A player chooses to parlay, at which time the attacker engage in parlay before attacking. Note, the player must parlay something, be it a begging for their life, bribe, or convincing argument. Parlay only may be used once per day per person engaged.
3. Camp Rights:
Camp Rights go to the first group who breaks the camp and holds it successfully against a player group. Once a party successfully holds the camp after a group attack, no other party may hold the camp for 1 hour. At which point, another attack by interested parties may be attempted to steal the camp.
Should the holding camp party succeed again, they win the camp for 2 hours. Should they succeed again after 2 hours, they get the camp for 4 hours, then must give up the camp up after that 4 hour period, at which point the camp becomes FFA until a new party breaks the camp.
Engagement Rule: Only one party may attempt to take the camp form the occupying party when the time limit is up. Should there be other interested parties wanting the camp, they must fight each other during the occupying camp's time limit to determine who gets to fight the occupying camp for camp rights.
Raid Rights:
To earn the right to raid a plane, there will be a weekly battle royal for each specific plane. For example, Mondays would be Fear Plane, Tuesdays would be Plane of Sky, etc. All interested guilds will bring 6 of their best members to act as their champions. All guild contestants will fight in a city arena to the death. Last guild member standing wins the rights to the Plane for their guild for 1 week. No other guild may then enter the Plane until the next battle Royal.
I could think of a whole host of other rules. PvP does not have to be chaos. Wars are not chaotic, many are fought with strategy and rules of engagement. A little law and order would go a long way on Red.
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