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Old 10-28-2019, 05:52 PM
Vexenu Vexenu is offline
Planar Protector


Join Date: Feb 2012
Posts: 1,217
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Originally Posted by Danger [You must be logged in to view images. Log in or Register.]
Vexenu, I've really enjoyed your input to this thread, if you had to develop the mechanics for a new pvp server what would you suggest to the staff? How would you divvy up teams and so on, what loot mechanic (if any)
This is something I've theorycrafted a lot over the years. I think Sullon Zek's ruleset should be used as the starting point, with three hardcoded teams (no cross-teaming) and unrestricted level range PvP. I would also allow training as a tactic. Basically encourage a very laissez faire approach by the GMs: anything goes besides hacking, boxing, etc... It should be a feeling of anything goes total war between the teams. This also makes the server much easier to police by the GMs and discourages favoritism and rule lawyering. Three teams is better than two because it creates a much more chaotic and unpredictable atmosphere. But one of the big problems with SZ was that the Evil team enjoyed too many advantages over the Good and Neutral teams. They not only had better races, but they had the entire continent of Kunark as their home turf. So while the Goods and Neutrals were fighting each other constantly to level on Antonica, Odus and Faydwer, Evils could mostly level in peace on Kunark. So SZ played out with the Evil team snowballing the early leveling advantage Kunark provided into dominance for most of the server's life. So you'd need factors in place to prevent that from repeating itself.

Another consideration is that you really want to encourage zone control by each team, and so grouping teams geographically makes a lot of sense. This allows each team to have relatively safe low and mid-level zones to level in and naturally groups teams together to better defend against enemy incursions into their territory.

A third consideration is that each team needs to have access to each class if they are going to be equally viable for raiding. It's just not fair to deny a team Monks or Bards or Shaman and expect that endgame-focused players would bother to roll there knowing they would be screwed when it came to raiding.

All that being the case, I would divvy the teams up in the guise of a Norrathian civil war, with three factions fighting each other, which are:

Qeynos Team
- Humans
- Barbarians
- Erudites
- Half-Elves

This team would naturally control all of Odus and the area around Qeynos, extending from Halas through the Karanas and into Highpass Hold.

The Dark Team
- Ogres
- Trolls
- Dark Elves
- Iksar
- Traitor Humans

The Dark Team would naturally control all of Southern Antonica, from Grobb/Oggok to Lavastorm, including Freeport where the Traitor Humans would start.

The Shortie Team
- Dwarves
- Gnomes
- Wood Elves
- High Elves
- Halflings
- Traitor Barbarians
- Traitor Humans

The shorties would control all of Faydwer.

So you basically have a race war server with humans/Barbs as the wild card being able to defect to any team. This is necessary in order to give the Dark team access to Monks, Bards, Druids, Rangers and Paladins (mostly the first two) and the shortie team access to Monks, Shaman, Necros and Shadowknights (mostly the first two). The Qeynos team would already have access to all classes.

You would need to make some minor modifications for this ruleset to be viable. Though unclassic, I think these changes are minor enough and justifiable enough in the lore given the context of a Norrathian civil war disrupting the normal order of things and creating refugees:

1) Halflings allowed to start in Kelethin.
2) Shortie Humans and Barbs allowed to start in Kelethin.
3) Monk and Shaman trainers placed in Kelethin.
4) Necro and SK trainers placed near the chessboard in BB.

The end result is that each team would have access to every class and would have natural zone control over large contiguous areas of Norrath. You also preserve a degree of RP in that you have teams that make sense within the context of EQ lore. Humans (and the odd Barb Shaman) as wildcards make sense, with the other races being more locked in to their faction alignments/racial loyalties.

Loot mechanics: Item loot has its advantages (the emphasis on NO DROP gear adds a neat layer of complexity to the game) but overall it's just too much of a turn off for most players to stomach. I would instead suggest full coin loot and 50% XP loss for a death to a player within 5 levels of you. If you die to a player who cons red to you (>5 levels higher) you lose no XP and they are unable to loot anything from you. They can kill you but you don't lose anything. Loot and scoot should be up to the teams themselves to grant and police. A respected foe might be granted safe passage. A known shithead/griefer might get corpse camped for days. No guarantees. Corpse camping should be a legal tactic/option.

Kunark and Velious:
The expansions need to be treated judiciously, because they both offer challenges for PvP balance on a Teams server. Kunark is a problem because it is a natural safe haven for the Dark team. And Velious is a huge problem because high-end Velious gear basically destroys PvP balance by making melee classes unkillable. So the first team to get a bunch of NToV geared melees will steamroll everyone else. That being the case, I would propose the following:

1) Kunark release must be delayed at least 6 months, or even a full year as per the classic timeline. This would probably be enough to prevent the Dark team from completely dominating the continent, because by the time it comes out the other teams will have enough high level players to make successful incursions into Kunark.

2) Velious must be released in two stages: stage 1 would allow access to all of IC, EW and GD, as well as Thurgadin and Kael (minus AoW/Statue). This gives teams access to low-end Velious raid targets and Thurg armor. This stage would probably represent the ideal point of class balance for EQ PvP, and the server could easily be stopped here indefinitely. But it should pause at this stage for at least six months to a year. This would allow each team time to be competitive for acquiring a baseline of Velious gear. Then you could release stage 2 of Velious and open up the high-end ToV loots, which would start to be the end of the good PvP on the server but players would probably demand after getting bored of being stuck in stage 1.

Team balance: The Devs could promote team balance by giving the weakest team a standing 20% XP bonus. Team balance would be determined by a simple function of population and the teamwide K/D ratio and could be calculated on a weekly basis.

Random balance considerations:
- SoulFire is Paladin-only
- Amulet of Necropotence is made NO DROP
- OT hammer is removed from game, or a comparable FV hammer is added via a similar quest in FV. Necessary to prevent Dark team from having a big mobilization advantage in Kunark/Velious era.