Thread: PvP 2.0 ruleset
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Old 09-10-2021, 08:58 AM
starkind starkind is offline
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Quote:
Originally Posted by Tunabros [You must be logged in to view images. Log in or Register.]
this is my idea for a new pvp ruleset

-you can only be attacked by people 5 levels above you and 5 levels below, in order to
prevent high levels farming newbies for fun
Has the opposite effect as high levels just use twinks that cannot be killed by high levels. Better to have no range that way high levels can defend newbies and there are no situations with an OOR healer or someones bot.

a better solution would be a cap in mitigation and spell resistance in pvp so that low level players could zerg and kill a lvl 60 in pvp

Quote:
Originally Posted by Tunabros [You must be logged in to view images. Log in or Register.]
-items may be looted off a corpse of a player but it has to be in their inventory (this includes coins with exception of high end raid items)
ehhh I prefer old school rallos item loot, your idea is worth a shot, it's never been tested, currently the nerfs to casters and the buffs to melee in velious make situations were there are invulnerable players 1v1 no one ever said EQ was ballanced. Old school item loot however before velious with non-nerfed caster damage was the best. People only played warriors to pvp when they had the gear and everyone else leveled with bronze and fine steel and a low level warrior in a fungi tunic was unstoppable - we would gang up on them with 12 newbies this would create raid bosses with the chance of item loot (blind!) would have to remove stuff like /autoinventory from the game and implement very hardcore absolutely classic rallos zek rules (smaller level range i think and some other things and a much tighter melee hitbox)
Quote:
Originally Posted by Tunabros [You must be logged in to view images. Log in or Register.]
-once killed you will have 5 minutes of invulnerability from players. Attacking another player will instantly remove invulnerability
i'm pretty indifferent to this i don't think it would do much to help anyone over lvl 20 but low level players could probably maybe drag their corpse in the newbie yard with a 5 minute time limit, i'm sure red players will find a way to grief people with this, I don't even like level 1 invulnerability in banking zones

Quote:
Originally Posted by Tunabros [You must be logged in to view images. Log in or Register.]
-attacking another player will change your name color to red and killing a player will change it to something else (some new color idk)
Just to help identify the pks from the nonPKs? I don't get it really. it would be a badge of honor to have a permanantly pink name from never harming a soul. what does the name color do though?

Quote:
Originally Posted by Tunabros [You must be logged in to view images. Log in or Register.]
-certain zones are hardcore meaning any level can be attacked there (lv 60 can attack lv 45)
see my previous comments about level range - lvl 60's just abuse this to abuse newbies in solb enterance or struggling to kill their first LDC. IMO no level range or classic rallos level range. None of these open level range shenanigains ever did anything for training people still trained eachother invul or not - training should just be legal and people should just play better - mobs are hard to kill... so get a guild with people who can kill trains of imps/kobolds and than 2 group the hard mob or the dragons should be defendable, why cant we side with the monsters?

Just remove exp death from mob kills and let people have fun - or make pvE mobs (outside of named mobs) just less of a threat so they remain a nuisance and factor and people can use the environment to pvp but not grief so easily

Quote:
Originally Posted by Tunabros [You must be logged in to view images. Log in or Register.]
-if you have a red name or a death tag ( meaning you killed someone), you are not permitted to enter cities without being attacked by guards
This is cool but it should be a cool down and based on who u killed - so if you kill a halfling they should kill you in RV for a week. Sullon had faction do this.

Superbuffed guards should be removed, although in each city there should be a mixture of guard levels and a sheriff guard that can summon deputies and is sorta like a mini raid boss (avoidable) if you know the path. Killable by a well geared lvl 60, while still being a serious threat and impediment to raiding towns. in fact make every npc killable in the towns and give them itemization so that people can fight and level in towns too and merchants drop coin or gems etc even, we don't need invulerable npcs and stuff if we can pvp to solve questing troubles or banking troubles there should be rewards to fighting in a totally hostile territory defended by both players and monsters



TLDR: the way to make EQ a more pvp centric game is to remove player invulrability and make the game less PvE centric, pvE mobs arent the reason we play though some pvE encounters should remain as an incentive to compete.

Than let the pvP and RP reign.


Quote:
Originally Posted by Tunabros [You must be logged in to view images. Log in or Register.]
Just some ideas to mess around with. Definitely not classic but I got most of these ideas

from runescape and deadman mode lol
thank you for sharing your ideas )

p.s. finally--

remove /who and add in npc trackers with RNG that can tell you were a player may have been or may be not 100% accurate all the time, maybe their last log in and log out zone to give you some wearabouts

(this thread is no longer red2.0 it has strayd into custom pvp garage box territory)
Last edited by starkind; 09-10-2021 at 09:23 AM..