Here is an attempt at a rule set…
Classic progression
10x experience
Slightly adjusted raid mobs to make encounters more unique/require new strategies
Two teams, everyone (blue name) vs evil (red name, gnome, dark elf, ogre, troll, iksar)
Akanon/Gnome factions are adjusted to fit with the evil races, this provides a city base on Faydwer
Paineel/Warrens/Stonebrunt/Hole open at server start to serve as evil city base on Odus
Capitol cities Freeport, Erudin, Felwithe and Neriak, Paineel, Akanon
Capitol cities are safe zones for their team, other team may be attacked
Language barriers between teams and can't be learned (common/dark speech)
Teams can't trade, group, guild, or cast beneficial spells with each other
World wide chat channel for your team
Turning in a Tome of Order/Discord lets you switch teams regardless of your race but with no faction help in cities, some kind of limitations on this but will help with balance
Everyone get items to teleport them to any of their 3 capitol cities (Antonica, Odus, Faydwer)
Weekly rotating ZEMs where players know which zones are the hot zones
Top PvP players each week are “commanders” for the next week, get some kind of bonus
Top PvP players may be asked by GMs to switch teams for balance in exchange for legacy/artifact items (the evil team would like to bribe you to join them, they offer you a Manastone)
Everyone return to a capitol city on PvP death, PvE death/binding works as normal
No gating for 5 minutes after PvP death (no bind rushing from capitol back to zone)
Instanced dueling within/cross team from NPCs in capitols
PvP scoreboard with something to spend points on both open world and dueling, PvP kill broadcast
Possibly raid kills result in no loot. Instead whatever would have dropped becomes buyable with PvP points for your team. Reduced raid loot drop rate to account for this. Some kind of function like this to make teams cohesive not competitive with each other for raid mobs.
All player corpses are fully lootable by the other team at any time
If you /consent your own team members they can loot your corpse
If you zone you can’t zone again via zoneline for 20 seconds, pulling plug while zoning you pop out LD on other side
Nothing is no drop except epics
Bagged items are safe
Full level range PvP with damage scaling bonus/penalty based on level difference
Lose a certain amount of experience on PvP death equivalent to several levels, not static level because losing "10 levels" is a lot different 60-50 vs 20-10 even at 10x experience
I think this achieves a lot of stuff that I determined is necessary to attract more people to a PvP server. If necessary I would add buying instanced raids with PvP points and/or more safe zones possibly dynamic control based on PvP where there is a "frontline" and behind that the teams are safe. This allows more casual interest and PvE player interest as they can actually level entirely in safety without ever having to PvP and still being able to be a "defender" who can attack enemies in their safe zones who can't fight them back. Dumb PvE player camps in safe zones just trying to catch enemy team players so they can one sided gank them and take all their items.
I'm thinking maybe something to increase itemization as well. Losing all your items on death shouldn't feel like a horrifying penalty because items should be plentiful. Either through increased drop rates or some other mechanic. Probably PvP points which you get win or lose and can easily get you a basic set of gear for your level.
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