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Old 09-07-2011, 07:32 PM
Buhbuh Buhbuh is offline
Planar Protector


Join Date: Jul 2010
Posts: 1,638
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This is still a debate?

Look, both sides have legitimate pros and cons. I could go either way. The only thing that stops me, along with almost everyone else that has played VZTZ, is having tested item loot once before and watching it fail monumentally.

I will give Bardalicious that this server is different from VZTZ. But if we're both willing to concede that, there should be no problem in conceding that this server is also going to be entirely different from the way RZ was.

The community will not act in the same way that a community did 11 years ago. There may be an anti-PK or roleplaying guild, but it doesn't mean that it will endure or even be remotely relevant or parallel to this utopic sort of RZ nostalgia you're admonishing the GM's to go through with.

I think (I don't know for sure) that it has been pretty well laid out by popular opinion that an 8+/- level range is what most people want to see. Not everyone does, but I'd say most-- at least for the sake of argument. The rules are still probably a toss up between player made/ minor GM intervention in severe cases.

But take into account what item loot means for the entire form (not to mention the population) of a server being completely different, more experienced, and more savvy to the game's mechanics. What does that mean?

Simply put, it means that as much as you would like to see an RZ-esque server functioning the same way that RZ did, it will never happen. There's way, way too many variables to consider and reconsider after a decade has passed.

How does item loot effect people with a higher level range than RZ had? With no rules, what stops a player from training another player as a means to help the attacker get the kill shot quickly, in order to get loot? What other potential exploits aren't you looking at that you and I both know will be found and exploited without mercy if found? What if a player is killed, LnS is granted, and mid-looting they're steamrolled again (i.e. being deceived and losing more loot)? Is that a clause of responsibility left up to players? How will blind spell lines effect item loot with a newer, more diverse resist system? How will the resist system in general effect PvP on a grand scale? Will another class outshine another with ease? Do some classes not sharing the same amount of risk in PvP as other classes pose a problem with item loot? Are mages with a stack of malachite sharing the same risk as a fully geared Rogue with haste?

Basically, are there flaws and inherent exploits no matter how you look at item loot?

I understand that you, personally, are probably okay and have come to terms or answered most of those questions for yourself. And that's fine. You are allowed to voice your opinion. I would love item loot too. But I'm not looking at it and fervently trying to make it implemented on this server, because if we're only voicing opinions, we're leaving no room for potential downfalls or consequences.

And since both you and I, and most of the community here, are somewhat "in the know" with past boxes, I think we're somewhat obligated to create a lasting server. I'd be all about item loot if it created something even remotely sustainable. But the difference between you and I, Barda, is that I hold the population and the welfare of the server at a higher standard than my own viewpoint.

So, yeah. Argue it up about item loot. I just don't think it's something that will last. Hell, try it in beta. See how it works.
Last edited by Buhbuh; 09-07-2011 at 07:34 PM..