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Old 09-20-2011, 04:25 PM
jilena jilena is offline
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Originally Posted by Runningfish [You must be logged in to view images. Log in or Register.]
I think people will be hiding from PvP rather than actively seeking it out due to these rules. Item loot if implemented well would be fine with me. Or coin loot helps add some extra incentive to PvP. Why would I take a risk killing someone when there is literally no reward and a good chance I will die and lose my hard earned exp. Not only losing exp from that death but putting myself into a potentially bad position to get killed again while on the CR.

To me you can't have just one of these things without the other. Not having exp loss from pvp is probably exploitable. So to have PvP exp loss in you have to also have a reward system in to make it worth the trouble of constantly losing exp from PvP'ing. I've seen other threads mention a token system, sounds reasonable but also like a lot more work. The problem with PvP exp gain is the amount of players a person actually kills is very small compared to grinding mobs. So the amount of exp gained when killing a player would have to be much greater to make it worth the risk of death. This then becomes exploitable unless preventative measures are put in.

Cash loot adds a level of danger without being too ridiculous. It also serves as at least some incentive to kill someone aside from the fun.
You do have reward already. You PvP for resources in the game or for the fun of killing. Resources being control of exp spots/dungeons/spawns/targets/quest items/whatever. Fun is obviously fun.

As items and exp are pretty much all the rewards there are in Everquest, you have the best incentive ever to fight over them. *shrug*
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