Quote:
Originally Posted by Graym
[You must be logged in to view images. Log in or Register.]
The question is which would you prefer, a server with a balanced distribution of classes fighting with their gear to the best of their ability for the biggest PVP challenge, or a server where people keep items in their bags and run around in ganking groups. Sullon Zek's ruleset drove the population into the ground so while I'm sure a lot of you like it, it isn't exactly a good ruleset to follow if the you're trying to keep a server populated.
|
The choice isn't Sullon ruleset or Tallon ruleset or Rallos ruleset. We have the opportunity to create our own unique ruleset that draws on the strengths of those servers and avoids the population-killers.
Sullon had population issues because of it being a no rules server. People simply didn't want to play somewhere where they could be trained and bind camped with unfair teams and an abundance of hackers - oh, and little to no GM support. Sullon's population was lower than the others for those reasons and because it started much later. EXP loss on death had little to do with it.
Quote:
Originally Posted by Graym
[You must be logged in to view images. Log in or Register.]
For me, I'd rather dominate a server/game that appeals to the masses and promotes skill so that the best truly represent the best. A low population emulator server doesn't prove jack shit and never will because the best players stopped playing Everquest many years ago. Low population emulators with second rate players with vastly changed rulesets is not a "proving ground" and the fact that most of you think this server matters is just ridiculous. It's just a place for a few hundred people to have fun on a game that's a decade old. There is nothing to prove on this server and I guess the difference between you and me is that I realize that and you don't. You actually think that "winning" on an emulator means you are skilled or something and nullifies losing on the real versions of the game when they were popular.
|
Sure, everyone wants a server with a high population. But there has to be compromise. A completely blue non-pvp server will have a higher population than any type of PvP server. Does that make it the best?
Will exp loss lower the server population? Probably, but only a little. Will item loot? Even more than exp loss. Will training? Yep, definitely more than exp loss. You obviously can't cater to everyone - what ruleset will claim the highest population while still remaining a competitive pvp server?
There is a higher percentage of better players here than on any of the live servers. The game has been out longer, people have gotten better, all the tricks are common knowledge, etc etc. But please, continue with the ad hominem. If it helps with your argument at all, I won the caster FFA on live as a wizard.
Quote:
Originally Posted by Graym
[You must be logged in to view images. Log in or Register.]
So my legitimate reason? You sucked 10 years ago, you still suck today and changing the ruleset is not going to change that so keep the ruleset that provides the most *FUN* for players because that's what these servers are ultimately about. A way for people to relive the old days. Why completely change the original ruleset to add a griefing element onto a 10 year old emulator server?
|
I'm not the one crying about dying in PvP. It sounds like it's something you're used to. Original ruleset is interesting though - did you know that was item loot?
You are right that this is something people will play to have fun - in the context of a competitive PvP server. The game becomes unfun when it's no longer challenging, there is no competition, you have no incentive to kill people, and you have no fear of dying because you don't lose anything.