Quote:
Originally Posted by Yukahwa
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The most important thing is to tighten up the pvp range for the majority of the levels. Most people trying out red99 will not be getting to level 50 any time soon or maybe ever.
They will want to play and bomb around and see their favorite dungeons and see what the fuss is all about. 8 levels higher than a level 12 is ridiculous. 8 levels higher than a level 20 something is still ridiculous because it means melees have had their damage cap removed and will be tearing people in their 20's apart.
Level 50's can deal with their problems just fine..they can kill mobs for their gear and don't need to grind for days on end..they have more freedom to do things.
Level 1-40s need to get higher level to attain anything worthwhile. Making it miserable for these levels is worse than any possible type of item loot or EXP loss situation. The 8 level range is just a really poor choice in this regard and means the only time that PVP is really viable is at level 50. Level 50 is the least important level for server growth.
The dungeons like lguk shouldn't be totally FFA..those dungeons start in the 30's and to make them FFA is just begging for griefing and destroying an EXP oppurtunity for the mid levels which is pointless.
Level 50's can figure out what to do with a 4 level pvp range when some lower level team is getting in on their favorite pharm spot. Just because they are higher level shouldn't mean they should be able to wipe out a group of level 30's camping a mob just because the loot is actually worthwhile. That is silly. A group of level 50's will out damage any lower level group. If the group is creeping towards the range of those level 50's at least one of them will be killable and that is usually enough to cripple a group.
OOR healers can be killed but if its a real problem than the dynamic range should apply in these high stakes dungeons for heal spells and buffs with a heal component and nothing else. It will be easy enough to remember not to heal high level guys in these dungeons.
Outside of those circumstances the dynamic range really makes PVP confusing and just kind of arbitrary just like the 8 level range does. 4 level range means that anyone you can PVP with is someone you can realistically defeat. The dynamic range in key dungeons for heal spells only will mean that AE's wont accidentally trigger it, and it means that for most of the world the PVP will be simple and strait forward.
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This is a pretty smart post, but I disagree on what you said about the dynamic range. Honestly the name colours make everything pretty clear. Keep in mind most of the people who are opposed to the dynamic range are just mouth breathers who don't understand how it's supposed to work (for example, the people saying that if you engage someone your range gets expanded don't seem to understand what a bug is). I think if anything the dynamic range is better at clarifying who you can and cannot attack, since everyone involved in a battle (including oor healers) becomes fair game.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
Lardna Minch, 18 Warrior
Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis