Quote:
Originally Posted by Humerox
[You must be logged in to view images. Log in or Register.]
Sounds logical Storm...but it's not true.
1) PvP XP loss is so negligible that it doesn't matter. The fact is, most casters are going to scream about it because it keeps them from rushing. (Small deterrent that it is, it works)
2) Anyone that logs into red knows this, c'mon.
3) The LFG problem is real. If Nilbog and team could somehow enable the LFG tool that would rock. Otherwise, people need to use the IRC LFG chat that has been set up for them.
4) Guilds are grouping with all kinds of other guilds. In fact, most guilds are friendly with each other. And any guild you join will tell you what guilds to watch out for.
I don't know what kind of PvPers really believe PvP is their only reward, unless they are an unsociable soloing psychopath. (I just described quite a few reds that played emu and are no longer here)
PvE is heavily tied into PvP. You have to do one to do the other - unless the game itself is completely destroyed by making XP so easy you can level to 50 in 5 days, allowing people to once again blow past what is the most fun PvP in the game...mid-level PvP.
The server is stable. What anyone with an IQ of 70 can understand is that no one new is going to join with all the doom and gloom posts going on. Give it a rest, people.
*
|
Simple solution is to zero a casters mana when they respawn after pvp death. Otherwise, you're right, you have the naked caster syndrome. The solution right now is penalizing everyone with what's potentially HOURS of lost time because of a pvp/caster oversight. Alternatively, a (?)-minute death debuff on everyone might work too. It depends. The benefits = drawbacks equation has to be looked at to ensure you don't mess it up in someone's favor. For example, starting with full mana in PvE might be intended for casters as a balancing mechanism. If you remove that in a shoddy way then you could break the spaghetti design (EQ is easy to break).
I don't know about to others, but I think the pvp exp loss idea is lame brained. A pvp points system would appeal to me far more. All you gotta do is look at what live did with the pvp stats website. That was fun. If there had never been any exp loss or coin loss or loot loss, it would have been perfect. If you could view the pvp stats in-game, even better. I didn't much like the pvp merchant idea, though.
Get a dose of reality. Upping exp gain is going to make this server more like the blue one, with respect to balance. You, like a lot of pvpers, are under-estimating the risks. If a zone was created on the blue server with NPCs that griefed players and had the intelligence of humans, the developers would rightly boost the experience or the rewards. You would agree with that. But when the table is turned and the increased risk is coming from pvp, you're unable to see how upping the reward is necessary. Maybe for your own benefit? Do you get pleasure from it? You've probably been around too long, more likely; oblivious. Or you have a very dependable group of buddies. I know how that's. Times are good when things go your way. King of the mountain, yessir.
As for your comment about guilds grouping with other guilds, I'm not seeing it. I know that guilds will ally with a couple others, but the reigning logic is that everyone else is game. If you're a new player, you don't know which guild is which. For you, they're all potential enemies, just like players can be. Keep that in mind.
Lastly, the server isn't stable. Your head is in the sand, bud. You're that man on the titanic table, screaming above everyone that everything is ok. You invested your life savings in it. You'll go down with the ship.
I don't want to go down with you. That's the thing. I'm not tied down or invested.
You know, if neither of us were invested in this argument, we'd probably agree more.