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Old 11-01-2012, 10:34 AM
Old_PVP Old_PVP is offline
Sarnak

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Join Date: Oct 2012
Location: Insanity's Edge
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Quote:
Originally Posted by Balvodes [You must be logged in to view images. Log in or Register.]
Can someone please confirm that on Rallos Zek, at least in the early days, if an npc killed you, a pc could still loot you? I know I remember this happening, but I can't prove it. I could be crazy, but I swear I remember always asking my group to "lock my corpse" after we got killed by some mob. I'm pretty sure I remember Cyrux training sgs in oasis and looting people quite a bit... maybe I am completely nuts though.
This is incorrect. I never remember players being able to loot you if an npc kills ya. Although you were able to /consent other players and they could loot everything (later changed to just being able to drag your corpse). This caused a lot of dick moves with people becoming blacklisted. You WERE able to loot weapons and hand held items early days of RZ on a pvp kill though, later changed to just gear.

Developers/GMs read this and take notes: Item loot is without a doubt, the most hardcore PVP mechanic that can be introduced on a server, and has been proven to survive and thrive in PVP communities. (Disregarding stupidly hardcore rulesets such as Discord, that just went full retard, and didn't last very long.)

I see some people saying that "item loot would be the death of the server/population". When there is no evidence that would suggest this. Sullon Zek had the lowest population on live, and they had EXP LOSS in pvp, without item loot. Rallos Zek started it all with being the first pvp server in EQ, and they were a thriving server full of guild wars all throughout it's history. And before someone starts flaming, I know SZ, TZ/VZ all had some badass PVP as well, I participated heavily in SZ particularly. (They were also team based, and thats an entirely different issue) My point is that item loot enriched, not destroyed, the pvp experience. There is actually more evidence to suggest this than there is otherwise.

Just take a look at Ultima Online, arguably one of the best pvp games of all time. Now take a trip down memory lane to some of your old pvp fights on Rallos Zek. (if you are oldschool enough) What made the pvp so memorable and exciting, and sometimes terrifying in both of these games? ITEM LOOT

The potential to lose your gear, completely changes the atmosphere of the game world. It's a sobering concept that changes attitudes, and ultimately is essential in creating the pk/anti-pk environment that we all love.

You all want to relive classic EQ? Well start with making memories, as gay as that sounds. Some of my most unforgettable gaming moments were focused around item loot and guild wars, political turmoil, and backstabbing. Item loot creates the best stories, and great pvp stories attracts new blood to the server. People will hear a story and think about how they want to get in on the fun.

No where else will you be able to loot a Fungi Tunic off anything besides the Myconid Spore King.

No where else will someone get blacklisted and shunned by the community for opportunistic pking a member of their own group to steal a FBSS.

No where else will you see players hastily bagging their gear, hoping not to be blinded before they die.

No where else will you be able to band together with others to take down an overpowered, overtwinked character, and truly make them pay.

No where else will you have an economy that doesn't get too big and out of control and over inflated.

No where else will the pk/anti-pk dynamic exist, other than an item loot server.

No where else do reputations matter more.

No where else will the underdogs stand a chance.


Sorry for the book. Wipe the server clean, start fresh, and start with item loot. It is absolutely essential to FFA pvp, and will save this server, one shiny loot at a time.