Quote:
Originally Posted by nilbog
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Cool things about item loot:
-players do quests for no drop items.
-twinks are gangbanged for their shiny pixels. instead of running from them. there's a reason to pvp other than zone control or simple griefing.
-separates pve looters from pvp looters
Bad things about item loot:
-losing primary, secondary, or ranged. detrimental to play a melee without a weapon (i would not support an implementation of item loot without those slots being protected. honestly i might go as far as to say for custom item loot, a melee spawns soulbound with the weapons they had equipped when they died)
-can't implement after server is established
I think every iteration of a pvp server should attempt item loot at launch. If it doesn't work, fine. If it does, great.
Also, casters shouldn't be able to meditate without seeing only their spell book prior to level 35. In before someone says casters are better than melee.
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Completely agree with all this except for the "can't" implement part on item loot.
The "can't" comes from the current resist system in my book. As much as I want item loot, I'd say absoutely not until a few spell lines are dramatically changed. All research on this is done and submitted too. You just won't be able to really effectively group vs group pvp in just planar no drop like you did on live with the problems that exist.
RZ had higher pop than quite a few blue servers too btw and certainly more than VZ or I think even TZ.
Teams is a fun twist... but, that would be the "can't after launch" to me.
Before anyone blue to the gills jumps in, some of the best times for you guys and the most exciting parts of the server are the best of the best fights... which obviously involve, pvp.