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#21
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#22
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Warriors are the weakest class in WoW currently not sure what you're talking about
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#23
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Item loot pls.
PvP has no rush or excitement without it. | ||
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#24
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Your example is good, but the system would also need built in PvE detection. Because kimm was not actually killing wizing, the mobs where. I don't think a player should be penalized for getting kills in pvp. Though they should have diminishing rewards. Beyond the metagame of player agency, zone control, guild affiliation, friends and enemies, war. The game shouldn't actively reward pvp too much. Because it takes the focus away from sandbox and towards arena pvp. If there was an arena in this game yeah. It should be rewarding in the arena. Most people like item loot for riskvsreward. And also because it can and will level the playing field on a healthy server. But as servers age (and they all do) and become more corrupt or top heavy, item loot has diminishing returns and becomes a detriment to fair play. Your right. But I don't think it makes sense for an EQ PvP perspective to look at balancing the game by "giving people items" or allowing them to use items to overcome any player in any situation. It takes the imbalance of EQ away and makes people one man armies. Honestly I am not an Arena pvper that much and more an RP pvper. I pvp my enemies and protect my friends. Enemies are defined by players who I don't like, are competition, or are too great of a threat to let live. I don't need any reward other than knowing that who I choose to KOS makes a difference to myself and my friends. I'm one of the least KOS players on the server also. I also like people to have to consider very carefully how they pvp. Not just for shits and giggles it gets old fast. Because the people pvping for shits and giggles are more inclined to abuse cheap game mechanics to get their lulz. And it is not fighting a human player at that point its fighting an overpowered player who behaves in a completely predictable manner - Fungi + Epic + zerg straight at you and they don't even worry about countering what you do to them. Because they have nothing to loose and usually cant loose. I also hate the requirement of having to have a high level character to pvp on the majority of classes on this server with months invested into farming just the right stuff and tradeskills. People should be able to jump in and be effective pvpers with a pumice stone and 2-3 peices of mr gear and buddies. And some classic weapons, and later on kunark weapons. A good jouster should have a slim chance against an epic wielding character at high level with fair gear, but at low level it just doesnt matter how much skill you have. If all the above is TLDR. Right now pvp below level 50 is a Zero Sum Game. | |||
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Last edited by runlvlzero; 09-02-2013 at 08:53 PM..
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#25
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#26
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from another thread here:
If you do item loot I would hope that resists are tweaked BEFORE any item loot is implemented. May I suggest RZ type only non NO-DROP and not primary/secondary/offhand. Also nothing from bags. Even then I still think it is too hardcore for this population and will make PvP even duller, back in the day people generally didn't care about dying as much as they do in such a small community. On RZ I'd wager 75-80% of the population ran around in NODROP only gear, the top tier PvPers went full gear because the resist system rewarded the risk vs reward to partial a spell vs possibly losing an item but could tip the scale of a fight. Resists have to be like Live PvP if you want item-loot to succeed otherwise just expect a bunch of naked ass people never wearing the gear and engaging only in zerg-like PvP where they feel they absolutely will win and won't take risks at all becuz of the thought of losing an item. If you can replicate Live resists and pull it off it definitely adds another fun layer to the game, loved watching people run away as they bagged every single item starting with their robe if they were a caster lol. On Live it also rewarded risk takers, was like playing the lottery if you can pull off a quick gank in a raid force and loot a Trak BP/Legs cause they thought they were safe and didn't have the time to bag it. The idea has a lot of upside, but I feel the smallish population will make it harder to succeed as it did on Live. It also promotes more fatalities in the sense that if 2 people are going toe to toe and both are at risk of dying, they both may stick around becuz of the gamble of the item loot where as now people just b-line for the zone. Edit: god, item-loot with fixed PvP resists has so much upside. It indirectly fixes enchanters as a more viable PvP class, and also puts Necros back on top as opposed to the clusterfuck of wizards that exist on R99 today because the other 3 int casters aren't as powerful as they were on Live. Enchanters would be able to land more spells including DD's as the thought of even losing a jacinth ring /tranix crown might make somebody bag it and lower their MR also people would start saccing a bit more of MR to make their FR/CR/etc higher also indirectly helping Enchanters and making the int caster pool balanced again TLDR: Item loot being successful is entirely dependent on the PvP resist system being reliable
__________________
2x
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Last edited by Thrilla; 09-02-2013 at 10:12 PM..
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#27
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I want perm-death server
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#28
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#29
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Wow you guys are retarded he was talking about food water and arrows, stackable limited use items.
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#30
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Can anyone please explain the point of looting food and arrows.
We'd literally be better off if everyone just dropped a cracked staff upon death. | ||
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