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#51
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Nothing. That is why the staff of Project 1999 removed it. That is why it needs to remain the way it is. The goal isn't to make it fair or balanced. Everquest cannot ever be fair or balanced. However, you can remove things that will make the population plummet just like it did during the Classic era on the red server. Do you have end-game experience PvPing on the red server? The nature of your posts indicate that you do not. If this is the case, you should remain out of the thread since you're not qualified to discuss PvP mechanics. I repeat: Do not change the topic of this thread. Recharging on red was taken out because it destroys the PvP aspect and diminishes the spirit of of a PvP server. | |||
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Last edited by Slathar; 03-16-2015 at 03:40 PM..
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#52
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Recharging was taken out as a rush job to attempt to balance a horribly unbalanced aspect of EverQuest.
Read my edit - Recharging and unclassic balanced PvP can coexist. You just need to limit the items that can recharge (manually set certain buybacks astronomically high), or set those clickies to be NPC only, or further modify the unclassic cast times you have. And I still can't think of any scenario where a solo'd paladin can buff a puppet strings pet to 14 buffs and charm... Which is what I read your previous comment as. If it was a paladin plus a group, then yes.
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#53
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While he more mundane things like... Rings of Shadows, Midnight Mallets or WC Caps can be allowed to recharge. They have already done a lot of balancing by adding cast times and class restrictions to many of those items as well...
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#54
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Do you see why? The staff got this right. Keep item recharging off of Red99. | |||
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#55
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My whole point is there are rather benign, utility clickies which can make the game more fun that won't make PvP retarded. And there are also items which make PvE more fun and dynamic, that you can limit their use against PCs. You're rushing to paint all chargeable items with a broad brush and you're prescribing the only solution to be "Don't allow any items to recharge". When they (devs) have many tools in their arsenal to make sure the PvP breaking clickies can be prevented from being used in mass, through a variety of means: 1. Changing cast times 2. Changing buyback values 3. Restricting to only work on NPCs But I'll leave your thread now that I've said my piece. Recharging can make the game more fun and remove platinum from an already inflated economy. And it can be done in a way that won't break PvP. It just takes a bit more thought than "ban it all".
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#56
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I vote. No
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#57
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this is an amazing troll by slathar.
he pretends that people are going to use the already rare lockets of escape to mass bind raids in order to bind rush? really slathar bravo. back to the issue: red deserves recharging at the exact same price/method as blue. we can't recharge lockets for mischief binds, we can't recharge mallets for PVE encounters. If rogean decides to make golem wands not rechargeable, thats fine, BECAUSE THEY STILL FUCKING DROP. | ||
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#58
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Yes your guild will . I vote fuck no .
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#59
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forum posts? logs? screenshots? fraps? | |||
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#60
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You say that Golem Metal Wands shouldn't be rechargeable because they still drop. This means that you feel because you didn't have the time, ability, or forward planning to camp Lockets of Escape that a special exception should be made for people who don't have one so they may bind in Plane of Mischief. This is the definition of bias. Item recharging will throw this server back into the era of instant death, plummet the population into double digits, and serve only the self-centered players who didn't take initiative to camp Lockets of Escape in advance. | |||
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