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  #11  
Old 04-12-2011, 10:49 PM
Pudge Pudge is offline
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you mean making it harder to train by changing game mechanics, or just letting ppl train?

hrrrmmm that just made me think, is there a way to track when a mob has agro on a certain char, and if the agro from that mob then goes to include another char who is on a different guild, if that could somehow be tracked/logged? i know fraps is good and all, but if somehow the game itself could say "if mob1 agro on playerX<guildA>, and mob1 agro on playerY<guildB>, and 3 other mobs also have the same agro, then *train detector activated*"?

also i was always for having some kind of special res effects for dying in pvp. maybe they could prevent you from harming anyone in the guild which killed you, while at the same time making you invulnerable as long as you are in your bind zone.. it's probably not possible, but just thinking about it now, that would eliminate bind camping as well as bind rushing. also im drunk though so maybe its not the greatest idea. but throwing it out there anyway
  #12  
Old 04-12-2011, 10:51 PM
wehrmacht wehrmacht is offline
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Quote:
Originally Posted by Sirken [You must be logged in to view images. Log in or Register.]
Teams pvp was ftw, ignore all the QQ that will be inc fromthe SZ kids.
I don't understand this post because the majority of people against teams aren't SZ or TZ players, they're Heresy members that didn't even play EQ live PvP. Personally I'm for teams as it would create a server with higher population. Anything with more than 2 teams is not viable though.


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Originally Posted by Dongshow [You must be logged in to view images. Log in or Register.]
I like your idea of no lns no gm interventions.
I already outlined the easiest way to implement a 0 rules system in this post, it involves the addition of Shadowrest or just giving the Priest of Discord the same abilities:

http://www.project1999.org/forums/sh...ad.php?t=31288
  #13  
Old 04-12-2011, 10:56 PM
Pudge Pudge is offline
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o and also, yea.. i dont think team pvp in a classic environment will be good, unless each team can have all classes/races/deities. and even then, there might be Xteamers being gay, spying and shit/using the same team to KS mobs and give to their char on another team.

if there were teams ppl would obv have to be immune to pvp for the first few levels, AND there should be no defined starting location for each team, it should have to be they work from the ground up to claim any areas as "their Team's"

imo.

and yes sirken i played on sullon lol
  #14  
Old 04-12-2011, 11:06 PM
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Quote:
Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
if there were teams ppl would obv have to be immune to pvp for the first few levels
When you enable the dword in the client that controls pvp team state, it also level restricts pvp to level 6 and above clientsided.

EQEmu already has IsAttackAllowed, so making these rules enforced serversided wouldn't be hard either.
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  #15  
Old 04-12-2011, 11:07 PM
Secrets Secrets is offline
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Quote:
Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
you mean making it harder to train by changing game mechanics, or just letting ppl train?

hrrrmmm that just made me think, is there a way to track when a mob has agro on a certain char, and if the agro from that mob then goes to include another char who is on a different guild, if that could somehow be tracked/logged? i know fraps is good and all, but if somehow the game itself could say "if mob1 agro on playerX<guildA>, and mob1 agro on playerY<guildB>, and 3 other mobs also have the same agro, then *train detector activated*"?
The best defense is a slient one. If you want to have rules about that, you better log it silently, because if you give people a way to abuse the system, they will.
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  #16  
Old 04-12-2011, 11:15 PM
naez naez is offline
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wait so its hardcoded into the client and isnt just an appearance packet or w/e?


meaning you cant make custom teams with the colours?
  #17  
Old 04-12-2011, 11:18 PM
Pudge Pudge is offline
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hrm i dont know why above it didnt say what i wanted it to, i meant "if mob1 agro on playerX-guildA, and THEN (forgot to add temporal component) mob1 agro on playY-guildB..

so it included guild as part of it. for some reason < and > cut what was between. but anyway. yea i see what you mean by silent logging as opposed to actually taking some action to nullify the agro or something. ppl would for sure try and exploit it
  #18  
Old 04-13-2011, 12:19 AM
mimixownzall mimixownzall is offline
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Quote:
Originally Posted by wehrmacht [You must be logged in to view images. Log in or Register.]
I don't understand this post because the majority of people against teams aren't SZ or TZ players, they're Heresy members that didn't even play EQ live PvP. Personally I'm for teams as it would create a server with higher population. Anything with more than 2 teams is not viable though.




I already outlined the easiest way to implement a 0 rules system in this post, it involves the addition of Shadowrest or just giving the Priest of Discord the same abilities:

http://www.project1999.org/forums/sh...ad.php?t=31288
3 teams could work. As long as there are teams I don't care if it's two or three, so long as it's teams.

I'm not sure about the other pvp servers on live, but on sullon zek POP is what killed the server. Not the rules set... not the team make-up. The books and instanced raids ruined pvp.

Were teams unballanced at times? Yes. But, what you found is people switching up teams for multiple reasons: too many people on this team, too many douchebags on that team, making new friends from other guilds and forming your own guild on a different faction... people would switch a lot.

This also gave people other alternatives if they got bored or started hating the people around them.
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  #19  
Old 04-13-2011, 12:23 AM
EkireiTheNecro EkireiTheNecro is offline
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Who are you, and what have you done with Secretsone!?
  #20  
Old 04-13-2011, 12:23 AM
Prince Prince is offline
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need @ least 3 teams maybe 4
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