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#11
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Quote:
EQ itself had 4 different rulesets. And now Live EQ has a totally different PvP system. Then P99 made its own, totally unique PvP ruleset. World of Warcraft also evolved out of some elements of EQ's PvP. Mostly Sullon Zek. (A teams PvP server based on faction.) It can work, it's just that some of the server ideas were very bad, and Red seemed to pick and choose the worst elements. I've written extensively on this subject all over this forum, so I'll just give a brief summation here: #1 --- 3 Factions, tied to race/religion. Good, evil, neutral. Balance the cities/starting zones/etc. I can link a more in depth explanation of exactly how to balance them if needed. You can't interact with, trade, heal, etc anyone of the opposing faction. You can't even speak to them. (WAY less toxic this way!) Unique chat channels, obviously. #2 --- FFA PvP in raid zones, and hotly contested high end zones. A player should be able to level to cap, and play the game completely without ever entering a FFA PvP zone. If they enter a raid zone, or something like OOT, it's FFA. Why? Because of griefers and spies. #3 --- No level restriction on PvP. Same as Sullon Zek and Classic WoW. If you are red, you are dead. The only "Safe zones" should be the starting zones. #4 --- Player Spell Resistance totally rebalanced. PvP doesn't work well when 95% of spells are resisted. This gives an extreme advantage to players with resist-passing spells, and certain melee classes. #5 --- Time to kill needs to be decreased. PvP needs to be intense and fast paced, not "swing at each other for 18 minutes until someone drops to 10% and then runs to a zoneline". #6 --- completely break the idea of zone logging. You should not be able to escape pvp by hitting a zoneline and logging off. This is idiotic and should have been addressed 20 years ago. #7 ---- No GM intervention. Settle EVERYTHING with PvP. Everything goes. Training, mob stealing, etc. #8 --- No item or coin loot. Losing stuff discourages people from engaging, more than it encourages people to hunt others. There is a psychological effect that explains this, but basically "Losing hurts twice as bad as winning feels good." You want the PvP to be fast, fun, with little negative impact other than a corpse run. #9 --- Disable every element of /who , even for your own faction. (Will be completely abused, just like it is on Red) Even /anon doesn't help, because people can infer from your online numbers or your history where you are and what you might be doing. Get rid of it for any PvP server. | |||
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Last edited by Dulu; 10-27-2019 at 10:03 PM..
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