Quote:
Originally Posted by starkind
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People did seek out pvp on 1.0
So if there's a newb getting wrecked by a guy from the other side I could see ppl running to their defense just to get the yellowtext.
That's the beauty of hardcoded teams.
Sullon locked ppl into a team tho per account and it was paid subs.
I remember high lvls defending zones and powerleveling their buddies. It wasn't hard to get into that as a pickup usually.
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I was on red from day 1. So im talking about 1.0 on day one, which barely had any pvp for the first year or so. Even me, who helped rogean beta test the server, who had butterflies thinking about how cool this shit was gonna be because rallos was such a blast, didnt pvp. There was just no way i was gonna get like a few literal days behind in PVE, just so i could pvp for a couple of hours. I chose instead to be a blubie, which is where the ruleset funneled everyone, and tried to be happy just exploring the game and zones i didnt see on live, like raid zones.
I just dont see people going out of their way to save newbs on red. I can see pvp hubs where people go to duke it out, like classic end game zones, though. But people porting to zones because newbs are getting wrecked, i would bet good money that this will be a rare occurence. What im trying to say is going with a sullon ruleset will be like 1.0 groundhog day. Just laying it out on the forums (like i instantly did on day 1 with 1.0) why it doesnt work and watching it unfold afterwards.
Heres what i would see working: Putting high level mobs in newb-intermediate zones to magnet the high levels there. So you would often have high levels around when newbs are getting wrecked. But fat chance something this custom getting implemented on red 2.0.