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#51
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Quote:
It turned Greater Faydark into a blue sanctuary overnight (sadly it was one of the best places for gnomes and dwarves to beat up elves). Gutted pvp in Freeport as well. I guess Verant was sick of people getting killed at the bank. | |||
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#52
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Add this to red first ^
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#53
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Launch a red copy beta server. and test as we go.
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#54
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Classic item loot is imbalanced and gives a huge advantage to neckbeards because they already have the advantage of being able to play 20 hours a day. Once they reach planar level with their zerglings, their already huge advantage gets magnafied by the ability to gear out in no drop armor.
The only way to level the playing field is to make all primary slots except jewelry unlootable. That way the nerds at the top of the food chain don't destroy the flow of new players that all servers require lest they count backwards to zero. Quote:
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#55
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Quote:
[You must be logged in to view images. Log in or Register.] stop. drop. all your no drops. ooooh. woooah. thats what we need for teams ru-les. | |||
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Last edited by Danger; 11-20-2013 at 01:27 AM..
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#56
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*** Option 2 is everything is droppable till you loot it, then it is attuned and is now no drop... anything in Inventory, even in bags is lootable if it has not been worn... So only stuff you were going to sell, trade, or give away are going to get ganked for the most part... this is really good... keep it simple stupid, and it rewards good pvp.
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#58
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The problem with item loot is the divisive nature it brings out in people who are interacting with that mechanic. On one side you have the Bluebs and the Newbs. They prefer or are more accustomed to PvE content either by choice or lack of PvP experience. This group does not enjoy item loot. The thought of losing possessions they value because they are inexperienced with PvP is not a happy one. These players, after a particularly rough couple of sessions, will return to the Blue server and never look back.
On the other side are the Reds. They know how to PvP and they enjoy it. On a fresh server, with an interested population of Bluebs/Newbs, these sharks will gorge themselves on a feeding frenzy of marks who don't know what's coming. They will win the majority of their encounters, gaining far more then they lose. To them item loot is fantastic, because they are already good at the mechanic that provides it. So once item loot has emptied the server of everyone but Reds, we are back to the abysmal population we see now. But we can avoid that, and still implement item loot, if we create a system that allows both parties to enjoy the aspects of the game they are familiar with. I'll leave that up to Devs to determine what that is, but really as long as players aren't losing their primary gear set I think they can handle taking a death, no matter which side of the fence they fall on. | ||
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#59
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These are my suggestions, most of which have been given before by others. I think the best options are those that compromise between hardcore pvpers and players that still want to experience pvp, but tend to lean more towards pve (people coming from blue).
Teams - 3 teams, with the evil team being FFA. This allows the hardcore pvpers to roll evil and murder to their hearts content, while allowing those that want a less intense pvp experience to roll neut or good. Item loot - Yes, I think item loot is a good idea. Make it random and exclude primary, secondary, ranged slots, and no drop (see below). It should include items in bags and all other slots. When a player is killed by another player the RNG could exclude non-lore/non-magic items below a certain vendor value (or some other value assigned to items, like item level) when determining what should be looted. This would make it harder for a player to fill up their inventory with junk. The value used to consider if an item is "junk" increases as the player levels, meaning less valuable items will be excluded from being looted by another player the higher level you are. So for example, say a level 10 player is killed and has an inventory full of cloth armor. Because of the player's level, cloth would not be considered "junk" for the purpose of random pvp looting and could be given as item loot to the player that killed them. Any nice items that player has still have a chance to be looted. Now lets say a level 60 character is killed and has an inventory full of cloth armor, but also a few nice pieces. Because of the player's level, cloth armor would be considered "junk" and not selected by the RNG, leaving only the nice pieces for it to select from. This makes the risk and reward lower for new players that are still learning the ropes, and higher for those that have achieved max level (and harder for them to fill up slots with junk loot, or at least more expensive). No drop/droppable - No drop items should exist. Not only is this a good compromise for people coming from blue ("We have item loot, but its possible if you spend enough time and work hard to get items that cant be taken from you"), but it also helps out melee who are more gear dependent. Language barrier - Yes, I love the idea of a language barrier not only for the pvp benefits, but to make the game more immersive (and give language skills some meaning). Global faction loss - I think this could add a really interesting dynamic to PvP, but it should be coded so that only the player who engages first loses the faction. What I am thinking is this. I am an ogre and, after many rough days of faction work in enemy territory, max my faction with halflings. I can then enter Rivervale to chill with the little ones. If I try to attack and kill anyone I will take a pretty hard faction hit and be unable to enter the city without working on my faction again. However, if I am sitting there being a nice ogre and one of the halfling players tries to kill me, I can defend myself and kill them without a faction loss (or die trying). | ||
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#60
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Oh no not the huge advantage of a suit of no drop planar gear.
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