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#1
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Quote:
------------------------------ ** PvP changes ** We have made the first of our upcoming changes to the PvP aspects of EverQuest: - Consider: /Consider will only have three results when used to consider a Player Character. The character will show as 'green' if he is below the range that allows you to attack him. The character will show as 'white/black' if he is within your ability to attack. And the character will show as 'red' if he is above your range. This will only take effect on PvP servers. - Sanctuary Levels: Characters below level six will not be able to engage in PvP combat, unless they take part in a Guild War, duel or use the Arena. This will, obviously, only take place on PvP servers. From http://everquest.allakhazam.com/hist...es-2001-1.html | |||
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#2
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Maybe we should get rid of the safe zones at level 1 then too. Can't say I see much difference between pvp at lvl 1 or 2.
Seems like this is only really for invulerable traders in the cities? Not needed, let trust and reputation be your guide.... or become notorious when you insist on some last minute negotiations with the person you've met to trade with, that end in his unfortunate death... Just make it classic IMO, remove the safe zones and the lvl 1 immunity thing. Its a problem now because its "beta" and everyone is being stupid with their boxes and toons named "Fuck". | ||
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#3
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#4
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edit: But I do agree that faction in general needs to be fixed, guards, GM trainers, etc. need to help whoever they have higher faction with when they see people fighting. This is a very important thing. | |||
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#5
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PLEASE get the guard faction working. I want to attack Erudites. | |||
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#6
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This lowbie pvp helps me afford the spells.
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