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View Poll Results: Are you happy with an 8 level pvp range | |||
Yes |
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75 | 41.44% |
No (Post your suggested level difference) |
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106 | 58.56% |
Voters: 181. You may not vote on this poll |
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#1
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![]() I think the +/-4 below 35 is nice because no one is too powerful and you stand a chance at killing someone 4 levels above you. Once you hit 35, you have most of your decent spells and are able to get better geared.
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#2
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![]() I think +/- 6 would be better. A level 12 has their brand new spells. With an 8 level range he can be attacked by a player that's level 20 with brand new spells, two tiers higher in power. A 6 or even 7 level range doesn't allow that.
Also, while the dynamic PvP range was a good idea at first, there are too many other important bugs that need developer's attention. Scrap the dynamic PvP range and focus on fixing the problems that make the game classic. | ||
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#3
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![]() I feel like any level range works with certain caveats.
1.) that resists/melee are not treated as they are with mobs. A lower level player should be able to cast/melee with reasonable chance of success on the highest level in their level range. If it works like mobs and +8 is nearly impossible to hit/nuke/whatever then +8 is too high and it should be reduced to the point where, barring high resist gear/mitigation gear, it's possible to have a reasonable fight within the range. 2.) The larger the range the lesser the penalty should be for loss. If the level range is 12 levels then obviously someone fighting at the opposite end of the range from his/her oponent is going to have a huge advantage/disadvantage. If the range is small say 4 levels, the win/loss is better earned and a higher penalty is not so excessive. That said, I am with Abacab in that a smaller window is fine so long as say all higher level dungeons/planes etc are FFA. I would say maybe any zone where the average mob level is over 30. Another alternative imo is no restriction PvP with penalty assessed within a 5 level range (i.e. sullon zek). This accomplishes what the dynamic range system does with much less confusion. And while it does allow for camping low levels, the only thing they would be losing is their time and let's be realistic, if there is some way to cause new players distress someone is going to accomplish it. Be it a bored level 50 mage, or a level 9 ranger twinked to hell with a 50 druid following him around healing him and giving him DS while he lays waste to the newbie area. *shrug*
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~not hiding behind my forum account~
blue: zarina / gumby / park / lulls / kiss / pamela / barbarous / dolemite / patsy / tick / cupid / jilena / magine red: trolling / lust | ||
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#4
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![]() +/- 5 or 4 is golden
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#5
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![]() 8 is how it should be.
Prevents people from staying OOR when in places like Lguk, Sol B, etc. Once the dynamic range shit is fix'd it should be perfect imo. | ||
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#6
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![]() I like the nametag color system.. after not too long on live they made it so anyone in range conned white, which made sense to me.
__________________
“Smile, breathe, and go slowly.”
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#7
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![]() +/- 6 levels with exp loss please.
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#8
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![]() +/- 6, indifferent on exp loss
no pvp until level 4, 5, or 6 | ||
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#9
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![]() The most important thing is to tighten up the pvp range for the majority of the levels. Most people trying out red99 will not be getting to level 50 any time soon or maybe ever.
They will want to play and bomb around and see their favorite dungeons and see what the fuss is all about. 8 levels higher than a level 12 is ridiculous. 8 levels higher than a level 20 something is still ridiculous because it means melees have had their damage cap removed and will be tearing people in their 20's apart. Level 50's can deal with their problems just fine..they can kill mobs for their gear and don't need to grind for days on end..they have more freedom to do things. Level 1-40s need to get higher level to attain anything worthwhile. Making it miserable for these levels is worse than any possible type of item loot or EXP loss situation. The 8 level range is just a really poor choice in this regard and means the only time that PVP is really viable is at level 50. Level 50 is the least important level for server growth. The dungeons like lguk shouldn't be totally FFA..those dungeons start in the 30's and to make them FFA is just begging for griefing and destroying an EXP oppurtunity for the mid levels which is pointless. Level 50's can figure out what to do with a 4 level pvp range when some lower level team is getting in on their favorite pharm spot. Just because they are higher level shouldn't mean they should be able to wipe out a group of level 30's camping a mob just because the loot is actually worthwhile. That is silly. A group of level 50's will out damage any lower level group. If the group is creeping towards the range of those level 50's at least one of them will be killable and that is usually enough to cripple a group. OOR healers can be killed but if its a real problem than the dynamic range should apply in these high stakes dungeons for heal spells and buffs with a heal component and nothing else. It will be easy enough to remember not to heal high level guys in these dungeons. Outside of those circumstances the dynamic range really makes PVP confusing and just kind of arbitrary just like the 8 level range does. 4 level range means that anyone you can PVP with is someone you can realistically defeat. The dynamic range in key dungeons for heal spells only will mean that AE's wont accidentally trigger it, and it means that for most of the world the PVP will be simple and strait forward. | ||
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#10
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![]() Quote:
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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