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#21
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There can be a compromise made, you are right Chrono. Honestly though as a bard on past servers, training people with insta gate pots/rez boxes with absolutely no risk to me was insanely easy and it did halt opposing team progression (training Holocaust on Cazic Thule in PoFear.) but when you train a guild for hours on end so every one is wasting hours of playtime, I've found that the opposing team who is getting trained into the ground usually quits. Maybe it will be different on this server if training is allowed? Maybe it will make people roll more monks?
Explain to me, though, how a no rule policy will benefit those newbies on the server and also those blue players attempting the server for the first time? Will a no rule policy benefit the vast majority of the server or just those diehard players who are itching to re live Sullon Zek? | ||
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#22
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+1 for gear transmogrification
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#23
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You are most likely right that a play-nice policy appeals to the masses (I am by no means a die-hard anymore though)
The problem is how many new folks will actually come try out this server? How many come from a blue background? Who came from a red server? Have these people even played eq in the past? Even with a play nice policy, how many will quit after getting killed and now have a 30 minute corpse run, etc. I really don't have an answer for any of these but all I know is if we shit up the rule set from the get-go just for a chance that a small percentage of players stick around, I don't know if it's worth it. If we make the rules too player friendly, we may as well go play a WoW emu. | ||
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#24
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I'll love no rules, but the other 95% won't, so don't do that
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#25
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Bind camping allows for zone control without xp loss in pvp.
Im sorry but if youre not good/smart enough to deal with bind camping the devs shouldnt try to attract these kind of players on an EQ pvp server. The less judgement calls GMs need to make, the better it will be for them (not being labeled corrupt for saying yes in an instance, and no in another) and for us. | ||
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#26
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Bind camping when warring over a particular encounter is necessary. If team 1 kills team 2 in Sirens Groto / CS / WW in a fight over klandicar, then it would be BS if team 2 recovered fast enough to derail team 1's attempt at klandicar.
I was corpse camped many a times, and i corpse camped others many a times in such situations. In fact, the above scenario was perhaps the funnest experience I ever had in an MMO. Bring on Team PVP! Dolic Soth TMO Bard Former member of Tides of Wrath | ||
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#27
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No rules = stallfest.
Keep things fun, where people can scrap a guild and be allowed LNS - a guild to do shit without someone dropping bombs (I would kind of like that, but I like people playing more) Play nice policies are a great idea, and people who think it will make things completely blue just need to step back and realise it's a game - and that mentality has been driving people away. We need to work as a community to make this box more appealing to people. | ||
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#28
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Obviously individuals can't claim LNS - a guild leader would, and if they didn't scoot from the raid mob they were contesting there would be consequences.
That being said it might be difficult to let a guild LNS when the next non variance mob is up and they could potentially just move to that. GM's/Devs would need to think it through on what they want to do - I'd say up guide staff and make a pretty strict PNP, but that's just me since seeing Red99 turn into bitter I'll murder your fucking family gaming. | ||
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#29
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Haha Stasis funny you say that... On VZ we eventually had an issue with LnS when my guild, Aerist, fought the opposing guild Aduentus, and they called "forward LnS" to the raid mob because they died in the previous connecting zone. I know a PnP will be a major pain in the ass to implement and keep up but the efforts made by Devs to keep things civil will benefit the masses. Only downside is possible injustices done to players. Up for suggestions if any one has ideas.
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#30
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Quote:
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