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Old 11-20-2013, 05:56 AM
Gruktar Gruktar is offline
Scrawny Gnoll


Join Date: Aug 2013
Posts: 22
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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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