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#1
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![]() a new red server wont be popular
there is no way to make eq pvp be anything but a grief fest | ||
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#2
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EQ itself had 4 different rulesets. And now Live EQ has a totally different PvP system. Then P99 made its own, totally unique PvP ruleset. World of Warcraft also evolved out of some elements of EQ's PvP. Mostly Sullon Zek. (A teams PvP server based on faction.) It can work, it's just that some of the server ideas were very bad, and Red seemed to pick and choose the worst elements. I've written extensively on this subject all over this forum, so I'll just give a brief summation here: #1 --- 3 Factions, tied to race/religion. Good, evil, neutral. Balance the cities/starting zones/etc. I can link a more in depth explanation of exactly how to balance them if needed. You can't interact with, trade, heal, etc anyone of the opposing faction. You can't even speak to them. (WAY less toxic this way!) Unique chat channels, obviously. #2 --- FFA PvP in raid zones, and hotly contested high end zones. A player should be able to level to cap, and play the game completely without ever entering a FFA PvP zone. If they enter a raid zone, or something like OOT, it's FFA. Why? Because of griefers and spies. #3 --- No level restriction on PvP. Same as Sullon Zek and Classic WoW. If you are red, you are dead. The only "Safe zones" should be the starting zones. #4 --- Player Spell Resistance totally rebalanced. PvP doesn't work well when 95% of spells are resisted. This gives an extreme advantage to players with resist-passing spells, and certain melee classes. #5 --- Time to kill needs to be decreased. PvP needs to be intense and fast paced, not "swing at each other for 18 minutes until someone drops to 10% and then runs to a zoneline". #6 --- completely break the idea of zone logging. You should not be able to escape pvp by hitting a zoneline and logging off. This is idiotic and should have been addressed 20 years ago. #7 ---- No GM intervention. Settle EVERYTHING with PvP. Everything goes. Training, mob stealing, etc. #8 --- No item or coin loot. Losing stuff discourages people from engaging, more than it encourages people to hunt others. There is a psychological effect that explains this, but basically "Losing hurts twice as bad as winning feels good." You want the PvP to be fast, fun, with little negative impact other than a corpse run. #9 --- Disable every element of /who , even for your own faction. (Will be completely abused, just like it is on Red) Even /anon doesn't help, because people can infer from your online numbers or your history where you are and what you might be doing. Get rid of it for any PvP server. | |||
Last edited by Dulu; 10-27-2019 at 10:03 PM..
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#3
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![]() I like your ideas but see some major flaws:
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Last edited by walfreyydo; 10-28-2019 at 09:39 AM..
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#4
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![]() Quote:
Dulu's Team 1999 Server Ruleset: 3 Factions, similar to good/neutral/evil - but given different lore-oriented names. No one considers themself "evil". Even the most generic fantasy villians think what they are doing is for some greater purpose. Your faction is decided by your deity, with the exception of Paladins/Rangers/Shadow Knights. (These classes are tied to one of the factions) "Good Faction" (Primarily High Elves, Wood Elves, Barbarians, Good Erudites, 1/3rd of Humans, 1/3rd of Half Elves.. All Paladins) Players of this faction will have Green names displayed at all times. Human Necromancers would have the option to worship Rodcet Nife, the prime healer, allowing them to play on the good faction. "They study the art of necromancy for a good cause!" Mithaniel Marr Erollisi Marr Rodcet Nife Tunare Quellios "Neutral Faction" (Mainly Dwarves, Gnomes, Halflings, 1/3rd of humans, 1/3rd of half elves, Barbarian Shamans who select The Tribunal as their deity.. All Rangers) Players of this faction will have blue names displayed at all times. Dwarves who select Paladin will start in the city of Felwithe, and be on the good faction. Gnomes who select Shadow Knight will start in the city of Freeport, and be on the "evil faction". Brell Serelis Bristlebane Karana Solusek Ro Tribunal Prexus Nameless Veeshan "Evil Faction" (Mainly Dark Elves, Trolls, Ogres, Iksar, Evil Erudites (Paineeel), 1/3rd of Humans and Half Elves, some Barbarians, some Gnomes.. All Shadowknights) Players of this faction will have orange names at all times. Note: Human and Half-Elf Druids will be allowed to worship Terris-Thule or Rallos Zek, as an option.. allowing them to play on the 'Evil' faction. Bertox Cazic-Thule Innoruuk Rallos Zek Terris Thule Each faction, would get one faction unique class. Rangers for Neutrals, Paladins for Good, and Shadow Knights for Evil. All other classes would be playable by every faction. This includes Necromancers. The three classes I've chosen are powerful, yet I feel are not essential to any sort of encounter. Starting cities would be only loosely racially tied. Barbarians will tend to start in Halas, but if they have chosen Evil (A barbarian Warrior decides to worship Rallos Zek), they will start in an evil city. Oggok for example would work perfectly. Humans and Half Elves, it gets a little trickier. I think making Freeport the 'Evil' Human city, Qeynos the 'Neutral' city, and Kelethin the starting point for good humans and half elves makes the most sense. Only COIN would be lootable. No XP loss. No item loot. Language barriers will be enforced. There will be no common tongue between the factions. No buffs or heals of any kind will go across factions. No trading across factions. Raid zones MUST be FFA PvP. /who must be disabled. It will be impossible for 'Good' players to raise faction in 'Evil' or 'Neutral' cities, and vice versa. This is to prevent possible griefing near cities, and to encourage the realm wars. Some sort of technology to stop players from 'Plugging' would be ideal. 'Plugging' = running and zoning, and disconnecting while zoning, resulting in your character disappearing until you log back on, possibly hours or days later. | |||
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#5
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