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#1
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#2
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EQ PvP dynamics dictate that no-lifers "win" by default. If systems could be put in place to enhance the desirability for more people to play, whilst facilitating PvPing then a server could be more successful. Allowing a server's entire raid content be dominated by 1 guild, usually with 15-20 no-lifers at helm, is one of the reasons what keeps these servers low pop. A normal person doesn't have 15 hrs to play EQ in a day because 5 people decide to spend their Monday training a raid. Also I don't agree with LNS, that system is shat. | |||
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#3
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There is no way to make EQ a game that doesn't favor the people with 15 hours a day to play. That is how the entire game was designed and anything that anyone does to try to change that will fall flat. Other games do not require maximum hours dedication, everquest does, for maximum victory. The 2 teams with Sullon full level range PVP gives the most amount of people a chance at having a good time, besides regular red 4 lvl item loot rules. A winning team will always develop and the losers will always come to forums to complain. People are always going to want a fresh start after a while. For me, I don't really care about a fresh start EVER but I want population, I want people to come to the server to play casually or however they enjoy playing. Red now is actually 99% dead which means we need to start over. | |||
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Last edited by Gustoo; 02-25-2020 at 07:34 PM..
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#4
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instancing has been gutted from the p99 infrastructure.
teams is your best bet to prevent a unipolar server. numbers, coordination, and strategy can outweigh gear, especially during classic. Tune on Drybone and a couple BIS apex went up against like 20 Heretic recently and it didn't go well for the gear advantage. We've only had one P99 pvp server, and the population drop around the 2 month time frame was due to staff banning the 2nd high end competing guild. That soured a lot of people and shifted the power balance dramatically and in a way the server never really recovered from. | ||
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Last edited by Danger; 02-20-2020 at 12:57 PM..
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#5
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The problem red has involves two parts.
One issue is that people will outgear others so much in Velious, that PVP turns very one-sided. This was the nail in the r99 communities coffin. Regular wipes would solve this, but they will lower the amount of effort people are willing to put into their characters. I think 6 months of classic, 3 months of kunark, 4 months of velious and wipe would be ideal. I don't see the point of transferring characters to blue, if you want to play on blue, just level there, not as if that is challenging. | ||
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Last edited by derpcake2; 02-20-2020 at 01:26 PM..
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#6
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Another issue is that lots of people dont play red for the PvP, they play it for the easy pixels -- they won't play a new PvP server or a seasonal server.
The key also is to cater for the casuals, not the no-lifers. No-lifers ruin servers, esp. PvP servers where they can 'feel' some dominance by flexing to make up for their inherent lack of IRLife. | ||
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Last edited by White_knight; 02-20-2020 at 01:35 PM..
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#7
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#8
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pretty sure they still haven't fixed the bug where people can drop an instance when the raid mob is at 1% and avoid the lockout just rotate 3 alts and chain farm the instance | |||
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#9
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So in effect:
You need to make a server with faster respawns, and reduced raid requirements, i.e 7 day dragons are every 3 days with variance. ToV should be tuned to require half the amount of people. Also, VP and ToV should be instance zones. However the catch is dragons drop less lewt, i.e 1 item each so not as to mudflat the server with gear. There should be a 1-50 list of zones that do not have PvP. So in effect you offer faster PvE (both in leveling and gearing) and 'safe' leveling areas to casuals, remove the no-lifers claim to griefing, in addition make each server have a 12-18 month life span before rolling into blue. This way people can spend 12-18 months playing on a hybrid casual-PvP server then swap out to playing on blue. No PvP server will last if it's setup for the no-lifers. | ||
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#10
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