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#1
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Or... The Hole could be an extension of Paw. The lore fits with gnolls worshipping Brell.
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#2
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completely new supreme ultimate idea is a super custom zone connection tower / dungeon server where all the dungeons in the game are connected and are fought through progressively. Also make it do mobs never stop aggroing (treat you like you’re sitting) when you’re way higher level so to get back from the max level basement you gotta fight through the whole damn tower again. No gating out it’s a hell crawl. So you just keep delving deeper or climbing higher however you’d have it. So many fun ideas. I think without real incentive to pvp besides zone control a hot zone with super drops enabled would be the best way to get people to concentrate into open world pvp madness On this server my plan would be to avoid pvp as much as possible until I hit max level. Just like all the inherently inferior no item loot wide level range servers where pvp serves minimum purpose at low levels except added nuisance. I don’t mind since you’re planning on making it fast leveling so it kinda nukes out the low level range game which is a shame but I understand why people wanna just be max level already. | |||
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Last edited by Gustoo; 11-07-2022 at 01:48 AM..
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#3
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I'm leaning towards damage scaling rather than super fast leveling. Still fast but not like one kill gets you a level fast. This retains the enjoyment of PvE for longer while still making PvP viable. Going back to my original idea of a 1% penalty/bonus per level difference. A level 10 hits a level 50 for 30 damage it becomes 30 + 40% = 42. A level 50 hits a level 10 for 100 damage it becomes 100 - 40% = 60. I think the sweet spot is actually 1.5%. In this way a level 10 and 50 can actually fight each other. The higher level still has a big advantage but it fades quickly especially in group fights. Any resist, damage mitigation, etc from level is turned off for PvP so your resist checks are purely gear based.
The default EQEmu code doesn't actually support coin loot. It has a weird half assed loot system but what it can do is allow you to assign an item for players to drop when killed. In this way it allows you to loot coin. I could fix that to just loot coin but I like this mechanic. I'm thinking of making players drop a Joker card which is turned in for rewards like items including legacy items. They could also just randomly drop gear and another idea I have is we can randomly select a piece of the gear they are wearing and just duplicate it as a drop. In this way the player doesn't lose the item but you still get nice rewards for kills. This allows a balance mechanism as well where lets say one guild is dominating the server and raids if you kill their members they have a chance of dropping their raid gear if they're wearing it. This brings back the old Rallos item bagging strats in a softer but relevant way. I want to have a live beta on eqemulator loginserver by next weekend. Once these issues are worked out it will be ready for beta. Really I just need to get this beta going and have people test some variations. I'm thinking I'll just make everyone a guide at login and give them a command set that makes testing easy. https://pvpeq.com/phpBB3/viewforum.php?f=3 | ||
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Last edited by azxten; 11-07-2022 at 04:30 AM..
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#4
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#6
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I prefer the quest item drop. I like the cards and I was thinking we could track player PvP performance and reward different cards for killing different players. If you kill a good PvP player they drop a King card if you kill a bad player they drop the Joker. Each card has a different reward pool or percentage. This has the same self farming issue but the rewards are more manageable. Turns in usually result in potions, etc but there is a 1 in 1000 chance of a guise, manastone, etc. Players can self farm cards cross team but they have to farm a lot to get a valuable reward and that reward isn't going to break PvP. Similar limitations to block self farming like if player X kills Y they only get a card for X killing Y once an hour. Still figuring this out. Another mechanic I'm considering is a bounty system. Let's say a level 50 kills a level 45 player, there is no bounty, but if they kill a level 5 player who didn't engage them first they accumulate some bounty points. Basically you get bounty points for being a dick to people and if you accumulate enough you're added as a bounty target which means your PvP flag is turned on and you become attackable by both teams. If you die to a player some kind of unique item is dropped that when turned into an NPC in the capitol cities gives a good reward. The idea being that players griefing others can do so with the penalty of being openly PvP to everyone and having this raid gear bounty put on them. After some time or once the quest is finished they're no longer PvP flagged. The penalty could be more severe or this can be adjusted in other ways but the goal is to identify asshole players and punish them while not forcefully stopping them from being assholes. Maybe players can loot an item off you or something like that instead of the quest so being a bounty target means players can loot your gear if killed and everyone can kill you and you lost levels and so on. That is pretty severe while still allowing these types of players the option to be assholes and have a harder time because of it. I actually want to incentive and disincentivize this at the same time. It could be like a mini game, how long can you last as PvP flagged with bounties on you? There could be rewards for existing in this state at the same time as there are punishments. In general the idea is this third team of the players people don't like and we adjust this team so that those players get even more of a FFA asshole experience but players who don't like them are able to cope. Maybe these bounty/PvP flagged players can only exist in certain zones like outcasts and those are level 40+ zones so they become restricted to the places they should be. I don't know there is a lot to consider. For now it's just coin loot. I'm thinking of moving banks outside of the capitol cities. Fighting at banks is awesome in my opinion. Since the lore of this server is a prequel I was thinking of saying banking as a concept doesn't exist except on Antonica but it is spreading to Faydwer. The Dark Elves and Halflings each have a bank at the de camp in lfay and at butcher docks where halflings start. This makes banks PvP friendly. Even more extreme I considered having one bank only that both teams have to use, that would be pretty funny. Right at the zoneline from butcher/fay so each team can reach it equally easily and it's near the capitol. Maybe the DE/Halfling bankers are still bankers first so there is a bank on each side of the zoneline because they're actually "one bank" that spans races. Kind of like a camp setup by the bankers because the races of Faydwer won't allow them to setup in cities. One side of the zone is your safe bank and the other is the enemy bank. | |||
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Last edited by azxten; 11-07-2022 at 05:02 PM..
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