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#1
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Dynamic range would work fine in theory. Right now I think most people would rather see it removed than fixed.
8 level range just means most people out to hunt players are going to be hunting people who are green cons for easy kills. It just isn't as fun. As an occasional PK, I always look for the easiest kills, with the 8 level spread this type of PVP isn't very fun. Am I supposed to look for challenging fights? Of course not. I won't look for a challenge unless I am forced to. Its just not good for fun PVP thats all. 4 level with a working dynamic range that doesn't screw over everyone that receives a buff or whatever would be fine. The most important and perhaps only important spell that justifies the dynamic range is HEAL so maybe make HEAL be the only spell that activates the dynamic range. Heal and Regen. And it shouldn't work in reverse because no matter what a level 20 isn't going to kill the level 50 healer that is healing his level 20k PK buddy. And as far as "stop thinking about 1 vs 1" when there is true mass PVP it will be all level 50 guilds at the top. Otherwise it goes back to people targeting players at the bottom of their engagement range and wiping them out. Just look at the PVP that is happening right now on beta. | ||
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#2
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Are you trying to say killing the weakest target first is a good idea
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#3
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The dynamic level range is a great idea in theory but it doesn't seem to be working out as well in practice. I think the dynamic range either needs to be smaller (4-6) or move to a FFA system with xp and coin loss at a certain level range (4-6 here would be great). The 8 level range seems ok for the 50s, but anything below that, an 8 level range is an incredibly difference in power.
I do not however want to see the server move to a system where invulnerable healers can happen. Yes it was a problem and it is beyond retarded that every grp pvp fight would mean bringing your out of level range clerics that no one could do anything about. | ||
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#4
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That will happen later Softcore. Not going to happen on Beta when people are just bombing around getting exploited by the broken dynamic range.
My characters worship bristlebane but pray to everquest demi god nilbog for a good ruleset. | ||
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#5
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+/- 8 level spread is too much, at least in the sub 40 game.
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#6
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+- 8 sucks at lower levels but if it's a bitch to code something like: up to lvl 10 it's within 4 lvls of the lower person, up to 30 it's 6 and after that it's 8 then we just deal with +-8.
Dynamic sounds great, no oor healers. There is no perfect system. EQ (especially pvp) was always broken and I think this might be the purest it will ever get as long as someone isn't insanely OP. I miss the good ol days on TZ and can't wait for this. Just wish I had the time to go balls out. | ||
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#7
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Welcome to PvP. You will die. Suck it up or go back blue.
Just make it 8 level range, NO exp loss. NO itemloot. NO teams. Coin loot. I and many others played for years with these rules on live, with the exception of NO teams.
__________________
Greattaste, Halfling Druid
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Last edited by Billbike; 10-06-2011 at 08:51 AM..
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#8
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xp loss (less then mob death though) for pvp is a good thing. Keeps everyone accountable no matter if they are naked or training or what.
IMHO, the only thing that needs to change at this point is tighten up the pvp level range in the sub 30 game. If the low levels reverted to +/- 4 for pvp, i'd also get rid of the level one immunity in cities/noob yards, simply because I detest bots and all this would do is force people to create a bunch of level 1 trade bots. Consider this: = +/- 4 pvp range from level 1 to 20 = +/- 6 pvp range from level 21 to 40 = +/- 8 pvp range from level 41 to 60 = NO level limits in high level dungeons and raid zones (lvl 40 and up dungeons) = coin loot, xp loss on death = no safe zones, no safe cities, pvp starts at level 1, fix faction so people who want a "safe" city can work on maxing out their faction for guard protection for themselves Launch | ||
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#9
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Palemoon has the right idea about exp loss, level 1 pvp, no safe areas and faction. When it comes to level ranges, though, I think he's being a bit too conservative. +/- 4 until level 10 would be fine, with +/-8 starting at 11. Limiting the first 10 levels is more than generous enough.
Though.. I really do like my idea of VZ and TZ teams with +/- 8 until level 20 :P
__________________
“Smile, breathe, and go slowly.”
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#10
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The problem I have with the current system:
A level 35 and 43 group up and go into SolA. They level 35 can attack the level 27s xping there and does so. Once those 27s engage the level 35, they can now be attacked by his level 43 buddy. Now the 43 can slaughter the lowbies and give them xp loss. I don't care if 40s can attack 20s, but I do think it is wrong that the example above can result in xp loss. I'm all for xp loss in pvp when there can actually be a fight, not just people ganking lowbies. I would prefer a system that only had xp loss on a range of +/-5 instead of the huge level range we see now. | ||
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