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#132
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Tarwine start sharing your altergate forum name/ingame name thing you did with altergate with this crew! That would fix a lot of problems.
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The Rushmore Doctrine
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#133
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"- twinks raping new players, shits classic but on a 100 person server do you really want less people playing? what the hell is wrong with you lol"
Devs were told sooooooooooo many times that this would happen and it was soooooooo obvious that it would. And still they left the xp loss in, cuz HEY, ITS NOT CALL OF DUTY ALLRITE CLUELESS PEASANT? Better late than never though and if they come to their senses ill probably play the box again. | ||
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#134
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EQ is just a funny sort of game. It's extremely difficult to start out, but then once you're at the top it's simple to stay there. This is classic, but I don't think anyone can deny that this is a big part of the problem. Grinding to level 8 as a wis caster is torture, and the fact that you eat almost every PvE death from level 5-30+ most certainly doesn't help, either. Removing the xp loss in PvP death only really seems to help the higher level people, and not the people leveling up. I know I would much rather take a small xp loss from PvP than have griefers making me die intentionally to NPCs I'm engaged with. Higher levels have cleric friends around their level to rez them, and because of the unrezzable xp loss from PvP they prefer training themselves and getting rezzed later.
Maybe the xp loss should be scaled back a lot, if it's as bad as everyone says it is. But I feel it should stay in, just so people have some incentive beyond coin loot to not just root each other on NPCs to waste as much of their time as possible (finding rez, maybe logging out to preserve rez timer). The game is simply tough, and without a higher population things just are not that fun at the lower levels. I can't understand why so many people prefer playing blue to red. That's all we would need to make this the best emulated server ever: more people. Even with their endgame being a massive letdown, the bluebies still refuse to come over here. Having missed out on launch kind of sucks; I've soloed for all of my xp so far and have only had one PvP encounter when some dumb melee kept attacking me near the Kelethin guards. There are always people to group with at the lower levels on blue, and most of them seem new to that server. Why aren't they coming here? I don't want to sound like a troll, and I know something like this would probably never happen, but I really do wish that an account would need a level 20 character on red before they were allowed to make one on blue. The twinks, griefers and harsh penalties weren't nearly this bad on live, and it's not because the mechanics here are harsher. It's that on live, you always had potential friends to make at any level. I'm not sure what could be done about that, beyond forcing our style of play upon the bluebies in some manner. And that would probably be selfish of us.
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Your Princess <Serenity> Red99 | ||
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#135
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I would literally put my hand in the fire that what drove em away was how hard it was to challenge zergs like holocaust. On rallos you had CONSTANT fun back and forth pvp all day in newb zones. Here? Holocaust ran into guk 15 of them and you could not get anyone to try to go in there and fuck em up. Its because of the xp loss, theres no other possible reason. On rallos you didnt get mad, you got even. Here most of the times, everyone that wasnt in a zerg it was mostly, get mad, do i really wanna lose xp doing a guerilla run i have 90% chance of dying but could be fun? Nah, back to PVE On rallos youd do those fun runs, over and over. Thats why leveling took forever. Thats why here people raced to the top and cried wtf need more PVE content, instead of enjoying the journey. Might have happened anyway for a couple of poopsockers but I sure would have pvpd alot more. Red just feels like what its been called often, a purple server. Not exactly blue, but not exactly with a ruleset that encourages pvp. Im pretty sure this is what killed the population. You dont roll on a pvp server to wait 2 months of grinding pve to finally pvp. And if you do, jokes on you because the pve grind vs pvp ratio is even worse end game. Thing is, if things werent so harsh for casuals, and no xp loss (or heavily reduced) we might have made that pop stick around and it would have helped with pvp even more because the more people you have the less you have to ask yourself: do i really wanna kill the only couple of guys i may be able to group with later on? If the xp loss was turned off id be logging on the next day, just fucking around with alts, camping shit for my alts, getting into pvp groups at high level to cockblock nihilum raids. As it is now, id rather play Fallout: New Vegas or DOTA 2, fucking sick and tired of PVE and the way server is setup, the grind never, ever ends, where on Rallos you could just sit on your char and pvp all day if thats what you wanted to do. Thats the major difference between red and rallos. | |||
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Last edited by Tradesonred; 03-23-2013 at 04:43 AM..
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#136
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#137
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On rallos, flowers was the holocaust in crushbone, but everyone ran in there to have fun. | |||
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#138
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#139
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Good PvP requires 500-800+ population. Nothing fun about pvping the same three people every week.
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#140
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Here's an idea: what if blue characters were allowed a temporary transfer to red (1-2 weeks), and any progress they make while on red would transfer back with them to blue? I think if we could give them a taste of what EQ PvP is really like, maybe the server could pull in more players. The reason for allowing them to keep whatever progress they make would be to ensure that it's not entirely just a bloodbath of random PvP all over the world, but an incentive to experience all that PvP has to offer (raid battles, fights over camps, etc).
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Your Princess <Serenity> Red99 | |||
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Last edited by Faerie Blossom; 03-23-2013 at 12:18 PM..
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