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#91
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I doubt nihi could batphone that many people at 2am, which would open an opportunity for the rest of the guilds to work together and down a target, which happened before with dentists/classic etc | |||
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#92
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To me the server is fubared. It might not be if there was something better than a bunch of cliques using the same guildchat with not much other options if they dont want to join nihilum.
Its gonna be hard either way, to convince people to reroll on a new server or keep playing here with nihilum sucking in 3 out of 4 new player on the server like a vortex. Good luck trying to build up a viable opposition to nihilum with that setup with cards that stacked in their favor after a year of uncontested farming. Im not thinking in terms of taking nihilum down, i really approach it as what setup makes for a thriving, snowballing increasing its pop, fun server. Im repeating myself (no shit) but the big mistake was xp loss in pvp. Camp control would have been established anyway through pvp without this ridiculous hindrance to contesting which allowed the server to become what it is now. I say we take off and nuke the entire site from orbit, its the only way to be sure. | ||
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Last edited by Tradesonred; 08-25-2013 at 10:34 AM..
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#93
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At most you would bring back 40-60 people with this. They have proven they wont play unless they can hit raid targets. High end raiding can only support 80ish active people max. Those types of numbers wont get us anywhere, except to try and screw Nihilum which your only objective in this argument for variance. If you want to fix the server you need to focus on the BULK of the server. NON raiders. Look at blue, they have 80-90 active raiders and then 800 non active ones nightly. That is what needs to be focused on this server. The NON raiders. | |||
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#94
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Dont anyone say then bring back xp loss, as the ones eating it were 90% on the casual/ungeared side. Thats another reason why i think chances at having a rallos like server is gone, we had the opportunity at launch to take the 600 players we had and push the pop up. But since it was a pve heavy, grindy, no-pvp beyond getting steamrolled by a wrecking crew, with a learning curve thats retardedly steep for noobs because you cant practice pvp without eating more huge grind to the face, that didnt happen. These were the people running against the vztz crowd who knew the game inside out and had 45 people lined up to go and grief people off the box with xp loss. It failed because it wasnt fun to pvp like rallos was, no room for growth of pvp players in that griefy, PVE heavy environment where each pvp death adds more pve grind. I dont think there should be no consequences to dying, but a corpse run and having to med to me was punishing enough, considering the ones who are gonna do it most are the new guys trying to learn what works and what doesnt work in pvp. Of course thats my opinion and i might be wrong, but thats my assesment of it. I was getting steamrolled by twinks on rallos, but i had fun doing it because i kept practicing and getting better at gauging which fights i could win or not. You learned that through pvp, and here you paid a steep price for trying to get better at pvp. We never got to that crushbone/blackburrow/queynos hills pvp scene here, where youre only faintly aware of the raiding scene because its just too fucking fun to pvp rumble it in every zone on the way up. Thats what was cruelly missing from this server when it launched, all that was left was the soul-sucking, mind numbing PVE most of us had been through before. EQ pve nostalgia was a really small puddle to drink from i discovered pretty soon without the pvp to keep it fun. Had the opportunity to keep those non-raiders you were talking about, but ruleset made sure there was no place for them on the server. So the leftovers are the PVE zerg raiders who won the box because ruleset was tipped in their favor from the beginning and the griefers. Then theres the friendly, helpy guys like me and samwise who will probably never ever will be a force here because theres nothing to gravitate to. If we had kept a healthy pop of semi-casuals with a different ruleset, then things might be different. You cant turn back time like in that cheesy Cher song where shes riding cannons as if they were huge dicks, i think it will be really hard (see what i did there?) to get back all those people we lost during server early days and dont think theres an infinite pool of people you can attract to an EQ1 pvp box. But im pretty sure it would be easier on a fresh new box with xp loss taken out right in the beggining. Bonus would be it would definitely be harder for a guild like Nihilum to emerge with xp loss not being there to deter contesting of zones. You also have to try to compute how many people would quit the game if server was rebooted, or if half the pop would quit for a new server that never quite takes off. So yeah my assesment of things is pretty grim beyond a perpetually purple, low pop server. | |||
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Last edited by Tradesonred; 08-25-2013 at 05:36 PM..
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#95
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The ultimate lie "You think I give a fuck what happens here?" Yes you keep your raid DKP up for velious loot - that would be a strong indicator of caring. Another gem that shoots all your credibility to shit, anyone reading this must be laughing at how transparent you are as Nihilum's lawyer. | |||
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#96
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#97
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Which is what teams would help with, providing safety/pub groups where people tend to work things out and work together better than FFA. A scaling group experience bonus, REMOVING the 200% so people are actively looking to add numbers to their groups to make it faster, regardless of what class/lvl.
Teams is classic, RZ policed itself in a different era of gaming - it WILL not and HAS not worked here. Current exp bonus favors people PLing solo, or playing solo classes. There is still no incentive to group here, and a lot of the classes create more of a burden than help, and get snubbed. We tried FFA with logical assumptions, and we tried no variance in the same fashion - THESE THEORIES WERE WRONG, that doesn't mean the idea of EQpvp is dead. | ||
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#98
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I'm not saying y'all didn't earn your topdog status, but the lack of variance unnecessarily reduces the difficulty of maintaining that status by lowering the incidence of important pvp encounters (ie contest opportunities). That being said, of course the non-raiding population should be emphasized and I love the idea of both getting rid of hybrid xp penalties and including an xp bonus for grouping. In addition, low/mid-level players should be able to be involved with the economy. Item loot (with the exception of primary slot?) would benefit all players by constantly stimulating the low/mid-level economy and would encourage pvp at all levels. It's important to try ideas that encourage pvp because it is the pvp server. The experience should be expressly distinct from blue. | |||
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Last edited by Drone; 08-25-2013 at 02:28 PM..
Reason: syntaXXX
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#99
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We never really had a good FFA ruleset to begin with, they patched it in much too late and after the dices were already loaded in Nihilum`s favor. I would totally agree on group xp bonus, but i think you need to attain a certain level of population before it gets patched. If theres a group bonus and no solo bonus, and its hard to find a group, it doesnt help. | |||
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#100
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A PvP server would do better if it never had an expansion. The gear from Kunark really hurt PvP. Also no XP loss and x5-x10 times the leveling speed for PvP server would help. No in zone /who and I think personally think the person should be able to loot any 1 piece of equipment no matter if in a bag or equipped. An item can not be looted if in the bank. Last, I the PK could only attack characters withing +/- 5 levels.
If it was a custom server I would say a bounty system should be set up. But that is a complete different story. | ||
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