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#111
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Coming up with good teams would be an issue.
FFA would need adjusting. No zone logging (You're LD on other zone if you /q) Keep the resist code so melee can resist spells but add item loot, everything tradable, can loot bags. Content is unlocked based on NPCs killed, server resets when sleeper woken. Highest level players would, in theory focus on being in BG zones. Harder to grief and /q | ||
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#112
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I still think battle royal eq with fast exp gains and maybe extra damage to NPCs just to make it about collecting loot and preventing other players from getting loot etc before you all end up in the random final zone and the last team/group/player takes the chicken dinner.
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#113
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Quote:
we want lots of bluebies to come over and experience the joys of eq pvp, and teams allow for more safety. you don't need to fear anyone on the good team if you're also good, making the server feel more welcoming to bluebiies. Quote:
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#114
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Quote:
In my mind its every day is a newbie yard shit show, and then in like 2 hours it's like a lower guk shitshow and then after 8 hours it's the final shitshow showdown! | |||
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#115
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Quote:
a eq battle royale is just not eq at all :O | |||
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#116
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Quote:
For me it's not about the year, or 3 years of progression, its just the progression that I like. Collecting loot if its so easy that its literally sitting on the floor was fun in DayZ for me, so I figure if you add some very easy to kill enemies to make it "a bit more difficult" and "make me gankable" would be like the perfect fit for me I think. Basically what I'd like is the the entire EQ experience condenced into a night of gamging. And then try again the next night, and the next etc. I mean, what does long term eq server pvp provide anyway? We have a great server to do that on and none of this community has any interest in playing there at all under any circumstances [You must be logged in to view images. Log in or Register.] | |||
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#118
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Quote:
Cant be christmas every day or when it's not christmas is christmas. [You must be logged in to view images. Log in or Register.] Maybe a 1 month wait lol | |||
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#119
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The most important consideration when designing a new PvP ruleset is creating something that will appeal to Blue players. Because the PvP fans are going to play regardless. So you want a ruleset that will intrigue longtime/lapsed Blue players and make them think, "Hmmm...I'm not really a PvP guy, but that sounds like it could be pretty fun and really freshen up the EQ experience." If you can get just a few hundred people like that to give it a try you've got a very good chance to create a thriving server. And let's face it, there isn't a huge untapped market of potential P1999 PvP players just sitting on the sidelines. If you want more players on a PvP server the reality is most of them will primarily be Blue players. Also, as anyone who played PvP back in the day can tell you, the majority of players on the old Zek servers were not elite PvPers who ran around looking for fights constantly. The server benefits from having more PvE focused players as well. EQ shouldn't be played like a deathmatch. PvP in EQ is the spice that enhances the dish, it isn't the main dish itself. It's still primarily a PvE game, and PvE-focused players should feel like they have a reason to be on the server as well.
This is why you needs Teams (built-in allies provides a safety net). This is why item loot is a no-go (scares away Blue players off the bat). This is why you need to offer something fresh that hasn't been done on previous PvP servers (a new ruleset). | ||
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#120
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Quote:
__________________
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