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#1
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#2
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The only thing certain with a change of that magnitude is that it would produce a lot of unintended consequences, both good and bad. It could result in a fun server where lots of small guilds battle and no zergs form, or it could result in the formation of a monster zerg that monopolizes Hate and Fear 24/7 in order to stockpile armor. No no-drops could also exacerbate RMT issues and attract those sort of players to the server. Impossible to know if it would ultimately be better or worse, all we can say for sure is that it would be very different. | |||
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#3
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It isn't about the quality of the gear, its about the perceived impact of the loss, perception of inconvenience, etc.
Sensation of loss is universally experienced more severely than gratification of gain. I killed looted the first Jade Mace acquired by a monk on RZ. He quit over that. | ||
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Last edited by Lowlife; 11-18-2013 at 10:30 PM..
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#4
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I support this.
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#5
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Item loot will both make the server popular and sink it: It will be popular in the beginning, lots of people will play, but when the novelty wears off the server will sink lower than red99.
You think red is bad with one guild in control of all endgame drops? Transfer that to teams99 where that controlling guild can also loot everyone else.
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#6
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i think that line of thinking falls within the context of a FFA server and does not regard the safety net of, nor comradery of teams that can be mobilized to dezerg the zerg
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#7
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Ok, so I'm coming around to DrScience's no no-drop proposal if the server actually ends up going with item loot (which I think would be a mistake, but that seems to be the direction we're going, so I'll try to make the best of it). I think it's the most interesting, elegantly simple and potentially beneficial proposal. It's perhaps the only proposal that would have a big impact on endgame PvP and conceivably slow down the dominant team/guild by opening their members up to item loss.
Now, the big problem emerges: how do you sell item loot + no no-drops to Blue players? How do you get enough players to give that ruleset a chance? PvP alone is a tough sell to a Blue player, I can only imagine how PvP with item loot and no no-drops would sound. It's important to have a compelling sales pitch for a server with this ruleset. Population is king. Another important consideration would be to do something about bagging macros. Even if they weren't a big factor on Live, it's guaranteed they would be here, especially without no-drop items. Bagging macros would give a huge competitive advantage to any person who used them and would essentially protect them from PvP loss while non-users would face enormous risk. Is there any way to detect the use of a bagging macro? | ||
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#8
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just want you all to know i dont read any of your huge posts and most other people dont either
so dont waste time, also theres never going to be an item loot server so cut yourself and move on | ||
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#9
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#10
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We ultimately have to see just what will happen, but my prediction is that the server will be fairly popular early on and will sink once the novelty wears off, with one team becoming overwhelmingly superior and the other two teams mostly naked druids and wizards out to gank. I'm not a fan of item loot in a game like this that has zero pvp balance and unbalancing things like deleveling (which was later mostly fixed by adding item levels and caps on skill levels).
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