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#1
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I'm sure you guys had your reason for removing the xp bonus, but all it does is make those of us who are level capped not want to risk death in any pvp encounter. Yes there should be a penalty for dying, but two deaths in pvp at level 59 shouldn't require 5+ hours of straight xp grinding in a solid group just to get that lost xp back.
I personally have died enough times in the last month (I tend to stick into engagements longer than I should, red to the core) that at this rate I will hit level 60 6 months from now. I love this box and I love pvp, but the xp loss makes me just really not want to even bother pvping unless its absolutely necessary or the odds are stacked in our favor (which lets face it, is a rare occurrence). | ||
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#2
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__________________
Valtiel
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#3
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Last edited by Nirgon; 03-21-2013 at 11:35 AM..
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#4
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Good PvP requires 500-800+ population. Nothing fun about pvping the same three people every week.
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#5
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Yeah smirk all you want, in time well see how well this "I dont know how the fuck to run a pvp game that people find enjoyable because i dont actually playtest my server and dont listen to people who do" works out for the server. Wait until all the new people hit that xp grind brickwall that makes the most pvp inclined player worry about putting more grind in pvp after 30 levels of hell. | |||
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Last edited by Tradesonred; 03-20-2013 at 08:27 PM..
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#6
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now i see 100-150 i dont think tarwine is making anything up | |||
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#7
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This server just has a nasty habit of letting people enjoy, exploit, escape under system A, then system changes to system B and all followers have a different opportunity. The rich get richer, it's hard to constantly travel against the current when the advantage enjoyed by the players here first is not only huge but also gained under a different system. next time, don't just make things up. you never know who has been actually paying attention, and can call you out on your BS | |||
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#8
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The population on red should be scaled simply by a timeline of active players without considering blue's pop whatsoever. We wouldn't have scaled the active pop of Sullon Zek by the rise and decline of another server. Now thurs night Fights and event's would certainly have an impact on existing players or player's that took a hiatus but it does absolutely nothing to encourage new player's to join the server. And finally exp penalty on death actually discourages pvp for most player's, forcing hours of pve grinding to make up for moments of pvp. This is why Sullon Zek always had an exp bonus to make up for the death penalty and encourage pvp. Now if Sony had fulfilled there promise of vendor rewards for pvp coins earned through pvp, that was announced on the release of the server, we would have seen something truly unique to gaming... A real world pvp environment(not battlegrounds) that rewarded pvper's as much as pve'rs in content and gear for dynamic and skillful combat with other players. Instead all we see in modern games is BG grinds that make you feel like your farming mobs. And forcing player's to grind hours of pve for moment's of pvp, shift's the power dynamic in the favor of blue raiders over skilled pvper's. And that's really why everyone is here, to pvp in a world environment, where your success is determined by skill and adaptability to the constant challenges that arise. | |||
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Last edited by Swyft; 03-24-2013 at 10:40 PM..
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#9
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#10
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