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#1
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#2
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Teams or nothing people need safe areas to level.
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#3
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If youre fragile enough that you cant take the early pvp, dont find amusment in it, probably aint cut out to play a pvp server anyway. I think some kind of safety should be there (which is why i pushed for xp loss removal). But personally, if you weight the advantages of teams for early safe zones vs hard locked teams at end game, id go for being able to "switch teams" (guilds). Also, typing the paragraph below, i just remembered thats how i quit sullon, killed by a 45 wiz in blackburrow. Nothing much is stopping a high level to come in and grief lowbies. By the time hes called out, if hes a porter hes already elsewhere griefing somebody else. Quote:
Id certainly try a sullon style server, and im honestly not sure how much it would retain its playerbase. But i rolled on sullon first, back when i started. Got zapped by a 45 wizard in BB and thought fuck this, gonna try the other pvp server. My guess would be this will happen alot, especially now that ive seen the poopsocking method of people taking shifts to level characters at server launch. | ||||
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Last edited by Tradesonred; 01-17-2020 at 03:59 PM..
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#4
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NOTE: I'll be more of a jerk than normal below, because this is a Red forum and ... I'm trying.
All of you are losers and all of your ideas will fail, because you all think only about individuals. EQ PvP is a game, and good games are designed as a system. If you want a successful PvP system, you've already failed the moment you think: Quote:
Do you think a lot of people who played Doom, or Quake, or Half-Life (or DaoC/SW:G/WoW) thought "I'm too fragile for this, this game sucks?" Of course not, morons! Those were good PvP game systems, and they took whatever players played them and made them a part of that system, so it was fun for everyone ... even if they were fragile little non-PvPing babies at the start. Figure out how to create a system, not just a fantasy in your head where you gank lots of non-existent people, and maybe you'll be able to get Rogean's attention ... losers. [You must be logged in to view images. Log in or Register.]
__________________
Loramin Frostseer <Anonymous>, Hetch<Anonymous>, Tecla <Kingdom>, ... Check out the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | |||
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Last edited by loramin; 01-17-2020 at 04:01 PM..
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#6
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We have weighed pros and cons a million lazerbeams worth of times.
1. Custom hardcode teams (2 teams seems novel, and worthwhile), but otherwise Sullon Rules, no level restriction on PVP 1-60 engage. No item loot 2. Actual real rallos zek item loot 4 level pvp FFA no teams Both of these very opposite rulesets combat griefing in different ways that will make for a different experience versus existing red99 custom 2014 ruleset. | ||
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#7
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Cool let's play the pvp server where everyone makes ogres, iksars and dark elves again
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#8
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#9
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The overall problem is the game is inaccessible to normal people.
No friends/guild potential because the guild crews have basically been formed over the years. EXP is brutal, normal people don't want to play a hardcore low pop PVP box against only sick fucks and invest an insane amount of time to do it. Even experienced veterans who were stoked about a new box said ehh fuck it, new players have like 0 chance of making it. There would be exploits with teams though and mechanic issues no doubt, ffa raid zones maybe? Wahh custom. | ||
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#10
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There would be times on Tallon Zek that you help a same team guild in PVP just for fun by yourself, and the other guild would appreciate it, so even if you aren't a guild member you become friendly with others. On this box every crew is against every newb.
Different teams had different areas locked down so people would huddle together to stay safe etc, forms community n shit not just running around solo soaking up the classic. | ||
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