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#1
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honestly pppl being OOR isn't that big a deal
another solution would be everyone starts naked lvl 60 and it's just a pvp/rp server | ||
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#2
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The best content on rallos was duking it out with other players for camps or special event mobs although during the halloween event of 2001 players were uncharacteristically helpful and non-hostile. It was best because no one (staff) had to lift a finger to make it happen and it was just the funnest part of the whole thing, what we now call emerging content. I would literally play 12h straight in crushbone, smoke weed and mix pve and pvp. Go to sleep and when i logged back in the next day, at any hour of the day, the "event" was still going on, everyone was still fighting and making groups for protection, getting to know people.
Crushbone, the entrance of paw, Highpass, Guk, all these places were "counterstrike maps" to chuckle a bit at rogean and how he let the ball drop on that one. Basically if i had the technical know-how to run a server, thats the way i would go. Just make the halloween event permanent (special mobs spawning in different zones dropping no-drop loot) or recurring, and use that as blueprint to make other special kinds of mobs spawn in zones that the players organically fight over. | ||
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Last edited by Tradesonred; 10-23-2022 at 05:30 PM..
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#3
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duels are trash, the fun part about everquest is the open world pvp, not signing up for a duel ... the more dirty the pvp gets the better it is, the more angry people become the more fun the game is, you cannot simulate this in a quick way but people need to have a massive amount of time invested into the server for it to happen organically, that is the elfsimulator we love.
where is rogean, has he left us? nilberg wru? we have been abandoned bros, bless brad for he would not abandon us, may he snort the finest colombian white in heaven
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Wipe it clean. | |||
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#4
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What I want out of a server is something I can play on while having a life. Progression based PvP requires dedication and time a lot of people don't have. Enter dueling, scaled damage, and fast exp. If you can send someone back to level 1 and full loot them that should appeal even if it only takes them 1-2 days to get back to 50+ instead of weeks. On the flip side if you get sent back to level 1 it sucks but you know you're not out so much effort that you just quit playing. Same with if you don't want to play for awhile, take that 3 month break, you can come back and be relevant in PvP again in 1-2 days not outgeared and hopelessly behind likely forever until the server becomes stale and dead and you finally catch up. My ideal goal at the moment is to be able to zone into Arena and the server backs up your persistent character save. You can participate in duels there as described. If you leave the Arena to a non-instanced zone it reloads your persistent save and you can play the permadeath open world ruleset. Duels is also a mechanism to increase interest among the wider EQEmu community. A lot of blue players would try PvP but not with the time commitments involved to learn. Imagine you're a fresh PvP player and you get beat up and do a corpse run 10 times. You're probably pretty much done at that point. You have no opportunity to learn stacking buffs, jousting, and all the rest of the basic EQ PvP skills you NEED to learn to have a chance. If blue players can come duel during idle time without all the bullshit and have a chance to learn they're more likely to participate in PvP in the future. And I'll just say it I don't even like progression. I don't know what era or how exactly but I'd rather there be no progression. My own preference is something like permanent Kunark era from the start and custom PvP focused itemization on increasingly difficult raids mobs. Some people like Velious, some like PoP, whatever. That's another part of the dueling concept. What would actually work for EQ PvP? What needs to be adjusted? People have mentioned bind rushing and other common bullshit. Dueling allows quick testing of resists, damage scaling, and other aspects of PvP to arrive at a some kind of ideal that could possibly sustain a population. Take "bowquest" as an example, things like that should be exposed and the meta shifting enough through dueling to see where changes should be made. It's an easier way to get data than a distributed open world PvP situation and the server owners personal preferences of how much bullshit is appropriate to suit their own taste. | |||
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#5
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i like the idea of big loots from pvp , maybe let players do a quest that makes one item a heirloom so it stays with them no matter what/spawns with them, like soulbound, respawns with them, only 1 item tho at a time and u can switch it if u want, make it cost a ruby or few rubies or something neat where u do a short quest to get items and pvp would center around those camps too | |||
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Last edited by magnetaress; 10-26-2022 at 10:38 PM..
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#6
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This setup sounds very similar to early red 1.0 where everyone is trying to race to the top, dodging any pvp on the way up as the consequence to pvping is just too high. Practically nobody is going to risk their level 40 to try to white knight for some rando. Everything becomes too calculated, weighted. Where in rallos it was just, oh these flower fucks are targeting the noobs again, put on the william wallace hat and charge in. To me a fun server is a server conducive to very regular pvp. The bad thing also with early 1.0 and the hypothetical setup you are talking about is it is mostly a veteran affair. I played 1.5 years on live and id say maybe 3 solid years here? Im still bad at the game. Which was fine on rallos because i can just try, try until i get better. On early 1.0 you cant try, try. The vets have played 10 emu boxes already and they will kill you 80% of the times solo, even more so because they are well organised and you will get train stomped most of the times anyway. You will eat xp death and you will never, ever catch up with your skill level because you cant get enough practice to do so. A similar dynamic would be in place in a permadeath server that takes 1-2 days to get to 60. Its not a place casuals or even semi-vets can enjoy. You have to know the ins and out of every class to even start to think about competing with people who are playing this one way or another for the last 10-15 years. | |||
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Last edited by Tradesonred; 11-01-2022 at 09:02 AM..
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#7
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Put in a bit of work. I have a Rallos NPC in Arena now that you can talk to and he sends you to an instance of Arena. I think he needs the ability to create a duel challenge and for someone else to accept it.
So you would say, "I want a level 20 duel" and he responds "Your duel is ready, it is called 001" and another play says "I accept duel 001" and it levels both players to 20, gears them, and sends them to Arena with PvP flag on. As soon as one player dies or leaves the other player is ejected back to Arena (non-instance) and PvP stats are updated. That will be the basic initial functionality. I'll also need a way to allow modifying gear instead of just a standard set of gear. Possibly a separate duel type like, "I want a level 20 duel using vendors" and then it just keeps the gear you have on your character. The vendor is in the non-instanced zone so you prep ahead of time. It should also be trivial to allow other zones, mobs or no mobs, etc. So you could say "I want a level 60 duel in Sebilis with mobs using vendors" and it puts two players in Sebilis in a random location and kills any mobs within X units of them so you're not immediately dropped into combat. Stuff like that. It doesn't seem like that much more to work out a command system to create a group duel, people say "I accept duel 001 on team A" and you can see the teams, etc. [You must be logged in to view images. Log in or Register.] | ||
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Last edited by azxten; 10-23-2022 at 07:35 PM..
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#8
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[You must be logged in to view images. Log in or Register.]
Something like this.. and now we have our duel creator as a qglobal variable and the accepter as a qglobal variable grouped under a unique battle ID. Next both PCs are ported to an instance with the same unique identifier to fight. I'll add some collision logic now and prevent other people from accepting a duel after it has already started. Then the tricky part of changing levels, gear, PvP flags, and reverting it all outside the instance. Recording win/loss stats should be easy. Also a forcing mechanism so people only zone to Arena (non-instanced) no matter what they do. Create a character, die, teleport, zone, etc it all leads back to Arena. Only instances could be zones that aren't Arena, I also like the idea of allowing leaving the Arena and playing a persistent character with a modified PvP ruleset but that would be later. I also thought it would be hilarious to create an invisble observer character in instances that makes a video recording of the fight and posts it up on YouTube or something so all fights can be shared. | ||
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Last edited by azxten; 10-23-2022 at 08:40 PM..
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#9
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I like this duel idea damn i hope one day we can replace /gems with it, while you med.
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#10
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10/10 full support you have my axe
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