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#2
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#3
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Keep primary/secondary/ranged unlootable, allow every other slot to be looted.
If a melee gets his primary looted and doesn't have another in the bank, he's quite fucked. However, if item loot comes down to "bone chips, food and water", then what is the point of even having item loot anyways? The biggest problem I see with this is the prevalence of naked casters with nothing to lose/everything to gain. | ||
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#4
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Quote:
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#5
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Roleplaying Iron Chefs approve
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#6
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Item loot is horrible and has never worked on any PvP server. It always leads to the server being nothing but naked casters. Considering how bad melees are at start it's a horrible idea.
Exp loss makes no sense (where is the exp gain for pvp?) and again, dying in pvp is already detrimental enough in that you go back to your bind naked and without mana and have to get your corpse from someone who is likely to kill you again. | ||
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#7
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Exp loss on a pvp death is not good. SZ ruleset did have exp loss, but SZ also had a server wide exp BONUS, which everyone seems to forget. PVP servers obviously attract pvpers, not bluebies who want to sit around and grind back exp.
However, exp GAIN would be a great idea for pvp kills. The amount of exp gained should be equal to the amount gained by a mob of the same level as your opponent. In my opinion, Item Loot is very healthy for any pvp server, for various reasons. It depends on which angle you look at it, but in many ways, item loot actually encourages pvp, and also other aspects of the game like questing; not the opposite like most people believe. I keep seeing people say "item loot is horrible, because this is an item driven game", and that it "discourages pvp". Think about it this way, if item loot was NOT implemented, and there was never any fear of losing your gear, how would this affect our pvp environment? Since this is indeed an "item driven game", it is only natural to feel the need to farm the best items in order to "win". Since there would be no fear of losing your precious gear, people would now be more inclined to spend the extra time farming the best gear possible, which means more PVE....and ultimately LESS PVP. People would be less inclined to spend hours and hours farming a piece of gear, if it could then be stolen from them with 1 death in an item loot system. Item loot would then encourage more questing, to obtain more no drop gear, which gets people moving from zone to zone, which gets people running into each other. So item loot eventually leads to MORE PVP and less PVE. Discuss. | ||
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Last edited by Old_PVP; 09-02-2013 at 09:15 PM..
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#8
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Quote:
Also, item loot DOES encourage people to play with less gear...which is why they role naked casters, which totally defeats the purpose of having item loot to begin with. And let's be serious, there aren't nearly enough quests for no drop items at the low and mid levels. I understand that some old school Rallos guys like item loot, but it's seriously a total non-starter here. More than any other rule, it's a total dealbreaker for tons of people. Adding item loot to the server means you pretty much cut your potential player base in half, if not more, especially with people considering coming over from Blue. Item loot is simply a recipe for another dead server. EQ Devs realized it was a bad rule, which is why it was never replicated on the other 3 PvP servers, and isn't even on the grief paradise of Red 99 today. | |||
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#9
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Quote:
item loot is amazing. it makes the game scary / exciting beyond any other gaming i have ever experienced. it worked great in eq and uo. it would basically solve the #1 problem bitched about on r99 immediately, which is that there is nothing to do unless you are in nihilium. small organized groups that dont have enough people to contest trakanon, could still get trakanon loots by jacking up xp groups in kc. then nilly would be forced to send the a squad on a manhunt to get their shit back, meanwhile being constantly afraid of losing even more of their hard earned pixels. interestingly this also fixes the #1 complaint of people IN nihilium which is: why the fuck am i wasting my time raiding dracoliche #472 when i got my bcg in janurary of last year? good news, while thrilla was out pvping people in heresy all day that were guerrilla warfare fucking up our apps and alts, he picked up mrylokar legs but lost his bcg. he needs to go to this raid to replenish his pixels before going out and having awesome, meaningful pvp all day tomorrow. yes some people roll around on naked wizards. how is that different from here, where half the pvp kills on the server are by wizards? dont want to risk your paladins fbss to a naked wizard? play a naked wizard. want to absolutely buttfuck naked wizards 3v1? play a geared melee. (this is of course assuming someone implements some kind of resist check). the whole bagging thing is fixed very simply by coding it to loot wearable items in the persons bags as well. im ok with the idea of limiting the lootable slots to say earrings, rings, neck and helm, + a defined set of clickies like gate pots, cure pots, wands etc. these are basically all resist boost / pvp oriented items that wont ruin your ability to go xp. you dont get ganked into complete nudity, and melees haste items are safe. this + the same items being lootable from bags would provide a decent level of safety from ultimate grief + prevent bagging. ----------------------------------------- all that being said, i dont have very high hopes for item loot being implemented since many are against it or not willing to try in the first place. on xp loss: xp loss was fine in classic. it became retarded 51+ when the penalty became 70 times worse in terms of time required xping to make back the loss. make it scale so that the xp loss is always equivalent to about 4 solo'd dark blue mobs. reward the killer with half of that xp, (split among group so healers get some love). this gives an incentive to pvp, an incentive to not go for the intentional xp death, and is a net loss so you cant exploit it to transfer all your xp from one char to another. make some kind of cap so a lvl 1 chain killing a 60 is not a valid way to level a new toon. ----------------------------------------- one last thought on the subject, a system i have posted before, but still like: implement a custom vendor that sells pvp crystals for plat, and another vendor that sells consumable pvp oriented items for crystals [lava diamond, tash/malo wands, targetable grow mushroom, no blind shadow step pot, 4 slot instant junkbuff pot, manasieve wand, spirit of cheetah pelt, lute of highsun, dmf pot, fang of rabies, ...]. you can utilize the unused ldon currency spot in your inventory for this mechanic. make these expensive so it is a legit plat sink. * the pvp crystals have no weight, and cannot be banked. * when you kill someone else, you can loot all of their crystals up to how many you have on you. * one of the crystal bought items can be looted from a slain enemy's corpse. (regardless of how many crystals you have) this should accomplish a few things: - higher risk/reward for pvp, while not as soul crushing as item loot - system is opt in. if you want to be safe, dont buy crystals. unlike running around as a naked caster in item loot, you stand to gain only as much as you put on the table. conversely if youre a big dick box legend with 100k crystals, some scrub with 50 crystals and a gank squad doesnt get to loot everything, but it still doubles their pile. - gives real value to plat to foster healthy economy - want a high stakes duel with someone talking shit? instead of calling them out for char deletion which no one has ever gone through with ever, go buy 10k plat worth of crystals and meet at the flagpole after school. a note on the items - i would either not have, or temper instant gib items like conflag and golem wands, and instant get away items like gate and da idol by making them lore, giving a cast time and making them expensive. obviously all of the fine tuning minutia would be up for debate.
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Last edited by Handpartytowel; 09-03-2013 at 11:33 AM..
Reason: less mean to previous guy
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#10
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Food/water still better than nothing. But as I posted before, I encourage the lootability of all stackables and expendable clickies
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