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View Poll Results: should teams remove no drop tags like fv did
yes 23 60.53%
no 15 39.47%
Voters: 38. You may not vote on this poll

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  #21  
Old 11-20-2013, 09:55 AM
Kastro Kastro is offline
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Originally Posted by Old_PVP [You must be logged in to view images. Log in or Register.]
No drop/droppable - Make it ALL droppable, FV style. (Except certain items like epics, or other high end questables) NO-DROP systems lead to everyone being cookie cutter replicates of each other because of course no one wants to wear droppables when there is the option of NO-DROP.

The people that are against removing NO-DROP and making everything droppable can't come to terms with the fact that they may lose some of their hard earned pixels, because they were counting on the NO-DROP gear as a safety net. They are struggling against their inner bluebie.

If everything is made droppable, this also opens up alternatives to bluebie raids on XYZ boss. Now everyone can get high end raid gear without having to be in a raid guild, by looting other players, or even buying it.

This may even slow down leveling as a whole, which is good and leads to a more diverse spread of levels and server longevity. Granted there will always be no-lifers that will rush to the top, however the removal of NO-DROP takes away some of that incentive to get to the end game quickly. Which ultimately means longer server life and a more enriching EQ experience for everybody.

The removal of NO-DROP tags will also lead to better quality pvp, since more people will have access to high end gear, hardcore raiders, random pkers, and casuals alike. ALL gear under this system would also be devalued, which will lead to more people actually wearing gear on an item loot server.

TLDR; Removal of NO-DROP = Better PVP, better economy, alternative to bluebie raids and most importantly longer life for the server.
So true... it will make joining a Zerg Guild or the strongest team not such a no brainer... since you would have less rich targets to loot... may even lead to some sort of team balance...

And yes for sure a team server with item loot with almost no "no-drop" gear would bring alot of players out of the woodwork... My suggestion to keep things somewhat fluid at the high end would be an Outcast " Red" Team that essentially Guild Teams... like on Red 99 so that if a team gets too big or unbalanced some of the players can leave and compete pvp wise.... There is the danger they could dominate the server... just make sure they are kos in all starting city zones and if it really becomes an issue ad a PVP death sickness for all PVP deaths... but only those on true teams can get it removed before the 15 -30 mins are up by hailing an NPC in their city...
Last edited by Kastro; 11-20-2013 at 10:00 AM..
  #22  
Old 11-20-2013, 10:50 AM
Kergan Kergan is offline
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The economy of a PVP server is always going to stink without some sort of global bazaar type zone, or an EQ2 style auction house with a fence to sell between factions. Even if we hit 300 sustained population at peak (roughly double R99) which is a BIG if, you're essentially cutting down your customer base into 3rds (assuming 3 teams and equal distribution).

Discussions seem to point towards 0 interaction between teams, i.e. no trading, can't understand chat, etc.

Plus people, especially the large guilds, keeping massive vaults of backup loot in case core members lose items in PVP. I think you have to be careful though, with a small population you are talking about a MASSIVE influx of equipment. One Hate or Fear raid including bosses is gonna net you what, 15-20 pieces of gear and can be done every 3 days? It will essentially be the best armor in the game and also the most common, and would destroy the market for many low level items that level 20-40s can camp to earn the plat to buy the higher end stuff.

I think removal of the no-drop tag has to be able to stand on the PVP item loot alone or not be implemented.
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