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  #41  
Old 12-22-2020, 09:42 PM
Jibartik Jibartik is offline
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"this infinate universe seems very bland."
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  #42  
Old 12-22-2020, 09:46 PM
magnetaress magnetaress is offline
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Normal rallos, or vztz.

No one can bind outside of inns in cities.

If you log out or go LD, you spawn at your bind. In the inn.

500% regen speed at inns, but your snared, slowed 50% while resting and your unable to cast. so ya get full quick. Remove bind and just have soul binders. Maybe remove gate? Add npc teleporters that charge a flat rate for travel between cities. 100p. Add a cool down rez like debuff for using these. Make 10 dose sow pots vendored. Remove coin loot. If you die in pvp, you spawn at your inn bind with your gear and spells,, the no travel -20 stat debuff for 30 mins.

Make zones with raid targets, any lvl range. Remove exp loss from death. Allow trains.

Maybe make city guards godlike and assist in faction so ppl don't use them to grind and abuse the inn regen.

No YT.
Last edited by magnetaress; 12-22-2020 at 09:54 PM..
  #43  
Old 12-22-2020, 09:51 PM
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i never heard more people talk about a server, than the people from vztz, that place is like texas.
  #44  
Old 12-22-2020, 09:57 PM
magnetaress magnetaress is offline
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Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
i never heard more people talk about a server, than the people from vztz, that place is like texas.
I played newt twink on SZ, it was something awful and simultaneously amazing.

SZ teams are just crazy though.

Everyone needs to be able to use every city if u do my idea tho. Or maybe pay like 5k lump sum to switch inn binds and guard, merchant factions. Adjusted by # of players with faction?

Guk will be crazy. Maybe pvp gives faction hits and that's how u switch cities.

Grobbbbb army United.

Also more classic resists seems legit. Casters should have to work together to kill a geared melee. A war should be able to go after a wiz and mage with a fighting chance. But that mage should be able to malo and get the war if he does not pell.

If ppl die in pve they don't get the debuff. Debuff is there to make pvp matter more than trains while contesting raids.

Faster recovery and mobilization from train deaths, but punishing pvp makes them useful but not the ultimately winning strat for pvp. Makes the game faster paced, more strategic, and fun.
Last edited by magnetaress; 12-22-2020 at 10:08 PM..
  #45  
Old 12-22-2020, 10:33 PM
magnetaress magnetaress is offline
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BTW thx for the thread loved reading all the replies.

I like the many ideas.

I want to attract blue raiders into red raid combat zones while making them feel like their pixels and time investment will be protected. And they can simultaneously achieve their EQ dreams with end game pvp in mind. Cuz let's face it, eqs grind is insane, even spawning 60, there's still many hours of questing, camping mobs, tradeskills, faction and hoping for drops.
  #46  
Old 12-30-2020, 02:41 PM
Old_PVP Old_PVP is offline
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This is literally a topic that has resurfaced countless times for close to a decade now. God damn, time flies.

As far as rulesets go... I don't care anymore. They all have their ups and downs. It would be nice to try a ruleset that has never been done before like some kind of restrictive team setup.

This East vs. West idea has promise, as well as a 3 team setup. Teams need to be implemented like WoW teams though. No trading / No communication across teams. Basically all you should be able to do is kill the opposing team. With or without item loot of 1 droppable item.

Item loot could potentially scare the average Joe away from PVP, but the security of teams may equal out that fear. Item loot does have its advantages like keeping the server economy under control as well. Also, thinking in terms of team zone control, it may be the only way opposing teams have access to certain items. For instance, if 'Team 1' has a dungeon on lockdown because it is deep within their territory, it may be very impractical for anyone from 'Team 2' to farm a camp. The only way to obtain that item would then be to loot it off a 'Team 1' player that farmed it.

Here's to hoping...
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  #47  
Old 12-30-2020, 03:16 PM
Jibartik Jibartik is offline
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what about a pvp server where every named mob in the game gets a bonus to HP and damage so they're all raid mobs and you have to start raiding to get loot in crushbone at like level 12 so its like, a rags for almost ever server.

edit: we can call it the rags to riches server.
Last edited by Jibartik; 12-30-2020 at 03:18 PM..
  #48  
Old 12-30-2020, 04:24 PM
Gustoo Gustoo is offline
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I agree with Old PVP about kinda throwing in the towel for exactly what gets done as long as it has half a brain worth of consideration for its implementation.

Zero communication between enemy teams (wow style) is an interesting idea, I'm not sure how I feel about it since coordinating cross teaming could be done outside of the game.

I wish there was a better way to limit the number of characters a player has access to but the way EQE MU is setup right now, that isn't an option either.

I think East vs West teams pvp sullon (no item loot) ruleset with the addition of Tiered level caps and custom changes to deal with legacy item psychosis would be the best way to make the server fun for the longest amount of time.

No PVP level range, but everyone maxes out at level 10 for a given period would be MEGA fun. I would pay money for level 10 to be the cap for like 3+ months before switching to level 20 because a buncha lowbies with nothing better to do than kill eachother in rags is extremely fun and everyone should experience it. Rallos kelethin was the funnest gameplay I ever had anywhere.

I think it is simpler to leave item loot out although I prefer it in.



For rags to riches I think that this server would kinda force rags to riches style if it has tiered level caps. If you got enough level 10's together you could have a crushbone raid to gear up.

Imagine coming over on the boat from freeport to attack kelethin with 100 level 10's oh baby.
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  #49  
Old 12-30-2020, 05:08 PM
Old_PVP Old_PVP is offline
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Quote:
Originally Posted by Gustoo [You must be logged in to view images. Log in or Register.]
For rags to riches I think that this server would kinda force rags to riches style if it has tiered level caps. If you got enough level 10's together you could have a crushbone raid to gear up.

Imagine coming over on the boat from freeport to attack kelethin with 100 level 10's oh baby.
Honestly that sounds like a blast. Low lvl PVP in shit gear was always fun back in the day. Some of my favorite PVP memories were battling over Blackburrow or defending the wall in Misty with nothing but rusty weapons and ragtag armor.

Rags to Riches sounds like a fun server. After all, why should raiding only be reserved for end game and hardcore players? All levels should be able to get a taste for raiding. It would also make the dropped loot more unique and rare. A "Magical item" would actually have more meaning.
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  #50  
Old 12-30-2020, 06:29 PM
Gustoo Gustoo is offline
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Level 10 cap, 3 months
Level 15 cap, 3 months
Level 20 cap, 6 months
Level 30 cap, 6 months
Level 40 cap, 6 months
Level 50 cap, vanilla, 6 months
Level 50 cap, kunark, 6 months
Level 55 cap, 6 months
Level 60 open, 6 months pre velious
Velious launch, 1 year, reset.

5 year time line ish

If pop drops out significantly at some point, make new ruleset, announce the new server and reset it after minimum 1 or 2 months of announcement time for people to get ready for next go around. Maybe break all those up into 3 month buckets for less lulls in the EXP grind, but maybe not.


This is PVP specific, there should be tiered caps on all new blue servers too but maybe less specific. Level 30 cap for 6 months, level 40 cap for 3 months, and then open it up on a server trying to follow classic timeline.
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Last edited by Gustoo; 12-30-2020 at 06:34 PM..
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