![]() |
|
#51
|
||||||
|
Quote:
I'm not sure you're familiar with the term "griefing" either. Should I define it for you? What you're arguing for is a system without a death penalty, period. You want a WoW battleground-arena type game where dying has no consequence. Quote:
Simply put: Loot and Scoot does has no effect on the majority of the population. Furthermore, most of the people it does effect would likely leave the zone without the LnS rule. Why? Because they will get killed again. Training and Bind Rushing? Really? Red herring? Training is illegal. Bind rushing is solved because there is exp loss on death. What happens in your fruity blue world of no death penalty? Oh yeah, people bind rush. Bad argument still going... "It still provides the PURPOSE of why people play on PVP servers, the ability to take what you want through skill on the battlefield instead of having to wait in a line like on a PVE server." EXP loss on death removes the ability of taking what you want through skill and forces PvE lines, right? No? Then stfu with this random ass shit. Quote:
Guilds can behave how they want. Just because you want to be nice when getting drilled doesn't mean the rest of the population does. EXP/Item loot both provide a method of forcing people out of the zone without rules that require staff interpretation and enforcement. You are dumb. You haven't listen one good reason yet. | |||||
|
|
||||||
|
#52
|
|||
|
Gives the players a good reason to be pro and not a zergling shithead as well when defeated. All around good mechanic.
| ||
|
|
|||
|
#53
|
||||
|
Quote:
| |||
|
|
||||
|
#54
|
|||
|
My body is ready to decrease your xps.
| ||
|
|
|||
|
#55
|
||||
|
Quote:
Try and come up with a few reasons to support your blue idea while you're at it. I'm anxious to hear a legitimate reason. | |||
|
|
||||
|
#56
|
|||||
|
Quote:
Quote:
1) They were the first, and at the time, only PVP server and by the time the other servers rolled around people had already invested tons of time on the server and didn't want to move. If all 4 servers had been released at the same time, I doubt that would've happened. 2) Much more importantly, I would assume the increase in No Drop items kind of took away a big portion of the item loot complaint. Even then, I'm sure there were plenty of gank groups to go around. The question is which would you prefer, a server with a balanced distribution of classes fighting with their gear to the best of their ability for the biggest PVP challenge, or a server where people keep items in their bags and run around in ganking groups. Sullon Zek's ruleset drove the population into the ground so while I'm sure a lot of you like it, it isn't exactly a good ruleset to follow if the you're trying to keep a server populated. For me, I'd rather dominate a server/game that appeals to the masses and promotes skill so that the best truly represent the best. A low population emulator server doesn't prove jack shit and never will because the best players stopped playing Everquest many years ago. Low population emulators with second rate players with vastly changed rulesets is not a "proving ground" and the fact that most of you think this server matters is just ridiculous. It's just a place for a few hundred people to have fun on a game that's a decade old. There is nothing to prove on this server and I guess the difference between you and me is that I realize that and you don't. You actually think that "winning" on an emulator means you are skilled or something and nullifies losing on the real versions of the game when they were popular. So my legitimate reason? You sucked 10 years ago, you still suck today and changing the ruleset is not going to change that so keep the ruleset that provides the most *FUN* for players because that's what these servers are ultimately about. A way for people to relive the old days. Why completely change the original ruleset to add a griefing element onto a 10 year old emulator server? | ||||
|
|
|||||
|
#57
|
|||
|
Yeah this server totally has sullon's ruleset, that's why theres no level range for pvp, training is legal, and diety based teams.
Moron, go back to world of warcraft so you can enjoy your meaningless deaths as you run back 100 times in a battleground. | ||
|
|
|||
|
#58
|
||||||
|
Quote:
Sullon had population issues because of it being a no rules server. People simply didn't want to play somewhere where they could be trained and bind camped with unfair teams and an abundance of hackers - oh, and little to no GM support. Sullon's population was lower than the others for those reasons and because it started much later. EXP loss on death had little to do with it. Quote:
Will exp loss lower the server population? Probably, but only a little. Will item loot? Even more than exp loss. Will training? Yep, definitely more than exp loss. You obviously can't cater to everyone - what ruleset will claim the highest population while still remaining a competitive pvp server? There is a higher percentage of better players here than on any of the live servers. The game has been out longer, people have gotten better, all the tricks are common knowledge, etc etc. But please, continue with the ad hominem. If it helps with your argument at all, I won the caster FFA on live as a wizard. Quote:
You are right that this is something people will play to have fun - in the context of a competitive PvP server. The game becomes unfun when it's no longer challenging, there is no competition, you have no incentive to kill people, and you have no fear of dying because you don't lose anything. | |||||
|
Last edited by Dfn; 09-27-2011 at 06:38 PM..
|
|
|||||
|
#59
|
|||||||
|
Quote:
Quote:
Quote:
Quote:
| ||||||
|
Last edited by Graym; 09-27-2011 at 06:50 PM..
|
|
||||||
|
#60
|
||||
|
Quote:
Nanak won the BotB. Drizzlin, Darien, Nanak, and co lost to RZ. I mean are you really counting Thott and Wendolyn wins as yours? I'm aware of how shady RZ's win was with skeletons and bladestoppers, but it's not like they didn't still win. | |||
|
Last edited by pasi; 09-27-2011 at 07:12 PM..
|
|
|||
![]() |
|
|