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| View Poll Results: What to do? | |||
| Wipe it and use it as a login server for P1999 Zek |
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17 | 26.56% |
| Let it continue on with it's meager population |
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47 | 73.44% |
| Voters: 64. You may not vote on this poll | |||
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#71
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#72
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My main problem with FFA is that if you actually play the server the way it's meant to be played and just randomly attack everyone you see, you're not going to make it very far.
It's the people that don't gank others and make a bunch of stupid alliances or just create a giant zerg guild that come out ahead so the "random PK player" is punished while the people playing like women excel. Rallos Zek was also the biggest joke of all the PvP servers. The only server in the history of Everquest where PvP was frowned upon and every guild on the server allied with each other to go fight the sleeper. Not even blue servers did that. Quote:
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#73
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Also. my pvp credentials on vztz speak for themselves, im a fucking allstar baby.
__________________
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#74
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#75
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Rallos Zek wasn't a joke, item loot was hardcore. You're making claims on a server you didn't play or played for a couple weeks where the competition was too much for you man.
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#76
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Haul - 1
Everyone else - 0 | ||
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#77
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pvp servers love gear more than pve servers imo. Gear has more importance in pvp at least up to like velious era . Blue servers some classes need very little gear to function. Bard for example doesnt need to be well geared on a pure blue server but on a pvp server they are so soft they gear is more important.
Anyways just my opinion | ||
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#78
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#79
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Pro-Teams ppl want the instant comradery and territorial battles/danger. Pro-FFA don't want to be restricted to only pvping half the population of the server. They do not want cross-teaming problems to arise (healing isnt the only thing same-team enemies can do.. training and spying are also easy to do). They want to be able to claim a camp by fighting for it, not poopsocking in line (or resorting to training their own team). Everyone wants a larger population, and because EQ is a very social game and if you have no friends on a pvp server you die, having instant comradery is very good for new players. So teams will likely be better for population at first. To compromise: Teams till level 40, after 40, you auto-guild into your "team guild" but the ruleset is FFA - you can attack former team members (but obv not the ones in your guild) and can leave your guild at any time to join another one. Ppl who are 40+ also able to attack levels 1-50 in raid zones (almost like saying FFA in raid zones, except a level 35 in a raid zone will not be able to attack another same-team level 35). Maybe also have a team-wide chat channel, especially as the server matures to where most ppl are 50 (so newbs still have a chance to talk to one another and get together easily). --this helps new players gain friends, experience some pvp, and level with a bit of safety for awhile before they become "big boys" and move into FFA land, with a transition to a guild that includes their past teammates. I imagine it'd be pretty easy to implement also. Eventually I imagine the conflict over territories will die down as most of the server becomes level 50, but this is also when territories are not as important, b/c it becomes all about raid loot. | |||
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#80
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Dont think clientside will permit alot of custom style ruleset with out issues being caused. Tz,sz or rz are choices as working as they worked on live as in grouping and healing and buffing. Changing level range for beint attackable and stuff can be done. I could be incorrect but when i viewed it that is what I noticed.
So i think it will have to be TZ and have xteaming healing, RZ FFA, or SZ with howit used to be on live with the good,neut, and evil | ||
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Last edited by minakto; 05-18-2011 at 08:22 PM..
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