#201
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Quote:
Exp bonus alone is not the problem on R99 but seen in the larger context with these other mechanics which are lacking, it becomes clear that the ruleset is indeed the main limiting factor here. | |||
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#202
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Quote:
__________________
Griefer of Greenie, 1999-2003
PvP Champ, 2003-2005 Senior Vice President, <PvP Champs> 2006-Present | |||
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#203
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Quote:
Sullon had instant teammates that you could trade and group with and be bro pal kewl d00ds with. On top of it all they had the easiest time leveling than any other server. Not contesting that SZ wasn't an awesome server, it was fucking badass and I loved being an underdog good. But it isn't as difficult as a FFA slow as shit exp grind, exp loss server like this one. Oh and about Crazycloud's "legal trains" that only SZ had BS. Every pvp server had "legal" training, meaning everybody fucking trained, the GMs didn't give a shit about RZ training and bind camping. | |||
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#205
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Item loot - brings a different dynamic to the game - people that twink have more to lose, the game means more and every move you make counts. By far the best pvp method. It truly makes people align themselves with like minded folks that have the same goal. People's reputations actually matter. With no item loot you have 3 big guilds that are cookie cutter pve driven with no loyalty to their team. Which brings me to the second structure of pvp...
Teams - Some sort of team from the get go brings the community together. It gives you a safe haven, promotes unity and helping others in the same struggle as you are. It also leads to more PvP when you do happen to see someone from another team. This would also promote loyalty since each team would most likely have only 1 major guild. Right now the rules are okay. There are at least consequences and later on maybe we will see some big guild vs guild when the majority are level 50 and content opens up. The only thing I would have wanted more is a penalty besides exp (which is already the biggest grind and pain in the neck) and some more unity through game mechanics. When it comes down to it item loot isn't as bad as people think. You can get some decent no drop gear or risk wearing some gear that you might end up losing. There are ways around losing gear (suicide, attacking mob or guard, pulling +hp item near death, bagging gear before death). The biggest thing item loot brings isn't the reward for killing people, it is the whole social aspect it brings since you actually have to trust people. Plus how annoying is it that there are items like mana stones that once people have them there is no way to distribute these later in the game. Obviously these would most likely be bagged first when getting pked but the opportunity to grab one from a player is still there. WTF are people so scared about its just a game. | ||
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#206
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Guys this whole thread is about XP bonus.. wtf
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#209
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I opt out of a team.
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#210
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No Teams, no item loots...pls think of the melees they need items. Casters dont
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