#11
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its an addiction pal
be sure of that childhood nostalgia is one hell of a drug | ||
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#12
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Dear blue player
99% of you can't make it past leveling through 1 mistmoore twink ruining your xp camp. It takes 2 weeks of casual play to get to mid 50's. | ||
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#13
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EverQuest was a game designed with two ways to progress, groupable/soloable content and raid content. Through the release of new content on a 6 month schedule there were always gains for players of either inclination to make, keeping them engaged and interested. It was not designed to be a game where progression stops and people kill the same mobs 300x for a shot at a .0013 DPS upgrade that is meaningless to PvE progression.
Because the progression valve has been shut off if you will, people either quit or are forced to raid even if they truly don't like raiding, if they want to get any "meaningful" progression. The people seeking their fifth dozekar loot are probably the same people searching for all 900 korok seeds just to get rewarded with a literal piece of shit.
__________________
Checkraise Dragonslayer <Retired>
"My armor color matches my playstyle" | ||
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#14
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AS A NON PKer, I will elaborate on what Heartbrand said:
There is a third way to progress in Everquest, and that is through pvp zone control for the sake of control. But just as death must be meaninful in PvE, death must be meaninful in PvP too. With the removal of xp loss on pvp death, and the implementation of the "play nice policy", there is no more pain or bite to a pvp death then "haha i killed you" in ooc. People don't fear a pvp death because most of the original consequences of said death have been removed. There was a time when a player was "afraid" to go into a particular zone because the chance of getting PKed and losing xp was there. Now with fast ez xp and no xp loss on pvp death, who cares. Has it lead to MORE pvp? no, it just has lead to meaningless pvp. Has lead to even less pvp since now you dont even have players out in the world regaining xp they might of lost in pvp. Roll back the pvp rules to what they were day 1. Let players decide what zones they can go into and take the risk/burden upon themselves. Dont make them have to rely on "play nice rules" (which were a direct consequence of removing xp loss on pvp death). You can't be a villan or a hero anymore, pvp death has less consequence now than a pve death on blue does. And I'm saying these things as a staunch anti-PK who rolled a melee toon day one of server in rags and rusty. | ||
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#15
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tl;dr
Give us back the original pvp ruleset we had and Ill recreate <Spear of the Nation> to protect the people. All will love me, and despair. | ||
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#16
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For reals? 8 level PvP range was retarded and exp loss even made newbies even more afraid to go near anyone or engage in PvP at all. With XP loss there was huge consequences to engaging in PvP and still no reward whatsoever for the leveling up guy.
At max level you are all going to be in mostly no drop shit even on a good item loot server. At that point it really became about the power associated with maximum geared players and zone control and raid mob control. Since no one in their right mind cares about what happens to the 20 active players outside of their guild mobs stay up and PvP doesnt happen. Exo loss and the ability to kill level 52s isn't going to help that one bit. The level 60 game is a dead end and it is way to easy to get there. We need harder leveling and a reason to PvP at all levels ranges and the answer is item loot, preferably not in velious era. Otherwise this is literally the best a PvP server on eq can ever be and we should just enjoy the good times. | ||
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#17
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wow i love when some timelife shitters have a conversation amongst themselves
talk about irrelevant nobodies
__________________
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#20
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Quote:
__________________
Kirban Manaburn / Speedd Haxx
PKer & Master Trainer and Terrorist of Sullon Zek Kills: 1278, Deaths: 76, Killratio: 16.82 | |||
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