#11
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My fav ruleset personally. This is the one I would choose for sure. I like the freedom that FFA pvp brings and the no xp loss if they are not within 5 levels makes it far less frustrating if high levels feel like ganking lowbies.
I'm sorry but VZ/TZ rules were retarded. Immune healers is the stupidest concept and ruins pvp. I also hate item loot. I personally like wearing gear. [You must be logged in to view images. Log in or Register.] | ||
Last edited by lindz; 10-03-2011 at 02:04 PM..
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#13
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Problem with Sullon Zek is teams.
Teams suck because it allows there to be jackasses who are on your team you cant pvp. Why do you want it hard coded that people cant kill you or you cant kill them? Join a guild for your security. | ||
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#14
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I played on sz, i believe sz would be the best ruleset should the server have 2,000 people + like sz had.
This server won't. FFA. | ||
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#15
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I played on sullon too. The issue is server population. If you have 600 active players, there would be 200 of them you couldn't pvp against.
Thats a shitty deal on a pvp server. Plus there are assholes and idiots and bad players you are stuck with because they are on your team, because they picked some trivial god. Its like letting the government dictates who will be your neighborhood. I live in America, I want to choose my own fucking neighborhood. FREEDOM!! | ||
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#16
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any exp loss in pvp would be a huge deterrent for me. I played on Rallos, rallos rules (minus item loot) I liked.
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Lizarus - 16 necro
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#17
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I want the SZ ruleset. It is the best ruleset. Being bindcamped by reds of your race/starting area is not really fun pvp.
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#18
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SZ had lowest population of all pvp servers for a reason..
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#19
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Is this a troll? Sullon Zek was retarded. I played there for years and it was the worst designed server in the history of MMORPGs. A lot of awesome PvP happened on that server, but it happened despite the ruleset, not because of it. The quality of the PvP (in the beginning, that is - the PvP was shit after PoP) had to do with the type of players that were on SZ. Everything else was a failure.
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All in all, Sullon Zek lasted a year or two and then it became a joke of a server where PvP was pointless because you were either automatically winning because you picked team evil or you were two expansions behind because you didn't. It was a failed experiment. | ||||||||
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#20
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IMO the reasons Sullon failed were:
1: the GM's/Dev's no longer cared, pve development was where the money was at and where the bulk of the paying population needed GM attention. GM's weren't there to watch the server, and Dev's made changes that messed up pvp, but nothing was tweaked/fixed until too late. 2: hacking was blatent, rampant, and nearly unchecked. 3: 1 shot one kills with AA's ruined pvp in general. That is not PvP, it's PvCooldown, which you can spend AA's on to reduce the duration of the cooldown. Any 1 of those 3 is a surefire recipe for a lower population, let alone a combination of 2, or in the case of Sullon, it was all 3. There are plenty of people out there that want some hardcore competition, but when people have no chance (Macroquest-warping DA rez-box training into safe zones), that's not competition anymore. There is literally nothing you can do but not play against it. Hence, population leaves. My Suggestion - In order for this to not be too brutal, but somewhere between the Sullon ruleset and what it looks like Rogean is going for: 1. I'd love hardcoded teams like Sullon. It adds a real dynamic when you HAVE to depend on your team, even if they are shitheads. Sometimes they come through for you, and you earn/gain a lot of respect. The battles won in this type of ruleset I will never forget, the most epic and fulfilling pvp experience I've ever had on any game, no contest whatsoever. If this is voted down, I understand. People say "just guild up" though it's not the same. Anyways, this isn't my primary point. 2. To find a balance of the griefing and out of level range help: +- 10 levels you can kill them (or be killed), period. +-5 levels you can take their coin and it causes experience death. Both deaths are along the lines of what already exists in beta with the pvp death buff. Insignias for reward would be an enjoyable twist, not necessary to implement at the start. 3. Training is indeed part of what ruined Sullon, which so many people (who played it) really did consider the best ruleset. Training needs to be moderated and out, it's what will damage the population, and that's what we're worried about here if we want this to be a successful server. 4. I'm late for work on my lunch. Damnet I'm getting sucked in again, but this could be so much fun [You must be logged in to view images. Log in or Register.] I hope my suggestions can be looked at and given serious consideration, I truly believe they would be best.
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P1999 Blue: Relent Less - 60 Bard ; Red: Shifty - 24 Druid
Formerly: Toomuch Twohandle 65 Ranger on Sullon Zek | ||
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