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Wulvie
09-01-2013, 12:03 PM
1. Limit it to pre-kunark
Kunark and later expansions brought in a lot of no-drop gear, making hard core players nearly impossible to pvp against. A casual player may be a much better pvper, but may not have to time or guild to farm no drop gear (raid guild will eventually outpower everyone and create bad morale for others to stay on server or join server). Also ends the "have and have not" legacy item disparity created by expansion. I mean who doesn't want a manastone or DE mask? Why preclude them from getting it based on when they joined the server?
2. Original pvp rules (1 item-non-weapon slot loot and all money)
Make an incentive for players to fear or be encouraged to pvp. If you die, you lose something, if you win, you get something. PvP leader boards are more of a WoW system that only caters to the hard core gamer.
3. Allow Boxing, but at an assumed rick/penalty
If you choose to box on a pvp server, you will eventually be owned. If you there is item loss for losing, you will not be able to bag all your gear and be viable pvp (or pve). Keep it as it is now; require permission to get multiple accts from same ISP. In doing so, also consider if the same isp/accounts that ther be a XP PENALTY to grouped, boxed players. If a Cleric is boxing w/ a warrior, it makes leveling a lot easier, but pvp a lot harder. So if you get 500 xps for soloing the mob, you would get 250 for boxing it with 2 accts. Same amount of time to level, and offsets soloing difficulties for some classes. Do not allow OOR healing/PLing (buffs and heals cant be cast on anyone outside of 4 levels).
4. consider keeping or increasing the xp bonus (to provide incentive to pvp with players limited time)
The worst part of EQ has always been the grind. If you truly want pvp, create an environment where ppl want to pvp (not xp/farm).
5. consider the pve vs pvp damage/mana cost for spells and weapons; on live they eventually increased melee weapons and nerfed spells in pvp.
This can greatly increase the duration of a fight or reduce it...an ice comet wizard shouldn't be allowed to 1-shot someone that has to chase him around to get him.
6. 4 levels max for pvp
That include buffing and healing.

Just my 2 cents....for the record, I played EQ Live from beta. I saw the system break down. The original rules (pre-kunark 1 item loot) provided real adrenaline rushes when PK's entered the zone. PK guilds rolled in and ppl began running or bagging gear. No drop loot ended that (no fear of loss & overpowered gear). It mattered because PK's did not have to belong to raid guilds, they just had to PK you to get good gear. The incentive to not PK, was repuation. bad rep led to no raid or guild invites (fear, hate, etc). Eventually when ppl knew you were a PK, you could only get into PK guilds, and the PK guilds were so hated that ppl would gang up against them when they tried to raid, etc. Remember, pvp doesn't mean PK. There is good and evil in the EQ world, the PK's were evil and were treated as such. There are many other reasons to pvp, and all were a great an exciting part of playing on a pvp server.

Estu
09-01-2013, 12:14 PM
Wrong forum - this is for P99 Blue server chat.

Swish
09-01-2013, 12:20 PM
Rated 1 star. Skateboard cat, give us the verdict...

http://i.imgur.com/1gBWIug.gif

Tiggles
09-01-2013, 12:29 PM
Thread sucks, terrible ruleset will lead to another 100pop server.

No one likes item loot.

Wulvie
09-01-2013, 12:35 PM
Thread sucks, terrible ruleset will lead to another 100pop server.

No one likes item loot.

Says who?

Weekapaug
09-01-2013, 12:38 PM
There are differences of opinion on item loot or no, most of which are legitimate, but the fact is item loot is the number one thing that turns people away in droves.

Rec
09-01-2013, 12:47 PM
The whole point of teams was to get more people into pvp. We all know what that means, less red people to put it in the best light. You immediately shoot yourself in the foot by putting in item loot, it's directly counter to the greater number of people you are trying to attract. They will not put up with losing gear.

Wulvie
09-01-2013, 01:29 PM
I'm confused on where these stats about "item loot" being disliked are coming from? Are they based on something?

Item loot is the best incentive to pvp or not pvp. Only dumb people will not bank their coins, so getting a few pp is not a reason to stop farming/xping in order to pvp. If you add in a score card of who has the most pvp kills, the game becomes WoW.

My point is that if you want to do something different, try item loot and the things I mentioned above.

The only reason you will get anyone on a new "teams" server will be for legacy loot and/or a fresh start; to get away from the well-geared hard core gamers. You will not get new ppl, you will get the same ppl from Red1999 who are tired of that server and those ppl. It will make a 100 person server 2-50 person servers.

Why not TRY to appeal to the OTHER ppl....like me and some friends who miss the old days of Rallos Zek?

If you are afraid to lose gear, stay on red1999. Ppl leave because they are bored. Expansions were thought to give new content. They appeal to hard core gamers. Item loot appeals to casual gamers who have a chance to beat hard core guys and get good gear w/o putting the time into farming it. The hard core gamers will continue to farm items that they lose, while the casual gamers will continue to try to pvp the gear they need. Everyone wins. W/o item loot, the hard core guys get max gear, get bored, delevel, etc and bully the casual guys. Item loot is the great equalizer.

Wulvie
09-01-2013, 01:33 PM
On a side note...item loot aside...what about the other points mentioned in the original post?

Weekapaug
09-01-2013, 01:40 PM
It's not stats, but over the years since original EQ the oft most stated reason why people who would otherwise like to start on a pvp server but don't is item loot.

Besides, it becomes an almost moot issue with Velious, anyway, since there is so much no drop armor.

So, basicly, by having item loot you turn away a lot of players who might otherwise play, and with velious doesn't even matter because there are tons of no-drop options for every slot.

There's a reason why SZ was so popular and drew a lot of blue players that the other zeks never did. It even had no pvp level limits. No item loot.

Wulvie
09-01-2013, 01:42 PM
That is one reason why I suggested keeping it classic, no expansions....

it would appeal to a whole different crowd...why make two of the same servers with subtle rule differences? (team vs no team)

Swish
09-01-2013, 01:50 PM
That is one reason why I suggested keeping it classic, no expansions....

it would appeal to a whole different crowd...why make two of the same servers with subtle rule differences? (team vs no team)

I think its time people stopped making "how about a server with these rules?" threads. Nice to speculate but there's the "not classic" crowd and everyone else wants exactly what you want, except add LDoN adventures to Luclin zones, start Frogloks in the Felwithe lake, and halflings take on an Irish twist so that you have to walk backwards to go forwards.

You can't remold EQ...and with 25+ expansions you can't lock it down to pre-Kunark or people will get bored and make 100s of threads wanting an expansion or a new server with different expansions and... oh wait.

Wulvie
09-01-2013, 01:59 PM
I think its time people stopped making "how about a server with these rules?" threads. Nice to speculate but there's the "not classic" crowd and everyone else wants exactly what you want, except add LDoN adventures to Luclin zones, start Frogloks in the Felwithe lake, and halflings take on an Irish twist so that you have to walk backwards to go forwards.

You can't remold EQ...and with 25+ expansions you can't lock it down to pre-Kunark or people will get bored and make 100s of threads wanting an expansion or a new server with different expansions and... oh wait.

Correct me if I am wrong, but didn't the 1999 management team just solicit input on exactly that? In fact, that is what prompted me to make this post.

To your point, there is a reason ppl here aren't playing live and it's never ending expansions. There are also reasons why pvp appeals to ppl. If Red1999 as it is appeals to them, they can stay there. If they are looking for suggestions or recommendations on how to make it better AND different, quit being so close minded about what threads ppl post w/ recommendations (like mine).

Weekapaug
09-01-2013, 02:06 PM
Yeah, I'm a big proponent of having a server with nothing but classic pre kunark content but it just doesn't work very well in the long run in reality. People get bored quickly and leave, and the 35+ game is a complete clusterfuck because there isn't enough content to support a full server now that everybody knows all the camps, where the best exp is, etc. I started here a year before kunark came out with my girlfriend and we were all into it, but quit twice because it was such a pain in the ass dealing with farmers and whatnot in every single zone you went to. For whatever reason, when people hit top level, getting in the way of everyone else not top level tends to be what half of them do. It's been a lot better since Kunark's been out.

Weekapaug
09-01-2013, 02:09 PM
Correct me if I am wrong, but didn't the 1999 management team just solicit input on exactly that? In fact, that is what prompted me to make this post.

To your point, there is a reason ppl here aren't playing live and it's never ending expansions. There are also reasons why pvp appeals to ppl. If Red1999 as it is appeals to them, they can stay there. If they are looking for suggestions or recommendations on how to make it better AND different, quit being so close minded about what threads ppl post w/ recommendations (like mine).

Yes, they did. Now is the time to be making suggestions like this.

Anyone who doesn't want to read it has no obligation to click on a thread.

Kevynne
09-01-2013, 02:52 PM
Rated 1 star. Skateboard cat, give us the verdict...

http://i.imgur.com/1gBWIug.gif

Wulvie
09-02-2013, 07:03 PM
the cat wins for the most responses!