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.
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.