Originally Posted by Dulu
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#1 --- 3 Factions, tied to race/religion. - this is more imbalanced than "teams" pvp was - problem is some teams not having access to critical classes (ie: bards, druids, shamans). This is the primary reason there was cross-teams guilds on Tallon Zek which really broke the server (Pandemonium, and others soon followed). Ultimate solution: Guild based teams
#3 --- No level restriction on PvP. Same as Sullon Zek and Classic WoW. If you are red, you are dead. The only "Safe zones" should be the starting zones. I like the idea of having a level restriction, so instead, flagging any OOR healers/buffers for PvP. It could work without level restriction, but now you have new players being griefed off the server
#4 --- Player Spell Resistance totally rebalanced. PvP doesn't work well when 95% of spells are resisted. This gives an extreme advantage to players with resist-passing spells, and certain melee classes. Yes, I like it but youll now have the issue of Melee's getting owned by casters (like on live). I think you are swinging the pendulum too far in favor of casters with this. Casters owned on live (unless melee's had ultra high end gear/resists)
#5 --- Time to kill needs to be decreased. PvP needs to be intense and fast paced, not "swing at each other for 18 minutes until someone drops to 10% and then runs to a zoneline". Agree
#6 --- completely break the idea of zone logging. You should not be able to escape pvp by hitting a zoneline and logging off. This is idiotic and should have been addressed 20 years ago. Agree
#7 ---- No GM intervention. Settle EVERYTHING with PvP. Everything goes. Training, mob stealing, etc. Disagree, intentional training was a hallmark of Sullon Zek but in my opinion it devolved into a grief fest. Play nice policy still needs to be enforced in certain situations IMO. How this is enforced can be a point of debate
#8 --- No item or coin loot. Losing stuff discourages people from engaging, more than it encourages people to hunt others. There is a psychological effect that explains this, but basically "Losing hurts twice as bad as winning feels good." You want the PvP to be fast, fun, with little negative impact other than a corpse run.Coin loot was fair, item loot was not (naked casters anyone?)
#9 --- Disable every element of /who , even for your own faction. (Will be completely abused, just like it is on Red) Even /anon doesn't help, because people can infer from your online numbers or your history where you are and what you might be doing. Get rid of it for any PvP server.Disagree strongly, you need to be able to see who is in zone - Anonymous works. I see no way how people can infer from your online numbers because /who is limited to like 40 people or whatever
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