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Old 11-11-2022, 07:51 PM
Cwall 146.0 Cwall 146.0 is offline
Sarnak


Join Date: Jan 2017
Posts: 307
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Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
1. Two teams (Human/Dwarf/Gnome vs High Elf/Wood Elf/Half Elf/Dark Elf)

Why? This allows for team balance outside the typical Faydwer races. Humans allow Bard/Ranger/Druid/SK and Dark Elf allows Necro/SK.
mostly fine, although elf team has far superior racials (dark elf), but this is kind of unavoidable with racial teams regardless

Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
2. No shaman OR Dwarf and Half Elf Shaman

Why? Otherwise we might as well just add all the races which loses some of the Dwarf v Elf focus. A lot of players probably want to play Shaman so it could be added a custom class for other races.
add shamans to both teams, and if you're considering excluding any class for any reason, I'd start with removing bards

no shamans means that the massive disparity between caster power and melee power in classic grows even wider

Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
3. Coin loot

Why? People don't like punishments for PvP death. A lot of PvP players love full loot, item loot, exp loss, etc but this limits the player base to a small niche who will tolerate such extreme loss on PvP death. The intent is to appeal to a wider range of players.
PvE players won't play EQ PvP regardless of loot rules

the existing PvP community has shown across the past several servers that there is a large interest in some form of item loot, as multiple servers have had differing implementations with success (randomly selected item from inventory, one choice of an item from inventory, excluding certain inventory slots/bags, etc.)

I'd avoid exp loss, and coin loot is boring and without actual consequences for dying outside of extremely rare cases

Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
4. Fast exp

Why? Lessens commitment for new players to be able to contribute to PvP on a peer level with older players.
yes and no

hyper tryhard players will continuously level alts to gain an advantage, and fast exp only accelerates the arms race against players who simply won't chain level alts

if you're going to have fast exp, you need to add incentives for people to continue to work on one character

Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
5. No level range for PvP

Why? Creates more of a team atmosphere where you rely on your team mates always. A level 1 spamming snare on a level 50 should have a chance for the spell to land even if it's small.
I don't feel strongly about level range for PvP, especially if the exp is going to be fast (a vast majority of players will be max level before long), but you will absolutely have max level players farming lowbies without level range restrictions; I don't think this has any/many realistic benefits

please god reconsider your idea about low level characters landing CC effects on high level characters

Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
6. Scaled PvP damage to allow lower/higher levels to have fairer fights while still having a power differential

Why? Same as no level range, more of a team atmosphere. Allows new players to quickly be capable of holding their own in fights or at least being able to escape instead of being steamrolled in one spell.
what's the point of leveling up then? hardly anyone has an expectation of killing a level 50 character in their 20s/30s

Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
7. PvP death sends you to a team city, can't gate for 5 minutes after (stop bind rushing)

Why? With only coin loot there is minimal punishment for dying in PvP. The only punishment is the corpse run and this should be equal for melee/casters and some guaranteed distance away from likely PvP areas.
good, and I would suggest that players respawn with 0 mana

consider restricting binding to cities only imo

Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
8. No cross team trading, guilding, beneficial spells, or language. Dwarvish (Dwarf/Gnome/Human) and Elvish (High Elf/Wood Elf/Half Elf/Dark Elf) are mastered at start by the races on those teams. Languages can be learned over time.

Why? More emphasis on separation between teams, less griefing especially for new players who won't be able to understand the enemy, and avoid the overpowered cross team guilds healing your enemies during fights and such.
good, but it won't stop cross teaming (nothing will)

Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
9. Instanced dueling/team fights possibly for PvP points to be spent in some way

Why? This lets new players of EQ PvP the opportunity to practice fighting quickly and learn skills required to successfully fight in open world without becoming annoyed by how much they would die otherwise having no opportunity to learn except for a brief fight between corpse runs.
pvp points and using them as a (primary) method of progressing your character is excellent

I don't care for instanced stuff, so I would suggest implementing pvp point progression through open world pvp in some shape

Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
10. Each team has a capital city that is safe for their team and is where they can join instanced duels.

Why? Casual players like safe zones, this is the minimum we could offer. Another potential safe zone would be a trade area where teams can trade between each other and possibly languages spoken in that zone are clear. Haven't decided if this is worthwhile yet or if teams should be expected to only trade between each other or drop trade between teams if players can speak each others languages or otherwise work out deals.
no to all safe zones imo

Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
Map (need feedback):
generally good; fewer zones are better in this smaller community, but I'm concerned you're adding too many additional dungeons and reintroducing the too-many-zones problem

if your heart is set on all of these dungeons being in, I'd suggest staggering their release so that A) people have new things to look forward to throughout the server's lifespan and B) it will concentrate the playerbase in fewer zones and then the newer zones when they release
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Plus they were getting more YT then anyone I've ever seen in such a short span
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