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View Poll Results: Itemloot? | |||
Yes |
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73 | 47.71% |
No |
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80 | 52.29% |
Voters: 153. You may not vote on this poll |
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#1
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![]() Since the other poll is a joke, let's try one that doesn't attempt to manipulate people's votes.
Itemloot - yes/no? | ||
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#2
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![]() it all depends on how it will affect the population...as many threads stated. Most people don't really care. We just want numbers and pvp.
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#3
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![]() i played all instances of VZTZ, including the two item loot eras. While it is fun and a lot more wild west like, its just not viable. It is too hardcore of a scenario for most people to enjoy/have fun.
So no, no item loot. It just does not help the population or entice many players to come to the server.
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#4
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![]() Restricted Item loot of a couple items rather than the entire inventory is a nice compromise....I don't see what would be wrong with that as item loot is still in, yet you don't lose everything you worked for.
Anyways, since obviously that isn't an option...i'll vote for no item loot, but i'd play either way.
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![]() Created by Uuur//Ihealyou -- Mad props! | ||
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#5
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![]() I always take itemloot to mean the traditional "one of the victim's items, not their primary/secondary slot". Looting an entire player corpse is an absurd notion. Even one item per death causes a number of problems, though. I won't go into another long-winded post about each of those problems, but the point is that the actual Everquest game isn't designed for itemloot to make sense.
If you gained levels and items through PvP, and if obtaining a good item didn't generally take such a huge amount of time and effort, I'd be all for itemloot. It would fit right in if the PvP game had something like: - 10 zones with a base in each - 3 hardcoded teams - No real PvE game except maybe a few mob camps so you had the option of leveling alone in case you're online when there's no PvP at all - Each base can be conquered by a team. Members of any given team are allowed to cash in x amount of items per RL week based on how they held bases that week, with a minimum of something like 3 items per week so you aren't completely fucked if your team is weak - XP is gained primarily from PvP, with a few caveats such as no XP from someone you've already killed in the last 30 minutes That's the kind of environment where itemloot would be great. When the itemization source is in the PvP gameplay and you aren't completely fucked if you're the underdog, the concept of winning/losing items through PvP is perfect. Not when levels and items are obtained exclusively through PvE and many classes can end up incapable of really doing PvE by losing their items in PvP. With a system that feeds items into the game on a regular basis, people - and especially players who are new to PvP or play weak classes - won't be so fiercely discouraged from participating in PvP. To counter mudflation, it could have a kind of tribute system as seen later in EQ where you could turn items in for an amount of points, and those points could then be spent on more powerful (but still droppable and/or temporary) items to gain a compromisable advantage if you do well in PvP. I'd play the shit out of a server like that, and if I knew how to make a custom server and had the means to run it, I'd even make it myself. In classic Everquest, however, I don't think itemloot has a place. | ||
Last edited by greatdane; 09-16-2011 at 04:29 PM..
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#6
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![]() could of just said you voted no
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#7
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![]() I get carried away.
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#8
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![]() I think the blue players are overcompensating to hide their true fear of pvp.
And if they ruin the server with it, they will just go back to p99 blue. | ||
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#9
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![]() I like item loot, but it has 2 serious consequences:
1) Lower population 2) MQ advantage What I mean by #2, is that players that run MQ have an advantage on item loot servers. Not only do they have an advantage in general, but it's way too easy to hit a hot button and automagically have all your droppable gear bagged. Essentially what this becomes is no item loot for those running MQ and item loot for everyone else. So I begrudgingly vote No. Coin loot - yes. Exp loss - no. Edit: Altergate kind of solved #2 with an interesting system, though. A modified Altergate system where on death your loot window shows 8 random items, including bagged and your killer can choose one of those 8, would be pretty cool. The only problem is that classic purists wouldn't go for it.
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I am Reiker.
![]() lol wut | ||
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#10
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![]() Lets keep things serious in here guys...
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