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#1
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Lets play the "if it was my server" game
People bitch and complain (i know i do) about how server is run. How would you run it?
Heres my take: - Item loss, 1 item per death, anything that isnt bagged with weapon slots being non-lootable. - No xp loss in pvp, respawn with low health and no mana. - Xp rate the way it is right now - coin loss - Hands off approach to GMing, with only trains, 3rd party cheats and exploiting being off limits. Custom tweaks: - Basic starter and mid range no drop set patched in, so that players can mix and match with droppable loot. With item loot, this would make sure that item looting is not too harsh, and at the same time making Gfay come alive again because people actually care about something other than high end twink gear they will never, ever lose. AKA making the server have an economy other than top end gear exchange. - PVP events that are geared toward letting players make their own fun. Like the halloween event of 2001, where event mobs spawn in an area and players go batshit and swarm the zone, killing each other, killing event mobs, noobs running around looting the awesome gear left to rot getting repeatedly killed by high level mobs trying to get to said loot. - Global OOC until my awesome ruleset repops the server (cheeky grin) - Finding some way to allow people to 2box strictly for item exchange between characters (if this is too complicated, then do not allow 2 boxing) | ||
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#2
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Things are pretty good as-is. Mob run speed / HP % needs to be brought down to allow for melee PvE, and there are a couple other things that aren't classic, but I like the current balance of things.
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#3
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Need item loot to make things more exciting.
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#4
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Make server more like RZ / TZ / VZ and less like Fennin Ro / Project 1999 Blue
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#5
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although item loot would be fun, it would make playing a melee even more shitty. you gotta remember, not everyone plays a caster.
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Current Games:
Naw | ||
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#6
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Quote:
__________________
Checkraise Dragonslayer <Retired>
"My armor color matches my playstyle" | |||
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#7
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Quote:
As for Fiegi's commentary that nobody wants to lose a FBSS: Then dont wear it. As eve online players say "Only fly what you can afford to lose". People in eve online dont usually take out their best ships when they are solo pvping. You take out your best ship on a big operation with 60 of your allies in a fleet. It would be applicable here, you only wear your best gear when you are out pvping with 5-10 guildies and on top of that, you can put your "ship" in your bags and not lose it if you start feeling like its risky to keep wearing it, unlike eve. | |||
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#8
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it is never too late to hope <3
imo its simple. ooc was a great first step next to revive the pop and help some competition start up at the top, (nihilum full of self loathing faggots trying so hard to slay server with poop filled socks) add hotzones, it increases pvp, brings lowbie pals together, helps lvlers catch up but does not rob them of the grind blah blah blah. DO IT and add yellow text for the love of Rexx | ||
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#9
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Armchair quarterbacking isn't too far off from complaining.
The changes in the past month have been great, but the population had already bottomed out. The server itself has almost everything that a classic red EQ server should have, though. Anyway, if you hand me the driver's keys (repeatedly, after I throw them back at you several times) here's what I do: 1.) Hot zones (XP). Someone suggested this in another thread, and it is the single best suggestion anyone else has made on this forum. What better way to funnel the low population into the same area and placate the casuals who hate the exp rate here? Active low-mid level pvp might make a comeback. 2.) Prep Kunark and hype the shit out of it. Set a date well in advance. A wipe has too many drawbacks, so this is the next best thing to spike interest and pull players back in. 3.) Consider implementing hard-coded teams. This would break up guilds and piss a few people off, sure, but that change would probably good one for the long-term health of the server. I've never been very high on FFA. RZ was my least favorite of the four red servers (and the least popular). One guild always rises to the top and dominates. Even with just a 2 team setup -- lighties versus darkies -- you ensure better balance there and draw the lines pretty clearly for players to ally or band together. | ||
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#10
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I'm sure I'll catch all kinds of hell for my ideas but this is just a "what if" thing so here goes.
First, I would make it hard coded teams. Either good / evil giving humans, erudites and maybe gnomes the option to join either or go another route and make each starting city it's own team while maybe removing some of the race/class restrictions. I would increase the casting time on gate to 30 seconds to make things a little more fair. I would allow item loot and if at all possible I would disable the ability to un-equip items in combat to prevent bagging. Or I might simply allow bags to be looted. I would remove all raid content because I personally have no interest in doing it and this is my "what if". I would do something towards creating a zone control mechanic. Like adding faction aligned wandering NPCs. So if the good team controls south karana a bunch of good-aligned NPCs will wander around the zone agroing on any evil player who comes too close. If the evils kill enough of them the zone control shifts and evil NPCs start to spawn instead of good ones. I don't know---something like that. I would remove the idiotic hybrid exp. penalty. I would increase exp. gain some but maybe not too much more. I would not have exp. loss on PvP death untill above level 45 at which point I would make a really serious hit. So those last 5 levels would always at risk. And some other really awesome ideas I'm not going to tell you. | ||
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