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#21
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![]() Quote:
If you're looking to gather feedback objectively, then block out the white noise and just identify when the majority of your players are all complaining about the same thing. Polls actually do a good job of providing this. You say they don't matter because this isn't a democracy, to which I'd ask you in total seriousness: what is it then? What is your (Rogean's) goal in running this server? Are you aiming to create something successful that will appeal to the largest number of potential players? Are you running your own vision of red EQ? Are you trying to emulate Rallos Zek right down to the fine details? Are you trying to compromise the old Zek servers with something that might actually be palatable in 2012 with a drastically reduced population? What do you want to accomplish here? This server has never had a clear identity or mission statement. It needs one. From a player perspective, and you won't like hearing this, but I greatly preferred VZTZ and thought it was truer to the old red servers. PvP is just too damn hard to get into here. Same old problem: too many zones, too little players. VZTZ circumvented this with a quick level grind (but classic/slow item grind), so everyone was mostly going to be in the same handful of high level zones. Broadcasts helped too. I'd suggest one thing above everything else that is tagging a single centrally-located zone as a hotzone (I'd suggest Lake of Ill omen). It is an absolute no-brainer to provide that kind of funneling when you're working with 120 zones and 60 players. It might bring some casual players back and "mid level pvp" would actually be a thing that exists. That said, even with hotzones, I still don't think that classic 100+ zone model really works particularly well in 2012. I think the # of zones has to be smaller, and I've personally always hated FFA over teams. Teams adds a lot more dimension to the concept of zone control and I think diminishes the negative effect of one guild ruling them all under a FFA ruleset. Easier on casuals, too. | |||
Last edited by SearyxTZ; 09-12-2012 at 11:23 PM..
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#22
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![]() And before someone throws "counterstrike with elves at me", that's not it. The PvE grind can be endless for all I care, so long as players are actively fighting over it and interacting with eachother every step of the way. It's all about player interaction.
I just can't deal with the solo grinding pve thing. I know I'm not the only one in that boat. | ||
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#23
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![]() Yellowtext
and Dungeon queu, maybe even raid queues down the road, but thats just way far in the future, maybe just start workin on the infrastructure for it | ||
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#24
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![]() Yellow Text is too easy to abuse. Put a level cap on Yellow Text PVP or Yellow Text PVP that happens in FFA raid zones.
Do not remove the PVP exp penalty unless you plan to limit binding to city zones only. Leave XP with +50% bonus for as long as needed. Leave item loot OUT. Coin is bad enough for alot of people. The server is truly carebear enough but some tuning would not hurt. | ||
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#26
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![]() Yeah I didn't understand that post at all.
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#27
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![]() I think he is saying put a level cap on YT because noone wants to get spammed by a few lowbies fighting at orc hill for 3 hours (I think)
OR limit YT pvp deaths taken in raid zones I guess he's afraid YT will become more like spam if its going off every 2 min (I think) edit: not in favor of limited YT, merely translating Supremes post | ||
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#28
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#29
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![]() I revised my translation after consulting my english to taco dictionary. I guess I could see it being abused if two people intentionally killed each other over and over but nothing that cant be fixed by moving YT to a seperate window
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#30
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![]() All I want for christmas is a Classic EQ pvp server that actually mirrors the mechanics of Classic EQ. Anything that deviates from classic EQ, should be fixed to work as closely to classic EQ live servers did.
The things that were nerfed in classic EQ, should be nerfed here (often in advance -- ex. egg-shaped pumice, item recharges). The things that were "fixed" there, should be fixed here. If you cast a spell and it does 100 damage in classic live servers, it should do 100 damage here. If you resist a spell at 70mr in classic live, it should be the same here. Lastly, if you absolutely must change something to work "better" than it did in 1999-2001, please at least consult with the population to make sure 90% of them aren't against that change. We came here to play Classic EQ pvp. You can't go wrong or be gainsaid when you stick to what's classic.
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