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  #61  
Old 05-10-2013, 12:52 AM
Galacticus Galacticus is offline
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Increase the exp to get more people playing so more pvp happens. Its already been discussed it wont hurt any. It was like that for months and kept people playing for months.

Without exp increase I don't think no xp loss on pvp will matter much for low levels, it really only benefits higher level characters where xp death costs them more time to recover.

Its just like education, the future of the server is with the new players and low level characters.
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  #62  
Old 05-10-2013, 02:01 AM
Tradesonred Tradesonred is offline
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Originally Posted by Faerie Blossom [You must be logged in to view images. Log in or Register.]
If you ask me, a more sensible solution would be working to eliminate acts like bindrushing, CCing, training, etc. We could be playing nice and getting more players whom are turned off by grief play.
Thats never going to happen. What you can do though, is diminish the damage you can do to people on the short end of the zerg stick.

I say instead of working to attract blue players on a red server, people who consider regular, back and forth pvp as "grief play", focus on getting a playerbase thats appropriate for a pvp server, one that enjoys pvp.

Zerg guilds like Nihilum can and do already show up to stop raids from guilds that have lower numbers than them. Removing xp loss in pvp helps bringing a little more balance of power.
Last edited by Tradesonred; 05-10-2013 at 02:49 AM..
  #63  
Old 05-10-2013, 02:05 AM
Tradesonred Tradesonred is offline
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Quote:
Originally Posted by Galacticus [You must be logged in to view images. Log in or Register.]
Increase the exp to get more people playing so more pvp happens. Its already been discussed it wont hurt any. It was like that for months and kept people playing for months.

Without exp increase I don't think no xp loss on pvp will matter much for low levels, it really only benefits higher level characters where xp death costs them more time to recover.

Its just like education, the future of the server is with the new players and low level characters.
I agree, if the xp cut and xp loss in pvp had happened at the same time, it would have been allrite. With the pop dip now though would really be a nice boost to have xp back as it was, maybe for a couple of weeks? I dont see the harm on leaving it on though. Im not sure sometimes devs understand the time investment thats needed to bring one character to 60, even when xp was at 75%, its slow as fuck. For me it would only mean i could get to enjoy trying out multiple classes i never leveled past 8 like a necro or bard. Plus now that xp loss's gone, i can finally enjoy the ride.

I dont mind either way, but its clear that switchin xp back would repopulate the server quicker. I think youll get a snowball effect as the zones repopulate.

So faster Xp put back on > more lowbies logging on > fun pvp happening between them because xp loss is gone> word gets around servers fun > more lowbies logging on > fun pvp happening between them because xp loss is gone> Ancient players on server developping interest in having lowbie pvp alts> more word gets around servers fun > Winning.

And while im in a suggestion mode, cherry on top, extremely optional because servers already fun:

- GMs mess around with creating fun organic events that draws pvp like flies on shit. Just take the halloween event of 2001 as a blueprint, which 12 years later or so is still one of the most memorable pvp experience i got and take it from there. The difference i noticed between events here and on Rallos is here the event dont last because people dont wanna eat xp death. Even if you take a zone, and make event wraiths spawn there for 2 hours, the items would have to be really worth it for people wanting to take the xp hit. Now that xp loss in pvp is gone, the event just becomes a big playground for 2 hours where people have fun PVPing over event mobs.

- A NPC like priest of discord, who you talk to that "turns on" item loss in PVP, switch being locked for at least a week. From then on, you are "deep red" and you can be looted, or loot other players that are deep red (1 item). For a corpse to become lootable, at least 75% of the damage had to be done by deep red players (debatable ideally by people with more EQ experience than me). You can only figure out whos deep red by killing a player and trying to loot him.

Stimulate low tier item economy (making it more fun for new guys trying to make coin), more purpose to pvping, nodrop gear from events and regular EQ become hot items for people taking part in item loot gameplay, item loot stays optional but is in for people who want a little extra spice to their gameplay.

Im not trying to take your arm off after youve given us a hand, im just happy to see the changes and motivated to suggest some more tweaks that could make the box even better (to my mind, anyway)
Last edited by Tradesonred; 05-10-2013 at 03:23 AM..
  #64  
Old 05-10-2013, 02:22 AM
Tradesonred Tradesonred is offline
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its almost like Faerie Blossom is a Sony plant trying to make sure server doesnt take off

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  #65  
Old 05-10-2013, 03:09 AM
Smedy Smedy is offline
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great changes, hopefully not to late
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  #66  
Old 05-10-2013, 03:11 AM
tehruoh tehruoh is offline
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Thanks for the word on changes nilbog, wish resist revamp was one of em but beggars cant be choosers.
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  #67  
Old 05-10-2013, 03:49 AM
Prince Prince is offline
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need some xp pots
  #68  
Old 05-10-2013, 03:51 AM
Zallar Zallar is offline
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Thank you P99 team.

Please consider restoring the XP bonus too
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  #69  
Old 05-10-2013, 04:51 AM
Jenni D Jenni D is offline
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Wow big news
guess i wont need a buffer in 60 now yeahhh
  #70  
Old 05-10-2013, 05:09 AM
Faerie Blossom Faerie Blossom is offline
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Quote:
Originally Posted by Tradesonred [You must be logged in to view images. Log in or Register.]
its almost like Faerie Blossom is a Sony plant trying to make sure server doesnt take off

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You think limiting griefing would destroy the server? [You must be logged in to view images. Log in or Register.]
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