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Old 11-23-2013, 05:12 PM
Velerin Velerin is offline
Fire Giant


Join Date: Aug 2013
Posts: 506
Default EQ pvp : higher the risk = less pvp

So many good and bad ideas for a successful teams pvp server out there.
Everyone wants the same thing:
1) lots of people playing
2) lots of pvp
Everyone has different ideas for what risks and what rewards there should be.

Does there really need to be any reward? On a teams server you kill the guy because you're supposed. The reward is team and zone control or maybe YT or whatever. Does it really make it any better to loot his banded mail? Or even his 12 gold?

Next : risk? We want the guy we killed to lose something and feel the pain. But we also want to have good fights and lots of them. The more risk there is the more people avoid pvp. More plugs, gates, bagging items etc. no pvp. Do we really need risk besides a CR and maybe 5-10 min of pvp rez sickness?
Exp loss= awful ..have to pve more to make up for (less pvp)
Item loss = maybe ok if implemented well but still makes people shy away, plug, stop fighting to bag (less pvp)

I know there's people that will yell and scream. "Omg bluebie! I want people to be afraid and cry and die irl when I gank them."

Less risk = more pvp, not more blue
 


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