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#21
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Despite the potential pitfalls I still prefer the hardcoded team no level range model
I mean having global team ooc akin to wow local defense channels so newbs can call the cavalry to assist in pvp if attacked by a high level. That dynamic would ideally genetate more pvp encounters for all parties involved than the historic red model of pvping semi exclusively over raid targets. It gives high levels something to do, buff and defend for instance, a group in mistmoore, from predators, creates more pvp encounters and is mutuallly beneficial to the newbies and high levels alike who would gain from making sure their team mates level up big and strong I think heartbrand has some very valid points about how blue has more limiting factors to how fast one can gear up and accomplish personal goals than on red and the added content creates a longer sustained playerbase. I think opening more opportunities and reasons to pvp not only would cause more people to keep playing but the added assistance from buffs etc by that high level shaman fending off the high level druid helps ease an environment where you cant just get buffed up in the ec tunnel. Minimum pvp level should be 5 so int and wisdom casters can at least try to gate away from unwanted pvp encounters. Tldr: more incentive to pvp and more incentive for high levels to interact with low level players within their team is good. | ||
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Last edited by Danger; 03-11-2020 at 12:58 AM..
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#22
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no level range what are you stupid ? stop posting
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#23
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I liked how on sullon zek. I think. We got to loot tokens for killing people in range. And there was an in game leader board.
I feel like if it is FFA any lvl can pvp any level. We should make CR ez for melees, and binds, teleports, so a warrior don't get popped in the bottom of Sola and screwed without gears. Maybe make it so we don't lose our corpses in pvp deaths. | ||
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