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#101
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![]() Not reading thread.
But anyone stating "VZ/TZ experience backs up we need 500% exp" obviously is ignoring that fact that VZ/TZ had to get wiped 3? 4? times. Bans were meaningless cause you could get to 60 in 1 day with just your 2 boxes. And there was zero reason to go into any dungeons save for the ones used to PL. P99 exp is perfect. Quit whining you faggots. Annoying to see all these supposed "hard core" PK'ers crying. Slower exp helps with server longevity. Slow exp is classic~ Rofl @ EQ Legend Macken | ||
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#102
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![]() You also might want a disclaimer to the server on the decided rules, hopefully and possibly regarding what GMs will and will not respond to, what happens on death, you're at fault if you go AFK at bind etc. Clear expectancies for losing your camp to pvp.. should be obvious but you'll want to cover your bases. Changing or making up rules as you go long will hurt the most.
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#103
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![]() Quote:
Sit the fuck down son before I free cast while you attempt to nuke my pet down EDIT: Never mind I found it [You must be logged in to view images. Log in or Register.] | |||
Last edited by God-King Abacab; 08-30-2011 at 04:08 PM..
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#104
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![]() There's something everyone is forgetting,
there's a few things we know about the server about exp, we don't even know it's rate, if it has been decided. what we know, it's that there will be an exp loss through Player Vs. Player combat, what does this mean? this mean, they want a penalty for dying in such manner. Now ask yourself one question, if the exp rate is fast, won't this punishment be meaningless? What everyone remember about the original EQ experience, it was a pain in the ass when you died, made your character worth something to your eyes, and the others people eyes. so, your life will be precious, when you will kill someone or get killed by someone, it will actually mean something, not just a yellow text, that no one cares about (sorry derailing). so, from where i stand, i can see the reasons of a slow exp rate. either make people lose 1 level each time they die in PvP (exagerating), or make the small loss mean something by making it hard to acquire. What's the price for your time? everyone has their own. | ||
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#105
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![]() <3 Civ
__________________
Quote:
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#106
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![]() about 33.50 an hour is my price
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#107
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![]() To post something more constructive:
Exp should be increased because , 1. People are more willing to pvp if they don't lose so much. Increasing overall pvp interaction between players. 2. Depending on other rules on the server, a faster xp gain can be used to compliment a large death xp penalty for pvp or being pvped on a corpse run. 3. The hardest part about this game is getting started. That is when most people quit. We need to make it easy to have someone establish a character and get attached to something so they stay long term. Having fast xp gives the illusion of progression from a pve perspective even while pvp is making you lose exp. 4. There needs to be a counter weight. If you spend 6 hours to get a yellow bubble, and you get pvped by a group at the entrance zone in, lose half that yellow, then come back for your corpse and get killed on the corpse run and you lose the other yellow. Your losing 6 hours of time for roughly 15 min of play time, in both instances through the group and the corpse run, you didnt stand a chance, there was nothing you could do really. This will happen all the time, and the bigger the death penatly vs gain of exp, the more people will quit. 5. This game is all about dieing. Adding the pvp death penalty on top of this will just add more time to leveling for everyone except the guys who form guilds quickly and outpace the more casual players. Further widening the gap between people with more time and less time to play. Bottom line: The faster people level, the more they are willing to pvp and risk their exp loss by pvp death. Promoting more pvp. Having exp gain on a p99 basis or a classic gain will harm population because the risk vs reward of times spent leveling vs how easily you get killed from pvp means a highly un-motivating enviroment, especially for people who it is hard to level without a group. | ||
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#108
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![]() Quote:
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#109
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![]() Quote:
The difference between the two is that the gain of exp is strictly pve related, where as the loss of exp from death occurs in both pvp and pve scenarios. The idea that pvp has a penalty is good. It gives a concequence to pvp. The idea that you lose shit loads of hours of time from a pvp death completely not related to how well you can do pve is bad. Especially bad for classes that suck at pve without a group or cannot solo. | |||
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#110
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![]() the journey is the reward
this is not an arena type game. being 50 in no time makes the game boring. i had the best pvp experience while leveling granted, pvp max lvl at raids is fun, but just half the fun.
__________________
Mitic<Transatlantic Nihilum> | ||
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