#21
|
||||
|
Quote:
__________________
Gorgen (Blue) - Agnostic Troll Warrior of the XXXI Dung | |||
|
#22
|
|||
|
EQ is more of a sandbox MMO and is one of the few MMOs without instances. Forcing teams just puts it one step closer to the amusement park type MMOs that EQ can't compete with on any level. Crap graphics, no BGs, bad raids, poor interface and many other quality of life issues. The free choice EQ offers over other MMOs is one of the few advantages it has.
| ||
|
#23
|
||||
|
Quote:
| |||
|
#24
|
||||
|
Quote:
| |||
|
#25
|
||||
|
Quote:
item loot makes it too niche it doesnt solve the twink problem either, they rarely die theres gotta be a way to make them have diminishing returns some other way no lvl range pvp is just crazy | |||
|
#26
|
||||
|
Quote:
I always like these threads... lots of good ideas for new PVP. But then I get my hopes up because the suits in charge never stop on by.
__________________
| |||
|
#27
|
|||
|
The Sullon style ruleset is one that encourages level 60's to be more involved in things other than raiding. There will be level 60 griefers and the other teams level 60's will log on to fight those guys and these fights will be happening in noob zones so it will be an interesting battlefield instead of always battling around the loot camp spots, which will still happen. It expands the scope of level 60 pvp. It also completely negates twink PK's. So it is better than what we have.
I don't support a Live Classic Sullon ruleset though, because the teams were bad, so I think it should be custom 2 teams. Other good option is straight rallos zek, with fixes to level requirements particularly on planar + items and epics, and no skills maintained at all when deleveled. The changes in the economy provided by item loot are really fun. Droppable worn items are pretty affordable. Everyone has the same limitations. I can't speak to how lame it is in Velious when you're trying to compete in rags against full sky shrine + + + players or in Kunark versus people with lots of dragon no drop loot, but maybe who cares? In this ruleset, level 1-40 is a lot more fun for all of the casual normals, and even though twink PK's don't get killed much, it really is fun to try to get scrubs together to figure out ways to kill them because there is the chance of a reward. Sure, the other type of PK is using all junky no drop armor but still using a high damage weapon and will tactically kill people during EXP and steal their armor, but when you're exp grinding and a total scrub you just wear cloth, leather, or banded and the game is still easy. But yeah more important than those details of the ruleset would be the forced level cap, and the thoughtful handling of legacy features. If I'm playing on a server where manastone is dropping for X amount of time and will never drop again, there is nothing else worth doing except pharming that thing if I care about my personal access to pixels in the game later down the line. It's the best investment and it means that the entire vanilla era is fucked for everyone that has foresight. It shouldn't be this way. Even the exact same ruleset we have today would be an absolute ball for the entire progression if they reworked the legacy item situation and had level caps to cancel the race to 50 / 60. And these are simple changes within the confines of the existing excellent platform. The reason so many of us are here rambling on and on and shitposting all over these forums is because the project 1999 team has done a fantastic job and we really want to keep playing this excellent rendition of classic everquest. I can't think of another way to nerf twink PK's except with item loot or no PVP level range but would be open to ideas. I personally love the Twink PK its a unique game concept especially in an open non instanced world here. My ideal server would probably be a vanilla server that has zero no drop items and rallos zek style item loot so it's dangerous for everyone but I would hope that in a FFA environment with item loot the PK / robber / murderer / scum designation was meaningful again so non PK's can hang out with gear on like they did on rallos and their reputation as a non PK mattered to them. My suggestion of the sullon inspired ruleset is really just a sad capitulation on my part to the no item loot camp. I love strategically selecting a specific level for a character, and a set of items that work for that character and a specific arena (exp grind spot) that the character will spend his time on, and strategies for that arena. With the sullon rules this strategizing is eliminated entirely because if you want to kill people in crushbone you take your level 60 and win. So it's not my ideal at all but its a ruleset that solves a problem. | ||
Last edited by Gustoo; 05-28-2021 at 12:07 PM..
|
|
#28
|
||||
|
Quote:
| |||
|
#29
|
|||
|
Lol, imagine being worried about drug addicts boxing. People that fit the bill have almost always been awful at the game. Someone like Agatha, not even that bad of a player but super fucking terrible when trying to box + high + more then 24 hours without sleep. OP knows nothing neither does that weird blue dude with the barbarian avatar trying to tell us we need teams. Lol.
__________________
y'all ever think about how yr backstory isn't tragic enough to ever become a superhero? ya i think bout that a lot.
| ||
|
#30
|
||||
|
Quote:
Any new server is a guaranteed success. No new server will be enjoyable forever. | |||
|
|
|