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  #21  
Old 04-21-2016, 03:30 PM
Raev Raev is offline
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Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
side is over populated, the rest quit or go grief mode
I think this is the destiny of every PVP server (it's certainly been Red99's fate for virtually its entire existence), and if I were administering a PVP server, I'd try to code up some sort of feedback mechanism. It would definitely be a little tricky to measure, because the players would of course do their best to try to game the system, but if I started by measuring some basic features (average # of players online, kills per guild, players per encounter list kill, etc) and did some hidden resist/ATK penalties and bonuses for the zerg guilds and the resistance, it might work out <shrug>
  #22  
Old 04-21-2016, 03:30 PM
Gardur Gardur is offline
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Played teams in live and had a goog time but it will suck now that everyone knows everything about the game.

Single item loot +-4 would be real cool but I'd be just as happy with a r99 wipe/new server.

Would beard that server so hard.
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  #23  
Old 04-21-2016, 03:33 PM
fiegi 8.0 fiegi 8.0 is offline
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Originally Posted by heartbrand [You must be logged in to view images. Log in or Register.]
Rogean checked out a long time wgo
  #24  
Old 04-21-2016, 03:36 PM
Jazzy Jazzy is offline
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would grow a dirty beard, not shower, lose my job and happily turn into a fat fucking bastard for a new red 99 classic
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  #25  
Old 04-21-2016, 03:51 PM
Nirgon Nirgon is offline
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No, an FFA PvP server is completely capable of having a strong war that goes on for months with good pvp over targets. It happened on RZ and could have gone on for longer.

Some people in that war decided that pissing off the entire rest of the server and using hax was a good idea and... welp.. lost. Hmm. Mmmm. Yiss 8]~

The thing about EQ is there's no MMR separating the dominant players from the shitty ones and losers need to take it in stride and aim to improve. Empire was not unbeatable, just very strong with a top pvp core and welcomed/vetted/helped gear new players... others refused to do so and the results are clear as day.

Source: someone who was at ground zero
  #26  
Old 04-21-2016, 03:52 PM
iruinedyourday iruinedyourday is offline
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Quote:
Originally Posted by Raev [You must be logged in to view images. Log in or Register.]
I think this is the destiny of every PVP server (it's certainly been Red99's fate for virtually its entire existence), and if I were administering a PVP server, I'd try to code up some sort of feedback mechanism. It would definitely be a little tricky to measure, because the players would of course do their best to try to game the system, but if I started by measuring some basic features (average # of players online, kills per guild, players per encounter list kill, etc) and did some hidden resist/ATK penalties and bonuses for the zerg guilds and the resistance, it might work out <shrug>
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  #27  
Old 04-21-2016, 03:54 PM
Doctor Jeff Doctor Jeff is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
o no i'm getting ToV loots and lost a blue diamond bracer to someone who doesn't raid and wants to make gains thru pvp

what ever will I do
full item loot means i get everything in your inventory that I can carry
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  #28  
Old 04-21-2016, 04:04 PM
iruinedyourday iruinedyourday is offline
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Item loot would be fun for a select few I'd imagine. I'd love it cus Id root/rain full groups like they were working on CRs too afraid to wear any gear with strangers.
  #29  
Old 04-21-2016, 04:15 PM
Sear Sear is offline
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Quote:
No, an FFA PvP server is completely capable of having a strong war that goes on for months with good pvp over targets. It happened on RZ and could have gone on for longer.
A teams ruleset forces a minimum # of competing sides.

One will be dominant, but you always have X number of teams.

Would you rather have that zerg-limiting constraint in at character creation (based on race), or as a hopeful pipe dream for players to create competing guilds?

Teams also throws casual players a bone and gives them clearly-defined zones to fight for and players to ally with or attack. As opposed to "just group with everyone till 60 and then join the zerg guild".
  #30  
Old 04-21-2016, 04:19 PM
Nirgon Nirgon is offline
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Don't entirely disagree with preventing people at max level from all jumping on one band wagon... but evil team will absolutely dominate. Take a look at the raid forces around you. How many are dark religion/race? Do you really want to be on a Velious box team without SKs? How about necros for corpse summon? Are we going to ask the devs to implement the token system when a player is killed that can be turned in for corpse summon pots? Then how do you prevent people from abusing farming alts to get corpse summon pots (free plane of sky/wipe corpse summons!) on the neutral team (do not remember this exact mechanic from SZ admittedly)? Do you want to be on the team without iksar monks and ogre warriors? I mean... come on. And bards can take Rallos Zek religion and be evil ... so... yeah. I mean I wish it'd work out but evil team is going to take all the raid content and see the same issues here.

One side just turns into the shitty doomed guild you can't leave. Cross realming becomes rampant and if you think it won't .. heh.

but as far as helping casual players... you think the uber neckbeards with multiple accounts to cross realm pk is gonna be a good thing for them either? There's ways around the "team protection" and you can't prevent an evil bard from power leveling up a group of neutral/good chars and shitting on the evil casuals. Cuz they definitely will do it (see all the Azrael Unrest/MM ragebringer twinks).

At any rate, its a small pvp community here now and dividing it 3 ways into teams is bad from both a pve recruitment and # of pvp targets stand point.

I really wish it would work but it can't.
Last edited by Nirgon; 04-21-2016 at 04:23 PM..
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