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  #531  
Old 09-22-2011, 11:58 AM
Sloris Sloris is offline
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coin loot yes xp loss im not sure people might be farmed thats more of a issue then item loot that brings us to Item loot its a great idea because it urges players to get off there butt and get NO drop gear instead of buying gear for a bajillion plat i honestly dont think loot brings it down i mean its within a few levels like 5 or whatever like RZ was that way a 60 cant steal a level 20's gear.
  #532  
Old 09-22-2011, 12:02 PM
Tajin Tajin is offline
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KEEP ITEM LOOTTTTT!! population will fail w/o it
  #533  
Old 09-22-2011, 01:56 PM
Zuranthium Zuranthium is offline
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I vote for:

Item Loot = You may loot 1 item per kill but you can not loot from the same player more than once in a 24 hour period.

Coin Loot = YES

Exp Loss = YES, but it should only be 1/4 the amount of a regular death and you shouldn't lose exp more than 3 times in a 24 hour period from the same player (also, "PvE" deaths should only cause 1/2 of the regular exp loss on this server since those will happen much more frequently as a result of player ambushes).

Exp Gain = YES, limited to a maximum of 3 times in a 24 hour period for killing the same player.

I'm also highly in favor of teams separated by faction. It adds more to the dynamic of the game when you are actively trying to plan campaigns into enemy territory.

A lot of people have complained about how they don't like the team idea because they want to be able to kill everyone. I don't disagree with this; you should still be able to kill whoever you want. HOWEVER, you just wouldn't gain exp for killing people who are on the same team as you (nor would that player lose exp) and you wouldn't be able to loot their corpse either. This method allows players to always take matters into their own hands and kill people they find annoying, or as a way to contest a camp, while still keeping the epic nature (especially in an RPG sense) of team PvP alive.

Here was a very good post, I only disagree somewhat about no exp loss at all from dying in PvP:

Quote:
Originally Posted by Masq [You must be logged in to view images. Log in or Register.]
Just copy DAOC pvp exp system.

You gain exp on kills, don't lose it on death, and you can only kill the same person 3times in like a 24hr period to gain exp.

This allows people to PvP freely without huge repercussions of dying repeatedly and losing exp/levels. It also gives more incentive to engage in active PvP than to goto crushbone and grind mobs or whatnot.

I also like the team based PvP system, and think it would entice a lot of people unfamiliar with PvP to give it a shot. Having no one to play with or starting solo on a FFA PvP server is a nightmare, and the more players on a PvP server, the better.
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  #534  
Old 09-22-2011, 01:59 PM
returnofahipster returnofahipster is offline
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I think item loot and coin loot is a good idea. However I could see issues arising from exp loss an gain.
  #535  
Old 09-22-2011, 02:07 PM
gloinz gloinz is offline
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item loot + coin loot + exp loss on death (though not = to a pve exp loss)

although imo item loot will cause ppl to ragequit and hurt server pop but i dont care if its in
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  #536  
Old 09-22-2011, 03:34 PM
jilena jilena is offline
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Again, the problem with any sort of item loot is that it can be exploited to eliminate the risk to maximize the gain.

It has nothing to do with noobs quitting. Having played on multiple PvP servers across various games where the only "loss" is having to run back and get your body I can tell you that the same noobs will quit no matter what happens when they die. Some people cannot handle being killed against their will and will ragequit whether they lose their bestest sword, their shiny shoes, 5 levels worth of exp, 3 copper, or absolutely nothing.

The only reason I feel Exp loss is better, is because no matter what the situation you can kill anyone enough to make it hurt. People will only bind rush so much when they start dropping levels. Guilds fighting over raid targets will eventually lose interest when their levels start dropping to the point that it impedes their ability to compete. The dude terrorizing newbies will lose interest when he gets bind camped down a few levels. *shrug*
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  #537  
Old 09-22-2011, 03:39 PM
Lazortag Lazortag is offline
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Quote:
Originally Posted by jilena [You must be logged in to view images. Log in or Register.]
Again, the problem with any sort of item loot is that it can be exploited to eliminate the risk to maximize the gain.

It has nothing to do with noobs quitting. Having played on multiple PvP servers across various games where the only "loss" is having to run back and get your body I can tell you that the same noobs will quit no matter what happens when they die. Some people cannot handle being killed against their will and will ragequit whether they lose their bestest sword, their shiny shoes, 5 levels worth of exp, 3 copper, or absolutely nothing.

The only reason I feel Exp loss is better, is because no matter what the situation you can kill anyone enough to make it hurt. People will only bind rush so much when they start dropping levels. Guilds fighting over raid targets will eventually lose interest when their levels start dropping to the point that it impedes their ability to compete. The dude terrorizing newbies will lose interest when he gets bind camped down a few levels. *shrug*
Again, bind rushing isn't as much of an issue in classic where you respawn with 0 mana. And exp loss is hardly equal to everyone, if you kill a mage he can gain his exp back easily, but if you kill a warrior or a non-solo class it's harder.

Still after reading a few of the more recent posts I'm convinced that exp loss isn't as bad as item loot, though I'm cool with whatever system nilborg and rogaine choose.
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  #538  
Old 09-22-2011, 05:11 PM
jilena jilena is offline
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
Again, bind rushing isn't as much of an issue in classic where you respawn with 0 mana. And exp loss is hardly equal to everyone, if you kill a mage he can gain his exp back easily, but if you kill a warrior or a non-solo class it's harder.

Still after reading a few of the more recent posts I'm convinced that exp loss isn't as bad as item loot, though I'm cool with whatever system nilborg and rogaine choose.
I agree that bind rushing in the "WoW" sense isn't that viable. But you can still make yourself a naked annoyance even starting low mana. My issue is more that a few naked casters can run around and roflstomp people and take their gear with no fear of loss themselves.

My statement that xp loss is more equal I still feel is true in that the warrior who can't solo his exp is fucked just as bad in an item loot situation as he would be in an XP loss situation. And I don't know how you feel but I'd rather eat a death than lose anything I am wearing on even my shittier chars on p99 lol. I assume this would be doubly true for a warrior.
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  #539  
Old 09-22-2011, 07:33 PM
Nirgon Nirgon is offline
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Incentive to kill players and not train them goes up in a raid setting with item loot.
  #540  
Old 09-22-2011, 07:36 PM
Haul Haul is offline
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Quote:
Originally Posted by returnofahipster [You must be logged in to view images. Log in or Register.]
I think item loot and coin loot is a good idea. However I could see issues arising from exp loss an gain.
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