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#1
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In terms of fairness though, we could probably impliment a few systems.. like still being pvp'able after guildremoving until you zone, etc.
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#2
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I'm down for coin loot and inventory loot, but no equipment loot. Hell, even equipment loot would be fun, but griefing would probably be a bit too intense with all the little tiffs some individuals have. Whatever works out, I'm pretty sure I'll be in non-stop guild war status... if not close to it. | |||
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#3
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All of the guildhopping stuff was part of the guildwar mechanic. The solution to it is that you screenshot them to show what pussies they are. On Sullon Zek, two of the evil teams went at it (<Nine> and <Infest Next> or something like that on the second one) and it led to the destruction of the latter guild as all the victims jumped ship. It was awesome.
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#4
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I'd rather see the system tuned to something thats fair, competitive, and fun, rather than just implimenting it as was and have it be fun for a week before people get tired of it because of everyone circumventing mechanics.
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#5
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#6
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I mean it's awesome to be 'classic' - but damn, some mechanics - classic or not, were just fuckin' broke. It can still be 'classic' and 'fixed'. Question can be in this whole 'classic' concept - do we mean "classic" as in JUST the way it was, or "classic" as in the original 'vision' of the game. I vote for the latter. "Classic" as in Original EQ, but if something was broke and not fixed by sony because they just didn't want to... well, it would have been cool to see that stuff fixed back then. Hey - couldn't you 'lock' guild invites during a 'guildwar'? Then the guild leaders would need to '/guildpeace' or whatever to invite people again. Or somehow stop re-invites at least, during a guild war. Locking it completely wouldn't be fair to people who want to join up then. Or maybe - they only get unflagged *if* the guild stops the war *or* they visit the 'priest of order'? So if they disband from the guild, during an in-progress 'guildwar' - they have to run to the Priest of Order. Dunno, just more bad ideas to annoy people.
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Project1999 Wiki ---> http://moestaverne.com/p1999wiki/index.php/Main_Page
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#7
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The majority of people using this command will be people that raid in a normal non-guildwar'd guild for a few hours a day, then hop into a secondary guildwar guild during the rest of their play time. I want to support this play style while at the same time make it non-abusable. This means that there will be no locks or timers on guild invites and whatnot.
Currently my ideas are: You will remain pvp towards opposing guilds even after guildremoving.. they will still show up red to you and you will still show up red to them. If you join a guild immedietely afterwards, you will also inherit that guild's guildwar flags (So potentially you could be pvp'able to both your current guild and former guild). I'm still unsure how we want to handle guild invites though, as it would then be easy to gather several people, give them invite windows, then all accept at once to gank someone. Looking at ideas for that. I'm also considering making it so that immedietely after dieing you will not be pvp flagged. Until when I'm not sure, probably either zoning or looting your corpse and then zoning. This will prevent two things.. one, not getting bind camped, and two, not bind rushing.
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#8
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Excuse a question from someone who only played on RZ/SZ... What are the death penalties for dying in pvp on blue servers? Coin loot? CR only?
@Rogean - simple solution to the "join & gank", along the same lines as what you proposed for /guildremoving... only allow pvp toggle to flip when zoning. So, if you join a guild you don't inherit their pvp flags until you zone. | ||
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#9
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#10
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