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  #71  
Old 09-19-2011, 11:18 PM
Bockscar Bockscar is offline
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Melees are ok. With decent gear, a melee will do alright in PvP and is often better for dungeon PvP than casters, and dungeon PvP is what really matters in the long run. What do high-end guilds rely most heavily on? Melee assist trains. A big concern for serious PvP guilds is if too many of their members roll easymode instant-gratification mage and necro so that they lose the important dungeon fights against other guilds who didn't make that mistake. Since a lot of PvP takes place outdoors because it's more convenient and is where you typically meet people alone, casters are in their dominant environment more often than melees are. Both archetypes still have an environment where they're superior, though. Regardless, there will be no buffs to melees, I can pretty much guarantee that. They don't change the core game mechanics for the sake of PvP, just the ruleset and the odd broken peripheral thing that doesn't change the gameplay fundamentals. Itemloot is usually bad for any server, but at least it's just bagloot and not your worn equipment. Melees will be allowed to participate in PvP.
  #72  
Old 09-19-2011, 11:44 PM
Aenor Aenor is offline
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Quote:
Originally Posted by Papaver [You must be logged in to view images. Log in or Register.]
Your feedback on what negative aspects are the most detrimental to the game at large would be appreciated.
What's most detrimental to the game is how this affects long term population. Once you have a level 50 on the server it's easy to farm gear, including no drop gear, to twink out lower level toons. Some players won't find out about this server until months down the road, and I don't want them to be discouraged from joining the server because they feel they have no chance to compete against all the de-leveled twinks in planar gear who are going to jack their newbie tunic.
  #73  
Old 09-19-2011, 11:45 PM
Pudge Pudge is offline
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Quote:
Originally Posted by Papaver [You must be logged in to view images. Log in or Register.]
It has been apparent since the initial launch of EverQuest PvP in general and item loot in particular were neither well thought out, balanced, nor implemented up to the standards the community desired.

So my question to people that desire a red p99 server is, what would alleviate the majority of your concerns regarding item loot?

Just bounce random ideas around here.

For example, what if levels 1-45 were not lootable, but levels 46-50 were (assuming the attacker was also 46+).

Or what about guild based pvp? That is to say, no guildless characters are lootable, but people that are guild tagged are.

Or how about handing in a tome of discord to set an 'item lootable' flag on your character which would change the tint of the text of your name from pink to dark red (in which case, the attacker can only loot an item if they are also flagged as lootable)?

Or a flag for lootable set during the character creation process which cannot be changed later?

Personally I feel that item loot should be across the board for everyone-- with few exemptions like pvp areas in cities and in 'The Arena' itemloot-free (only pure pvp with no risk of losing items), but seeing as so many people feel so strongly against it, your feedback on what negative aspects are the most detrimental to the game at large would be appreciated.
i know the itemloot thread is long to read, but basically the sentiment is:

coin loot = definitely

item loot = majority strongly against it, minority strongly for it

the only way i can see itemloot working is if it is very limited.. like, "non-lore items only" or "bagged loot only" (inventory slots also non-lootable, so ppl could choose to sacrifice an entire bag worth of gear to carry 1 non-lootable item unequipped)

in general, 0 item loot is the way to go. but i see why a compromise could be fun, as long as there is very little QQ potential (BTW, manastones arent lore are they..?) to answer specific questions:

1) lower levels non-lootable? better but.. still, when you get to camp good items is 50+, so that is when losing an item matters most. the opposite sounds even better.. levels 1-45 lootable, levels 45+ non-lootable. this would prevent twink PKs from ruling the lower levels.

2+3) flagged item loot wouldnt work. smart ppl would never flag themselves as lootable, it is much more valuable to be able to wear you gear than the chance at ganking someone's FBSS. especially in raid pvp, the important thing is winning, not being able to loot someone's shit. groups will roll out with 1 "loot-flagged" player, trying to get this guy the killshot so he can loot. flagging that shit just wont work. even if it will placate the pro-item-looters, it will not result in long sustainable gameplay for the server

4) negative feedback in general: itemloot promotes random ganking by groupmates (temporary "friends" until you are low health) increases fear of pvp and any unknown player in general, requires ppl to run and bag gear instead of fight against the odds, encourages corpse camping, gives an advantage to insta-bagging MQers, and makes the server environment more hostile than most ppl want to play in. ppl want to wear their gear, not run around fearing their gear they camped for 25 hours camp will be ganked at any moment.

hard-core players will play with itemloot in or out. but you will lose many, many ppl with itemloot in, unless item loot is somehow severely restricted. (like, "bagged-non-lore-items-only" restricted..) just look at VZTZ, the population while item loot was in was like 1/3 of what it was when there was no item loot

if i were devs and i really wanted to put itemloot in, i would limited it to the above; BAGGED (which means IN A BAG, not just sitting in an inventory slot) non-lore items only.
  #74  
Old 09-20-2011, 12:03 AM
Galacticus Galacticus is offline
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ITEM LOOT IN BAGS
  #75  
Old 09-20-2011, 12:07 AM
Ziggy Ziggy is offline
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Quote:
Originally Posted by Rushmore [You must be logged in to view images. Log in or Register.]
Altergate a custom box handled item loot the best way imo

IF you killed someone in pvp you got to loot a non equipped item and all there coin.

So you couldn't touch there gear but anything in bags was at play. So at least you got a pumice or some bone chips. But every once in awhile you caught someone having extra sets of gear on them or an item they got in a dungeon that wasn't wearable by there class.

On a pvp server many will run around with MR sets and PVE sets of gear.

Think about it.
This is the best solution proposed so far. If we are to do item loot then this system warrants serious consideration.
I would like to add that no matter what, coin should ALWAYS be lootable.
  #76  
Old 09-20-2011, 12:09 AM
Galacticus Galacticus is offline
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Quote:
Originally Posted by Ziggy [You must be logged in to view images. Log in or Register.]
This is the best solution proposed so far. If we are to do item loot then this system warrants serious consideration.
I would like to add that no matter what, coin should ALWAYS be lootable.
I would be cool with this.
  #77  
Old 09-20-2011, 02:57 AM
Musori Musori is offline
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Item loot where you get to pick anything equpied except for primary/secondary + range. Allso anyone should be able to loot.. so if you get killed a group member or a friend could loot your corpse and "hold" an item for ya =)
That is taking ninjalooting to a new lvl!

Ninjas ftw!
  #78  
Old 09-20-2011, 06:42 AM
SaveTheSack SaveTheSack is offline
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I'm for coin/bag loot, if that means anything.

I wouldn't mind item loot, but I can tell that 95% of people are against it and that would hurt the population of the server.

The only reason why I'm not 'for' item loot would be bagging and naked pvp. Additionally, the only compromise that I see working would be bag loot. The main plus is that no one will carry around extra sets of MR gear.

Coin alone seems a little too easy.
  #79  
Old 09-20-2011, 07:00 AM
Prahadigm24 Prahadigm24 is offline
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Quote:
Originally Posted by SaveTheSack [You must be logged in to view images. Log in or Register.]
The main plus is that no one will carry around extra sets of MR gear.

Coin alone seems a little too easy.
I think so, too. It's a large plus and on top of that it will save us from the lame "bagging" process.

Everybody would have to decide whether they want to carry extra gear, which grants more power and flexibility, but includes a higher risk. You would also be able to grab stuff that a player just camped and cannot equip, or some valuable gems (e.g. gargoyle eyes while you're low level, or a diamond at higher levels). People will also have to decide whether they want to stay at their camp forever - and risk to have one nice item taken from them - or give their camp up earlier and save the loot.

This system would make it attractive to gank people directly at the bank though, that's why the bank areas would have to be really, really safe. If not, I can see people standing on some place the guards cannot attack them and nuke your ass directly in front of the banker.
  #80  
Old 09-20-2011, 08:29 AM
Sniperfire Sniperfire is offline
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Quote:
Originally Posted by Vile [You must be logged in to view images. Log in or Register.]
very simple..

either make it item loot or dont imo.

this^^, you have heard all the sides of this argument for months make a decision. i personally think item loot will benefit veteran players more than new to pvpers and will hurt the growth of the server. i also think if you put it in it will be changed shortly upon release. but like i said we have all typed all this nonsense before
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