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![]() I for one supported pvp xp death as a counter to bindrushing and having penalty when you die, but i never ever expected the xp to be this slow.
There's one thing we all came here for was the pvp, but considering it literally takes an hour of pure nonstop neckbeard grind to get 3% xp (the amount you lose dying in pvp at 58) i really think we need to reconsider this. Advantages of xp death pvp: Quote:
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So what could be done to make this server more pvp oriented and less pve? Remove xp death on pvp deaths, and add lockout on pvp death instead. Example: If you die in pvp you'll be sent to a zone where you can't leave for x amount of time, i'd say it scales with your levels. Lets say you die on lvl 1-20 nothing happens, it's normal everquest without xp loss (Return to bind). Level 21-50 you get locked out for 30 minutes then go back to bind. 51-58 you get locked out 1 hour then go back to bind. 59-60 you get locked out 2 hours and then back to bind. To encourage teamplay you can always bring back players from lockout by using ressurect on their corpses. So if you die in pvp, but your friends end up winning the fight, you'll be back once you're ressurected. ------------------------------------------------------- Benefits of lockout on pvp death: Quote:
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Ideas? I really don't like this fucking grind dogs, and i start realizing that it's never ever going to end on red99 if i really want to pvp using this resist system (which obviously isn't going to change). Not dieing on a pure melee with zero escapability is pretty much impossible. If i die in 1/4 pvp encounters i'm going to have to keep grinding like a fucking bluebie to do what i came here to do. PVP. Fuck. Classic. Discuss
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