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#1
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Your ideal red server setup
Here it is, my final hurrah, my last contribution to feedback into red in the hopes that devs are watching and taking some hints from player feedback. We may or may not ever get another red server, but to me it would really be a sad affair to have another meme setup and watch, groundhog day style population numbers decrease steadily during the first weeks. After this i will take a huge break and watch from time to time but it will give me "closure" and move on to other things.
------------------------------------------- Gonna keep it simple. - FFA 4 levels - No xp loss in pvp - xp group bonus. Soloing is boring and nostalgia will not help now that most of us have experienced EQ again one time through one server or another. When all else fails, you solo. - Item loot 1 item ONLY IF the devs can be bothered to code no drop sets that will offset the harshness of losing items. The sets are just lesser versions of regular gear that is found for that level range on regular mobs' loot tables with maybe some pieces on nameds/rarer mobs. Maybe even let crafters make the basic pieces no drop. It will 1) Make Gfay what it was on Rallos: A big economy hub for items trade and low level pvp hub. 2) Kill RMT 95% as most anyone isnt stupid enough to pay 50$ for a lootable fungi. If devs dont have the manpower / dont want to do this, then just coin loot no item loot. Re-reading my post before pressing go makes me see that my item loot setup would be top tweak eq emu while keeping it vanilla but quite a bit of work so 1.0 setup seems to be the way to go, without the xp loss debacle of the first 1.5 years. I may be forgetting something, ill add it later if it comes up. | ||
Last edited by Tradesonred; 05-28-2022 at 12:15 AM..
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#2
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rallos zek + firiona vie
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#3
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Quote:
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#4
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firona vie has no no drop items | |||
#5
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This is why i would be pushing for item loot only with the no drop sets tweak, to modernize/QoL it a bit so its more palatable to at least a good amount of people. This would make it more like Eve online, where you "fly" your best shit only when you are out with the guild. AKA only fly what you can afford to lose. That and a no level limit pvp server where starting out a level 40 can one-shot you, those are the setups i can think of where i would probably not even waste my time starting to play on the server. You could put these servers online but im pretty sure it would be a niche setup and right from the start you wouldnt attract numbers. | |||
Last edited by Tradesonred; 05-28-2022 at 01:58 PM..
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#6
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we cant have item loot on p99 anyway though for reasons that are obvious if you think about it. Quote:
the problem with eq pvp is that people think their items matter, and they do not. The best PVPers part and parcel are not in the zerg item guilds, theyre in the pvp guilds.. and if there is no reason to zerg, then the bluebies will join those guilds instead of the zerg ones. if you build it (rallos zek + FV loot) they will come (but we cant because of obvious reasons) | ||||
Last edited by Jibartik; 05-29-2022 at 11:09 AM..
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#7
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I played tallon zek back in the day, teams. Is true that on raid lvl guilds were formed by a mix of races and during guild fights there would be some targets you couldnt literally attack but u can still disarm a raid force, meanwhile outside of the raid scene and while leveling up people have a safer sense since not everyone can kill them and they can hang out in areas they race control, so its a safer environment to lvl up while still having enough pvp options.
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#8
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I'll keep it short, cause it's all been discussed before.
TEAMS with /guildwar function enabled. Guilds can go total war and KOS everyone if they choose. Appeases to the FFA crowd & Team crowd. Teams is a classic feature... /guildwar also classic. Maybe sprinkle in some item loot for flavor. Would be a huge blow to RMT, and would be interesting especially if zones became sort of territory based with certain teams monopolizing dungeons.
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#9
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With respect, personally i dont see the appeal of that setup, unless im missing something. Part of my criticism of teams is if one team starts to win heavily, it might demoralize everyone else and we have a server that is once again bleeding players heavily, which might even happen the first year. This would be a repeat of red 1.0. This solves nothing about this and adds on top that a big guild like seal team can cockblock PVE content by declaring war on smaller guilds on their own team. | |||
#10
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There would maybe need to be certain measures put in place to curb people abusing the /guildwar system, obviously. If the devs ever considered it, I'm sure it would get fleshed out further. But just off the top of my head and to give you an idea:
Teams is essential to attract the numbers we need. The bluebie numbers. That is step one. People want the safety net of a team environment early on otherwise they won't invest time in the server. End game is where the PVP will get vicious, political, and brutal. It will be hard for 1 guild to hold top spot with a whole other team opposed against them, as well as possibly the top 5 contending guilds on their OWN TEAM as their enemy. With training and no rules, no crying, anything goes tactics. (except blatant hacking)
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