#21
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#22
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new red server sounds horrible
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#23
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I like your ideas but see some major flaws:
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Last edited by walfreyydo; 10-28-2019 at 09:39 AM..
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#24
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Put guild war on green
It's needed for classic completion We WILL use it | ||
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#25
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I've become a believer in nilbog's idea:
East (Red) VS West (Blue) hardcoded teams [You must be logged in to view images. Log in or Register.] +/- 4 level restriction beginning at level 2 that perhaps widens the higher level you get, raid zones are FFA. | ||
Last edited by Danger; 10-28-2019 at 10:19 AM..
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#26
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Teams does not make sense with level range PvP. There is no feeling of team cohesion or zone control if high level players cannot defend their lower level teammates. And this applies vice versa - there is no sense of extreme danger for trespassing into enemy territory if you only need to be afraid of enemies within a narrow level range. Unlimited level range PvP sounds like it would be nothing but a griefer fest, but it's actually no worse in regards to griefing than a fixed level range ruleset. For example, unlimited level range completely does away with the problem of heavily twinked/deleveled griefers.
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#27
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Logic is pristine. Won me over. | |||
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#28
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90% of box on team evil, with cross team alts to cheat
Where have I seen that before Oh on live, and it had a better PVP community Guilds are "teams", no wait. They're teams. Look how people bandwagon. At least with FFA you can readily switch around or come back and join anything. Once good team is wiped out, there's no joining any neutral or evil guilds. | ||
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#29
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- ffa with no lvl restriction
- kunark but no velious - no GM intervention - allow training etc. Only prohibit MQ and such - coin loot only - no pvp exp loss | ||
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#30
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hardcode team, lock team selection by ip if possible, can't heal/buff etc other people from opposing teams. prevent "common tongue" communication across teams.
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