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#1
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The order is not intended to imply dependencies. If there is any additional areas of work that have been overlooked, please post them. Other stuff to be kicked around
This just identifies the work at a high level. http://en.wikipedia.org/wiki/Work_breakdown_structure Still need to estimate and schedule the work. There is no ETA for now. This is not a solicitation of rules/values for the things listed. I am not looking for you to reproduce the WBS with "Item X - Yes" or "Item Y - Same team only." This thread will be moderated and most posts will be deleted after being read. | ||
Last edited by Alecta; 11-22-2013 at 10:44 AM..
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#2
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![]() flag an item as Team A,B, or C once equipt. So if Team A player loots an FBSS and equips it will be flagged Team A only. So it will be only useful for that team. Can still trade items to other team via ground and if they werent equip.
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#3
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#4
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![]() People have been talking about what to make no drop, how to help casuals stay on the server, and how to balance PvP for melees as well. I may get flamed for this, but I have three suggestions.
1. Introduce the newbie armor and weapon quests. Not sure when these were implemented, but they were fun and gave OK no drop gear that would be usable into the thirties with a few replacements. Then make second teir and third tier armor no drop as well, so for a ranger it would be noob armor to ivy etched to tolans for instance. All slots besides primary, secondary and ranged not equipped with this armor , as well as every thing in inventory and bags would be lootable, even all other no drop items. This would reduce twinking for armor and items, and only weapon twinking would give any advantage. The downside is that it would make most blacksmithing unprofitable, though I seem to remember that banded gave better pure ac than noob plate. 2. 30% chance of no loot and only coin, with a randomised chance of any slot or inventory being looted. This way dying hurts, but will not frustate a melee into rolling a caster. 3. Level based item loot. When someone attacks a player at the bottom of the PvP spread for them, the kill should be considered trivial and only coin loot should be awarded. | ||
Last edited by Josa; 11-24-2013 at 03:16 PM..
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#5
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![]() I don't recall any of the teams servers on live having item loot at least not in the classic era... why is it being considered ? Increased level range for pvp and coin loot is fine imo.
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#6
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![]() VZ had item loot for a very short time
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#7
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![]() Quote:
Item 4: Cap at 50 and move on, many people will lose interest if there is an arbitrary cap. Is it wise to set the server on a one way course to bottleneck in a select few zones, especially given the respawn timers? If you're really going to implement item loot (which I am 100% for) then capping the level is a bad idea. By not capping your allowing for the player styles to synch up and align, e.g. neck beards, casuals, etc.. Another thing to keep in mind is some classes are completely overpowered in certain level-zones, e.g. shamans and level 36. | |||
Last edited by Kelsar; 12-16-2013 at 10:11 AM..
Reason: love
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#8
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![]() Level cap: 50
Classic zones only. Open Kunark in 6 months IF pop is greater than 200 AND after Vox/Naggy/Phinny/PoH/PoF defeated. | ||
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#10
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![]() Quote:
Quote:
Teams comes after | ||||
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