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#1
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Item loot = server population takes a massive hit.
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#2
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Quote:
__________________
Tallon Zek '00-'04
Shemfade Vortigem - Level 65 HU PAL <Brotherhood of Darkstorm, Chosen Blood> Project1999 Green Server Apollyus - Level 50 Ogre Shaman <Kingdom> | |||
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#3
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Item loot with this dynamic pvp range = lowbie buffs high char = loses item. However, I really would like no dynamic pvp or make it so that only healing flags you. I would also prefer some sort of item loot maybe in the future...
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#4
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RZ had no meaningful PvP. Only the evil-stomped (derp never saw that coming) SZ had meaningful PvP.
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#5
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Item loot simply doesnt work. It completely gimps melee classes that are gear dependant and promotes a bunch of naked casters running around. Melee classes are already going to have a bitch of a time on a ffa pvp server especially if they arent starting with a group of people. Item loot has been implemented both on live and on past EMU server's and has been been proven to simply not work long term. I think the risk vs reward dynamic on p99 is as good as its going to get. If you die, you lose your coin, your right to stay in the zone and do whatever you were doing, and exp. If you win, you get coin, the right to the zone(until someone else comes along), and bragging rights(Most importantly).
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Last edited by Arillious; 10-05-2011 at 03:44 PM..
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#6
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If PvP itself is not enough for someone, they're not the target audience of this server. That has been made abundantly clear by Rogean. They may eventually consider some kind of alternative to itemloot, but I very much doubt it'll ever happen. Anyone with any sense knows that it's not good for the game.
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#7
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I prefer it, but it is bad. ESP considering how hard it is to farm items with Project 1999 coding. | |||
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#8
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Really putting those motor skills to the test farming those items. Btw "camp check" no longer applies here. | |||
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#9
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Meaning drop rates and spawn %s.
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