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21

Saturday, July 2nd 2011, 7:01pm

Quoted from "Jekk;437787"

The $ dropped would scale to the victims level, level 15's wouldnt be dropping 100k. So a level 15 drops 15k, level 67 drops 67k and a level 100 drops 100k(about where we'll be at when something like this would be implemented.


i would suggest a "gear protection cost" in which on death dropping lets say a belt and shoulders is about to happen. the combine worth of these items is 5mil the gear protection cost would take 10% of the items worth (500k) and give it to the pker (obviously frogster would need a system to gearscore items and assign pivotal values to them.

quite honestly i think they should just release the items that prevent dropping gear for one death for 5 dias. like ive seen in the Database,

Quoted from "Jekk;437787"

So if you kill 100 people a day with an average level of 50 you would make 100*.1*50k = $500,000 so you would definately not become one of the richest players on grimdal.


>>implying i only kill 100 people a day...lol!
Assassin 35/35/35 R/S/W 50k HP / 21kPA / 17k Pdef /4k Mdef / 11k Dex (unbuffed)

[RED4LIFE]

22

Saturday, July 2nd 2011, 7:19pm

Quoted from "DupingLinkRunes;438381"

i would suggest a "gear protection cost" in which on death dropping lets say a belt and shoulders is about to happen. the combine worth of these items is 5mil the gear protection cost would take 10% of the items worth (500k) and give it to the pker (obviously frogster would need a system to gearscore items and assign pivotal values to them.


Way to complicated to implement otherwise I wouldnt be against this.


Quoted from "DupingLinkRunes;438381"


>>implying i only kill 100 people a day...lol!


Regardless per hr you wont be making as much as end gamers, but this is just my price point discussing the $ value is getting off topic, the gold dropped can be adjusted to the right amount that keeps everyone happy.

The main reason to switch to gold from loot is because loot hurts pvp servers for many reasons where gold wont.

Think about it if you loot someone do you think that loot is worth more to you than them? so every time someone is looted the server takes a tiny step backwards compared to other servers.

Lets say after 1000 kills you gain the same looting gear/items vs gold why would you be against the change? You get the same but the person getting looted loses less because of the point above, its win win.

23

Monday, July 4th 2011, 5:36pm

Quoted from "Jekk;438390"


The main reason to switch to gold from loot is because loot hurts pvp servers for many reasons where gold wont.

Think about it if you loot someone do you think that loot is worth more to you than them? so every time someone is looted the server takes a tiny step backwards compared to other servers.

Lets say after 1000 kills you gain the same looting gear/items vs gold why would you be against the change?


my reasons for being against removing gear dropping are less selfish than one would suspect. dropping gear is a pivitol balancing in policing a pvp server and one of its most admirable attributes.


1. dropping gear for the purpose of pk trading and avoiding the sale of bind lifters.

this of course reduces the cost of DoD stats, endgame gear, even mid level gear, and allows the lower end community and F2P players a more solid chance at both earning income farming instances, and purchasing gear and stats needed for progression.

2. Natural Selection

this is personal opinion, but i feel that in pvp those who die losing something filters the weak off the server and motivates the strong to become better and make less mistakes next time. those who cant handle pvp are "slow learners" or unwilling to bear the grind of working the way up the pvp social ladder to the endgame status were few people mess with you are filtered out to another server, i think our endgamer community makes up for what it lacks in gear with intestinal fortitude and experience.

3. Player Policed Server

i see nothing but ranting and raving from PVE servers about guilds having one guy go pull blackstar and hold him till there crew arrives, crowded farming spots and people kill stealing all day long, one of the aspects that drew me to Grimdal when i first joined was that if someone was a total tool there was nothing stopping the whole server from making him quit the game, stripping him naked in the streets and walk him down in a bright yellow bubble.

with your idea in place any P2P fully geared endgame dia seller will walk around with 80million gold in his bag in full gear greifing the whole servers population and making a general ass of himself and even if two people manage to tag team him down he has nothing to lose but a few shiny penny's out of his piggy bank?

talk about setting a server back? you may want to reconsider your ideas they might save YOU a few bucks, but honestly dropping gear is a learning experience, and if you take that away we are just a PVE server with forced dueling.
Assassin 35/35/35 R/S/W 50k HP / 21kPA / 17k Pdef /4k Mdef / 11k Dex (unbuffed)

[RED4LIFE]

24

Monday, July 4th 2011, 7:29pm

Quoted from "DupingLinkRunes;438975"

my reasons for being against removing gear dropping are less selfish than one would suspect. dropping gear is a pivitol balancing in policing a pvp server and one of its most admirable attributes.


1. dropping gear for the purpose of pk trading and avoiding the sale of bind lifters.

this of course reduces the cost of DoD stats, endgame gear, even mid level gear, and allows the lower end community and F2P players a more solid chance at both earning income farming instances, and purchasing gear and stats needed for progression.


Why would this change? please read over the ideas carefully

Quoted from "DupingLinkRunes;438975"



2. Natural Selection

this is personal opinion, but i feel that in pvp those who die losing something filters the weak off the server and motivates the strong to become better and make less mistakes next time. those who cant handle pvp are "slow learners" or unwilling to bear the grind of working the way up the pvp social ladder to the endgame status were few people mess with you are filtered out to another server, i think our endgamer community makes up for what it lacks in gear with intestinal fortitude and experience.


This may seem like a good thing, but it is not. Grimdal is dying because of this mentality. Plus coming from a level 30 twink its kind of funny. If we unrestricted the loot drops from 5 levels to 40 levels would you still take this position or would you run to a pve server?

Quoted from "DupingLinkRunes;438975"



3. Player Policed Server

i see nothing but ranting and raving from PVE servers about guilds having one guy go pull blackstar and hold him till there crew arrives, crowded farming spots and people kill stealing all day long, one of the aspects that drew me to Grimdal when i first joined was that if someone was a total tool there was nothing stopping the whole server from making him quit the game, stripping him naked in the streets and walk him down in a bright yellow bubble.


Again what does this have to do with anything? There will still be pvp except now when you kill that guy you dont get a few arrows and phirius potion A's you get gold.

Quoted from "DupingLinkRunes;438975"



with your idea in place any P2P fully geared endgame dia seller will walk around with 80million gold in his bag in full gear greifing the whole servers population and making a general ass of himself and even if two people manage to tag team him down he has nothing to lose but a few shiny penny's out of his piggy bank?



OK so current situation diamond seller walks around in 8 pieces of gear griefing people in 8 pieces of gear, and when you kill him all you get are some arrows and potions. After implementation Diamond seller is now in full gear but so is everyone else, and when you kill him over and over you get a lot more out of him. This is also kind of funny coming from a level 30 twink walking around griefing people, and even if someone kills this twink he loses absolutely nothing.

Quoted from "DupingLinkRunes;438975"



talk about setting a server back? you may want to reconsider your ideas they might save YOU a few bucks, but honestly dropping gear is a learning experience, and if you take that away we are just a PVE server with forced dueling.


I pk dropped maybe 20 times the value of what I lost had a value to me of about 400k the value of that gear/loot to the pkers probably 350k so 50k just went poof. With my system I would have dropped 768.8k gold and the pkers would have gained 768.8k gold its not about saving cash its about making pvp meaningful and taking step one on getting grimdal on par with the other servers, the 2 pvp servers should not be the worst in a pvp event (siege)

Im trying to give suggestions that improve pvp. Actual PVP not a level 30 twink with 44k HP killing people with 2k hp, or people camping portals and killing people before their screen loads.

Dont take that last point like im against twinks or portal campers Im not, they are a product of the system, give them something better to do and they will do it.

If you still dont think my ideas improve pvp that's your opinion and maybe your right, but can you honestly look at grimdal and say it is great PVP?

EsxCape

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25

Tuesday, July 5th 2011, 1:16am

Hmm this is a very interesting thread. Some of it I agree with, some of it I don't.
I think the loading screen PK bubble is a decent idea. Especially since it would be difficult to exploit since you can't kill others if you're in a PK bubble (I say this because on the forums people mention that if we had a few seconds immunity on load-in it would prevent pk death, but that could easily be exploited). Plus, the bubble would be good for people with poor or unstable connections that pick up some lag around loading screens.

The gold idea seems ok at first but the more I think about it the more I'm inclined to disagree with it merely because gold is a huge motivator (maybe even more so than gear?) since it's a route to getting just about anything you could ever want in this game...gear, stats, dias, etc. I'd be concerned about players being camped over and over just so the pker could get some easy gold. And that would be especially hurtful to lower levels even if the gold they lose is proportional to their level since making gold isn't as easy at lower levels as it is at higher levels.
Imho, it's actually not a detriment to run around with a combination of your 8 sealed pieces + some (OD) statted costume gear. Probably 99% of PVP players have full gear sets in storage or swap for instances and sieging anyway; it's not like they aren't geared at all. Even if you're in your PVP gear (as most people are), you can get a nice bit of hp and attack power; you don't come off as being weak or easy to PK. So I guess I would still say that it's better to drop items than gold on PK death...frankly if you're running around in full gear to begin with then you had it coming to you. And you'll have the money saved to buy new or better gear should that ever happen. Gear has always been pretty easy to replace, but with gold you never know because of economic flux.

I would agree with you about the gaurds...there should probably be SOME kind of change there, even if it's just that the guards don't cause any dura loss or debt. I can understand the guards killing criminals, but I don't think there's any reason why you should receive debt from them. Also even if your idea was implemented about crims vs. reds I'm not sure how effective it would be since a lot of towns have only 4 guards or less... there are a few towns that don't have any guards! Well those are the towns most reds/crims use now and that probably wouldn't change. The whole guard-criminal content has been a bit iffy and could stand to be improved or tweaked.

In actuality I think a lot of people that shy away from PVP servers do so because they don't realize how easy it is to AVOID dropping items on pk death. A lot of the seemingly negative aspects of PVP servers are pretty easy to handle and I don't feel that it requires any kind of special talent or intelligence...anyone can figure it out and adapt accordingly. Plus, just because you play on a PVP server doesn't mean that you have to be a criminal. You can be neutral or blue as well. I actually find that PVPing is easily avoided and ignored too, it's not as if you're constantly locked in a war zone. Well hopefully with the Chapter 4 release, ALL the servers will receive some new players. :)

EsxCape

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26

Tuesday, July 5th 2011, 1:33am

Quoted from "Jekk;439005"

I pk dropped maybe 20 times the value of what I lost had a value to me of about 400k the value of that gear/loot to the pkers probably 350k so 50k just went poof. With my system I would have dropped 768.8k gold and the pkers would have gained 768.8k gold its not about saving cash its about making pvp meaningful and taking step one on getting grimdal on par with the other servers, the 2 pvp servers should not be the worst in a pvp event (siege)


Yeah the PKers (or PKKers too?) would gain gold no matter who they killed, right? And if it was a low level with no gold, they would still benefit. That's kind of my concern with that idea because why would only the people doing the killing be benefitting? I think that would be even more discouraging to new players because then they know that they lose something regardless of level... Just not sure how well that would go over since it seems a bit biased in one direction. =/

I have to laugh a bit about that last sentence. It's true PVE servers are usually at the top of the siege list, but they also have more people and more guilds than the PVP servers (or at least it seems that way). I've been in a few guilds on PVE servers and I must say that OF THE ONES I'VE BEEN IN, their PVP tactics are poor X_X; And I don't necessarily mean in player-versus-player, I mean as a whole... Not all PVE players level up skills that are PVP-oriented because there isn't as much PVP on a PVE server so it would be a waste of TP (one player told me that himself, so that hadn't even crossed my mind til he said so...it is a fair point). So I really think that whether you're in a PVP server guild or a PVE server guild, it doesn't put you at a disadvantage in siege. You can perform excellently or poorly regardless. Not all PVE guilds are good at siege and not all PVP guilds are bad at siege...you'll notice some of them have been making it into the top 10 of the list in the past few months.

27

Tuesday, July 5th 2011, 5:44am

Quoted from "EsxCape;439131"

I have to laugh a bit about that last sentence. It's true PVE servers are usually at the top of the siege list, but they also have more people and more guilds than the PVP servers (or at least it seems that way). I've been in a few guilds on PVE servers and I must say that OF THE ONES I'VE BEEN IN, their PVP tactics are poor X_X; And I don't necessarily mean in player-versus-player, I mean as a whole... Not all PVE players level up skills that are PVP-oriented because there isn't as much PVP on a PVE server so it would be a waste of TP (one player told me that himself, so that hadn't even crossed my mind til he said so...it is a fair point). So I really think that whether you're in a PVP server guild or a PVE server guild, it doesn't put you at a disadvantage in siege. You can perform excellently or poorly regardless. Not all PVE guilds are good at siege and not all PVP guilds are bad at siege...you'll notice some of them have been making it into the top 10 of the list in the past few months.


First you say "In actuality I think a lot of people that shy away from PVP servers do so because they don't realize how easy it is to AVOID dropping items on pk death." then you say "It's true PVE servers are usually at the top of the siege list, but they also have more people and more guilds than the PVP servers" do you see the direct connection?

The numbers dont lie pvp servers even though they have more skilled pvpers do worse in siege. Every time someone stats a costume piece the pvp server loses, every time someone drops a piece of gear that is than vendored for 3k gold the pvp server loses, everytime someone gains death debt from a guard the pvp server loses, everytime a pk trade is made the server gains. The gains are obviously not making up for the loses. If the gains = loses than the pvp servers would have similar population to the pve servers. Thus would compete in siege.

Quoted from "EsxCape;439129"

Yeah the PKers (or PKKers too?) would gain gold no matter who they killed, right? And if it was a low level with no gold, they would still benefit. That's kind of my concern with that idea because why would only the people doing the killing be benefitting? I think that would be even more discouraging to new players because then they know that they lose something regardless of level... Just not sure how well that would go over since it seems a bit biased in one direction. =/


Back to gold vs loot to be clear.

-The 5 level rule still applies
-The gold scales based on level (level*level*10) than add in that you only drop 10% of the time. a level 15 who ges killed by a level 1-20 would drop on average 225 gold that would not discourage the noob.
-It is biased it favors noobs who dont know how to protect their gear, and is biased against those who do (until you read the next point)
-loot dropped on average is more valuable to the player who had it than the player who gained it. Imagine a system where when you were killed you dropped 20k gold but the killer only got 10k it wouldnt be fair right? that is exactly what we have right now.
-You still drop gear/items if you dont have the required gold, gold just takes priority.

28

Tuesday, July 5th 2011, 10:21am

>ability to prevent unlimited items
>fixes PvP problems
>still generates Frogster money
>evrybdyhappay
[RIGHT][LEFT][RIGHT]Kerafrym -67/62/52 R/K/S Active
Volim - 60/45 R/K Retired
Heartz - 57/4? M/P Retired
[/RIGHT]
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29

Tuesday, July 5th 2011, 12:12pm

Quoted from "marco1234;439230"

>ability to prevent unlimited items
>fixes PvP problems
>still generates Frogster money
>evrybdyhappay


Assuming the red/guard point is taken care of. It's Looking like this is the option people would vote for if we had a poll, and it does generate atleast as much $$$ for frogster compared to its current form. Ill have to give up on gold dropping and edit my post to reflect what the people want.

EsxCape

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30

Tuesday, July 5th 2011, 6:08pm

Quoted from "Jekk;439182"

The numbers dont lie pvp servers even though they have more skilled pvpers do worse in siege. Every time someone stats a costume piece the pvp server loses, every time someone drops a piece of gear that is than vendored for 3k gold the pvp server loses, everytime someone gains death debt from a guard the pvp server loses, everytime a pk trade is made the server gains. The gains are obviously not making up for the loses. If the gains = loses than the pvp servers would have similar population to the pve servers. Thus would compete in siege.


Ok then maybe there's a huge difference between the two PVP servers because some of the problems that you're listing aren't problems on the PVP server I play on. X_X Like for example, on my server the only use of costume gear is for pvp play within the server...not for instances and not for siege and not for arenas. That gear is just an easy way to avoid being PK prey, it allows you to wear more stats and on top of that it doesn't drop. Additionally it's like an investment because it doesn't need to be continually replaced. This benefits any player because PKers and non-PKers alike use costume gear for a no-drop advantage. That's what would make this server appealing to people who are afraid of losing gear.

For PK drops, they are NEVER vendored on my server, or if they are it is very rare. Most PK drops are either given back to the person who dropped (either for free or with charge), sold on the AH/thru PK trade, or worn by the PKer. There are also cases where PKers don't loot at all and the person who dropped can collect it themselves.

I agree about the guards but I think I mentioned that already...it's always been a bit weird in this game and needs to be tweaked.

I think there's a fair amount of people that might argue that besides PK trading, PK looting is also a bonus of a PVP server. It is a good way to get decent gear or sell for money. And remember, PK trading is a massive bonus...it saves a lot of people dias, which means they're saving RL money. Playing on a PVP server is incredibly cheaper for people than playing on a PVE server.

I think the siege thing might be slightly off topic so I'm just going to touch on it briefly so it doesn't end up snowballing... Of the main guild factions (my server has like 6 or 7...maybe 8) they're all in the top ranks of the siege list. And since they're main faction, chances are about 85% to 90% of our server players are in one of them. I dont think many people are being left out and I don't think that we suffer in siege performance either. Just what I've observed of my own server, idk how it is for Grimdal.


Quoted from "Jekk;439182"

Back to gold vs loot to be clear.

-The 5 level rule still applies
-The gold scales based on level (level*level*10) than add in that you only drop 10% of the time. a level 15 who ges killed by a level 1-20 would drop on average 225 gold that would not discourage the noob.
-It is biased it favors noobs who dont know how to protect their gear, and is biased against those who do (until you read the next point)
-loot dropped on average is more valuable to the player who had it than the player who gained it. Imagine a system where when you were killed you dropped 20k gold but the killer only got 10k it wouldnt be fair right? that is exactly what we have right now.
-You still drop gear/items if you dont have the required gold, gold just takes priority.


Aha thanks for clarifying :o So I think the first point is good and so is the second one.
For the third point, every server has a learning curve with something. PVE servers required ABL, and PVP servers require Equipment Sealers...either way you have to learn about the cash shop and what's contained therein.
For the fourth point, on my server that's not the case. Usually the only people who drop are people who think that if they wear full gear then no one can kill them (is usually endgamers), and when those people drop you can be sure that it's just as valuable to the PKer as it was to the PKee. Good gear is good gear.
For the fifth point, I think it should just be one or the other then. Either you only drop gold or you only drop gear. Having both just seems like it could end up as a double whammy. The gold idea is good though, I would support that. :)


Ok that was a long post X_X lol. Anyways, +1 for this thread, I hope more people read and comment =D

31

Tuesday, July 5th 2011, 7:45pm

Youre missing the the main points, ill touch on a few of them.

Yes its unlikely people will use costume gear for raids/siege, thats not the point the point is people on pvp servers have 8 stated main pieces plus, some stated pieces for raids/siege and some costume stated gear. Diamonds are not infinite. There are way more combinations of gear on pvp servers than on pve servers, thus more diamonds spent.


Quoted from "EsxCape;439303"

For PK drops, they are NEVER vendored on my server
NEVER? so a bound piece worth 20k is not going to be vendored? a 50k piece? you cant even say a 500k piece will "NEVER" be vendored.

Quoted from "EsxCape;439303"

I think the siege thing might be slightly off topic so I'm just going to touch on it briefly so it doesn't end up snowballing... Of the main guild factions (my server has like 6 or 7...maybe 8) they're all in the top ranks of the siege list.
Please list 3 indigo guilds in the top 50

Quoted from "EsxCape;439303"


For the fourth point, on my server that's not the case. Usually the only people who drop are people who think that if they wear full gear then no one can kill them (is usually endgamers), and when those people drop you can be sure that it's just as valuable to the PKer as it was to the PKee. Good gear is good gear.
For the fifth point, I think it should just be one or the other then. Either you only drop gold or you only drop gear. Having both just seems like it could end up as a double whammy. The gold idea is good though, I would support that. :)


4th - Yes sometimes the gear dropped will be worth as much if not more to the killer than the victim. To say in the long run the dropped gear will be = to the killer and the victim is very wrong. Not all pk'd gear is going to be pk traded some are going to be unbinded, so now you have a piece of gear going from 1 person who needs it to another, but the server just lost diamonds = 1 bind lifter.

5th - gear must be dropped if you dont have the gold or everyone will walk around broke. Ive basically given up on pk gold drops, it seems to be too complicated. Letting us prevent Hijack all our gear has the same end result its just not as fun.

The positives of pvp servers do not equal the negatives. If they did, the pvp servers wouldnt be so far behind the pve servers in almost every aspect of the game.

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32

Wednesday, July 6th 2011, 2:28am

I agree with Volim, they should make it so that we can prevent an unlimited number of items, NOT make it so that nothing drops.

PK-trading is the only reason why PvP servers can even hope to keep up with PvE servers.

We don't have to have an unbinder to trade bound items.
IGN: Koravel
Class: Warrior 6x/Rogue 5x/Knight 4x
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33

Wednesday, July 6th 2011, 11:17am

chapter 1, PVP got busy and full at weekend. Therefore, we have another Indego PvP. After that, some guards and things changed, pkers leave and population go down. My guild have siege every day. I really enjoy killing people without afraid of drop gears. I agree with #2 is can prevent all the gears and just drop anything in bag.
I love PvP, ppl survive for 2 -3 sec an have to reacting really fast. With the same stats and gears, i think people in PvP more skills because in bag always have some immune food some pots ready to pop up. Therefore, people will enjoy the game, frogster can get benefit when more ppl play.
If Frogster can do that, people dont have to wait in siege to be able to fight in real gears which they are invest a lot.
Chapter 1-3 K/W
Chapter 4 K/S/W

Server: Grimdal

IGN: Protoss

Class K67 /W67 /S67 138kHP 1146kDdef 34KPatk 16.8K stamina (wihout buff)

T7 Juggler's Sword hatrex IX

T7 Shamrock full stat Hatrex IX

Guild: Isomnia

34

Wednesday, July 6th 2011, 6:41pm

Quoted from "Jekk;439005"

OK so current situation diamond seller walks around in 8 pieces of gear griefing people in 8 pieces of gear, and when you kill him all you get are some arrows and potions. After implementation Diamond seller is now in full gear but so is everyone else, and when you kill him over and over you get a lot more out of him. This is also kind of funny coming from a level 30 twink walking around griefing people, and even if someone kills this twink he loses absolutely nothing.


correct. but theres a direct disadvantage to risking something, im wearing HALF the equipment of another player the same gear level, which means i can greif but at a direct disadvantage, should i choose to step it up and greif in full gear, i run the risk of losing something, which is the only thing that keeps the entire endgame population from camping logar,


i allso noticed you didnt comment on my point that a small amount of gold is an acceptable loss to many endgame diamond sellers/endgame gear farmers and that this would promote greifing/farming weaker players (theres a huge gear gap between DoD farmers and Grafu's farmers) there would be no balance inplace to "knock them down a step"

i hate to be "that guy who uses a RL analogy in a MMO"

but what if first degree murder was a 500k dollar fine? donald trump would be rolling down the block with a gattling gun.

its my feelings that theres absolutely NO reason you can pvp in 8 peices of gear and costume gear or dirty statted trash for the rest and still be effective and suffer no losses, those who CHOOSE to risk gear deserve to lose it, its a conscious choice that's layed out infront of you. theres NOTHING in open world that requires full gear even the new 67 mobs can be killed with 9k hp.

allowing full gear pvp without dropping is simply a plea for epeen value, greifing, and furthering the gear gap in pvp. (and comming from a 44k twink there's something to be said about that)
Assassin 35/35/35 R/S/W 50k HP / 21kPA / 17k Pdef /4k Mdef / 11k Dex (unbuffed)

[RED4LIFE]

35

Wednesday, July 6th 2011, 8:35pm

Quoted from "DupingLinkRunes;439815"

i allso noticed you didnt comment on my point that a small amount of gold is an acceptable loss to many endgame diamond sellers/endgame gear farmers and that this would promote greifing/farming weaker players (theres a huge gear gap between DoD farmers and Grafu's farmers) there would be no balance inplace to "knock them down a step"


Gold dropping is not being discussed anymore, please discuss being able to prevent hijack all of your gear.

Quoted from "DupingLinkRunes;439815"


ts my feelings that theres absolutely NO reason you can pvp in 8 peices of gear and costume gear or dirty statted trash for the rest and still be effective and suffer no losses, those who CHOOSE to risk gear deserve to lose it, its a conscious choice that's layed out infront of you. theres NOTHING in open world that requires full gear even the new 67 mobs can be killed with 9k hp.


Do you siege, arena, battleground? PvP players have to build two pvp sets vs pve players who only need 1 pvp set. When both players spend = $$$ pvp players are at a disadvantage.

Do you really believe the server population would be worse if we could protect all of our gear? because that is really what all this boils down to, not griefing whatever that is. I thought that griefing was what twinks do and high levels who kill low levels. Please explain why you think twinking and high levels killing low levels would increase if you can protect all of your gear?

36

Wednesday, July 6th 2011, 9:47pm

Quoted from "Jekk;439864"

Do you siege, arena, battleground? PvP players have to build two pvp sets vs pve players who only need 1 pvp set. When both players spend = $$$ pvp players are at a disadvantage.


then players are doing it wrong. you wear the same set of gear and any peice of gear you have not /cannot prevent you replace with a piece of costume gear to compensate. reallistically endgame spending "$$$" as you say you will clean t6 t7 (t5 at the least) your gear where throwing together 8 peices of costume gear with puri's will cost you far less than one peice of gear, a entire second set is a waste of resources.

and yes i do think that the population on PvP server would drop if gear your wearing couldnt. hostile players who are willing to risk gear to over power other had something to risk, and those who wear undroppable gear (like myself) can be overpowered by those willing to risk it to stop our rampages, what you are preposing is that the most OP Zeevex Commando on the server with clean t8 gear solid bunker/crimson statted can go on a unstoppable rampage emptying the backpacks of everyone on the server because even if you get 2-3 to take him down he just res's up like it never happened.

honestly your suggesting they remove the [PK Enable] skill and replace it with a button that ports your target to the rez stone. it's incredibly boring.

ive lost my fair share of gear, ive raged and swapped to full gear to gun someone down, and ive regreted it but its a learning experience, and part of the server, it teaches respect and inspires unique behaviors and relationships and a very specific community, the community is smaller, but that's not necessarily bad, it's a harder playstyle, if your looking for something softer, if your looking for progression, your not looking for grimdal.
Assassin 35/35/35 R/S/W 50k HP / 21kPA / 17k Pdef /4k Mdef / 11k Dex (unbuffed)

[RED4LIFE]

37

Wednesday, July 6th 2011, 10:45pm

Quoted from "DupingLinkRunes;439815"



its my feelings that theres absolutely NO reason you can pvp in 8 peices of gear and costume gear or dirty statted trash for the rest and still be effective and suffer no losses, those who CHOOSE to risk gear deserve to lose it, its a conscious choice that's layed out infront of you. theres NOTHING in open world that requires full gear even the new 67 mobs can be killed with 9k hp.

It costs money and resources to make another set of gear for PvP, which some people are unable to do. What if you crash while zoning outside of an instance? I've lost gear that way and I know others have too.

allowing full gear pvp without dropping is simply a plea for epeen value, greifing, and furthering the gear gap in pvp. (and comming from a 44k twink there's something to be said about that)

I honestly find one hitting people with 4-5k hp because they don't have a full PvP set boring and bad.


Replies in bold.
[RIGHT][LEFT][RIGHT]Kerafrym -67/62/52 R/K/S Active
Volim - 60/45 R/K Retired
Heartz - 57/4? M/P Retired
[/RIGHT]
[/LEFT]
[/RIGHT]

38

Thursday, July 7th 2011, 12:56am

Quoted from "Rashira34;439546"

I agree with Volim, they should make it so that we can prevent an unlimited number of items, NOT make it so that nothing drops.

PK-trading is the only reason why PvP servers can even hope to keep up with PvE servers.

We don't have to have an unbinder to trade bound items.


This I could get on board with. Discard everything else in the thread and make it so we aren't limited to 8 prevented items. I've personally been waiting for frogster to release "cashshop costume jewelry" since that seems to be the only solution to having to run around with either stats and no armor or armor and no jewelry. The only reason the frogs and runes kept it this way is because it's a diamond sink. You HAVE to buy costume gear to not drop your gear (fully clothed) on pvp servers (are we really so big a faction this tactic is necessary to generate money for you?). Costumes should only be required for Aggs, no reason we should have to NEED it for anything else.

To that end, it's obsolete now. With all the armor and gear bonuses and the fact that end game monsters are SO much stronger as you get to and past 50, just wearing stats won't let you survive anymore. Yes, if you're end game and have access to every top level stat as well as stacks and stacks of them you can get a set to make you competitive in "surprise attack" pvp. But you won't be able to do much anything else.

This evolved us to what is being posted, "running around with 8 pieces of armor on". We're mostly scouts and rogues on pvp servers (not to mention secondaries) so this is innacurate. We're running around with 6 pieces of armor on and 2 prevented weapons (5 amor and 3 weap for rogue/scout). Remove this ridiculous restriction and let us wear all the protected gear we want. Who cares about dropping pots, that's stupid. I don't want to drop gold either, I just don't want to lose my only gear for something stupid like "teleport ganking" and "dungeon exit ganking" oh and the legendary "siege crash ganking".
LOL...

Quoted from "turboreaper666;443339"

Here you go little angry troll....



My new favorite GM

Quoted from "Asteria;438081"

Really...

Hey look over there!

/closed.


Who says "you don't matter" better? :p

Quoted from "Kalvan;480948"

I'm always sorry when a player leaves our game, but making a forum announcement about it is...pointless.
/closed

39

Thursday, July 7th 2011, 2:26am

Quoted from "MMOCowboy;439982"

This I could get on board with. Discard everything else in the thread, I just don't want to lose my only gear for something stupid like "teleport ganking" and "dungeon exit ganking" oh and the legendary "siege crash ganking".


Why Discard an 8 second pvp bubble after a loading screen?

40

Thursday, July 7th 2011, 10:03pm

Quoted from "Jekk;440018"

Why Discard an 8 second pvp bubble after a loading screen?


It is a poor excuse for a solution.

People just have to make a macro to go /script ReloadUI() to abuse it, then we'll get called idiots and have to beg for it to be removed.

Or worse, they'll disable ReloadUI() and then everyone will call us idiots and hate us for making everyone have to close their game and reopen it to install addons/fix UI glitches/anything else you use it for.

Or even better yet, it's the only change and all further change requests are ignored. Now what?

No matter how I look at it, we look like idiots. I don't mind getting ganked out of the teleporter and losing a stack of pots. That's replacable and I might even get a laugh out of it finally being able to enjoy world pvp.

The only other fix that's needed, along with removing the sealing limit, is the honor system. You don't get honor for world pvp. "We're dieing out here" isn't exactly an expression on our servers. It's how we play. We SHOULD get honor points for killing each other on a World PvP server. But that's just an obvious thing that will probably be ignored.

So yes, after considering all the ideas you'll find there is an epic ability to exploit each of them in ways that dramatically change the way we play. So much so that the "mediocre" players will no longer be around and you'll definately kill the pvp servers off.

Removing the sealing limit will increase the amount of people willing to pvp while not destroying the existing system.
LOL...

Quoted from "turboreaper666;443339"

Here you go little angry troll....



My new favorite GM

Quoted from "Asteria;438081"

Really...

Hey look over there!

/closed.


Who says "you don't matter" better? :p

Quoted from "Kalvan;480948"

I'm always sorry when a player leaves our game, but making a forum announcement about it is...pointless.
/closed