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.
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.
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.
Quoted from "DupingLinkRunes;438381"
>>implying i only kill 100 people a day...lol!
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?
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.
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.
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.
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?
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.
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)
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.
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. =/
Quoted from "marco1234;439230"
>ability to prevent unlimited items
>fixes PvP problems
>still generates Frogster money
>evrybdyhappay
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.
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.
So I think the first point is good and so is the second one. 
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"
For PK drops, they are NEVER vendored on my server
Please list 3 indigo guilds in the top 50
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...maybethey're all in the top ranks of the siege list.
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.![]()
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.
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"
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.
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.
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.
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.
Quoted from "turboreaper666;443339"
Here you go little angry troll....
Quoted from "Asteria;438081"
Really...
Hey look over there!
/closed.
Quoted from "Kalvan;480948"
I'm always sorry when a player leaves our game, but making a forum announcement about it is...pointless.
/closed
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".
Quoted from "Jekk;440018"
Why Discard an 8 second pvp bubble after a loading screen?
Quoted from "turboreaper666;443339"
Here you go little angry troll....
Quoted from "Asteria;438081"
Really...
Hey look over there!
/closed.
Quoted from "Kalvan;480948"
I'm always sorry when a player leaves our game, but making a forum announcement about it is...pointless.
/closed