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View Full Version : No multiple zone should be able on pvp servers


Necodem
11-15-2007, 01:10 PM
<p>It's too easy to hide, it's not realistic, it's killing pvp. KP1, KP2, KP3, [Removed for Content].....</p><p>None of them got more than 100 people of the same faction, zones like KP ( Kylong's Plains ), are huge if they are only 30 peoples of each faction in one of those "shard" it's not good for pvp.</p><p>So please don't able those "shard" zone on pvp servers.</p>

Bloodfa
11-15-2007, 01:34 PM
So the solution would be for everyone to be in one?  The lag near the dock would make for perpetual lag-death near there.  It'd be like Q-Harbor on steroids.  And what about the raids?  It's oh-so-much-fun to try to run through with a group and get steamrolled by two x's 2 raids at the same time, and that goes for both sides.  I don't know about the other servers, but all of Nagafen's versions of Kylong were fairly full last night as far as I saw and heard. 

zorros
11-15-2007, 03:07 PM
<cite>Darkhain@Venekor wrote:</cite><blockquote><p>It's too easy to hide, it's not realistic, it's killing pvp. KP1, KP2, KP3, [I cannot control my vocabulary].....</p><p>None of them got more than 100 people of the same faction, zones like KP ( Kylong's Plains ), are huge if they are only 30 peoples of each faction in one of those "shard" it's not good for pvp.</p><p>So please don't able those "shard" zone on pvp servers.</p></blockquote><p>I thought a shard was what you got from a spire.</p><p>Nagenfen was very very good last night even with KP1-4.</p>

Amphibia
11-15-2007, 04:02 PM
There were 5 KP-instances on Nagafen yesterday. And all of them were laggy, too. That's why they have to spread people around a little....  otherwise, the lag would be unimaginable.

Roald
11-15-2007, 04:16 PM
<p>Im all for lots of PvP, but im not a massive lag fan <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> ( As in: not a fan of massive lag, not that im massive)</p><p>And yea, its shared not 'shard' <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Tae
11-15-2007, 04:23 PM
I'm glad there were lots of instances of Kylong, or I'd never have managed to do the quests on the utterly insane gank fest docks. I want to PvP but not fight huge bloody raids of people all day long crashing because of the amount of people like I was all the time when I had a go on the PvM server beta.

HerbertWalker
11-15-2007, 08:34 PM
<p>um, i comlpained about multiple instances the day pvp went live.</p><p>It sure does limit zone control capabilities.   Kinda hard to <u>own</u> Blackburrow, when Blackburrow has 5 instances.   I learned a lot since then.   This game is not about "winning the war."   I was naive to think that players would demand such a game.  We sheep will play whatever they give us, even if it is just a pointless game of tag with no winners, no losers, and no real reason to try to win the war.</p><p>Have fun questing, carebears</p>

Ze
11-15-2007, 09:11 PM
<cite>HerbertWalker wrote:</cite><blockquote><p>um, i comlpained about multiple instances the day pvp went live.</p><p>It sure does limit zone control capabilities.   Kinda hard to <u>own</u> Blackburrow, when Blackburrow has 5 instances.   I learned a lot since then.   This game is not about "winning the war."   I was naive to think that players would demand such a game.  We sheep will play whatever they give us, even if it is just a pointless game of tag with no winners, no losers, and no real reason to try to win the war.</p><p>Have fun questing, carebears</p></blockquote><p>How sadly true. And how pathetic is the multiple-instance concept, at least for pvp. Luckly, we have not seen multiple instances in a long, long time - and I suspect that, as soon as the novelty wears off, we won't in TD either. But aye, something terribly wrong in the basic idea of fragmentic population in an MMORPG - I mean, if I wanted to play with 10 people at the time, I would be playing Neverwinter Nights, or D&D with my buddies in my basement. Somehow ironic, I remember when EQ came out, I thought that servers were a bad, but necessary evil (as in, why the heck are we not all playing together). But with EQ2, zone instancing has scored a whole new low.</p><p>But it is also true that, the way EQ2 has been designed, lag would be horrible. </p><p>Then again - it makes you wonder - why do other games make it possible. In WoW there were massive pvp battles (yes, I am talking about the lumber mill, in the early months). Are the extra polygons we get in EQ2 really worth sacrificing interactions with other players?</p><p>Even more, it might be me playing at night, but I have always felt like there are too few people around, especially for pvp purposes. </p><p>This game was just designed with the wrong engine. EQ2 is an MMORPG without the RPG and, now, without the MM.</p>