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View Full Version : Pvp has a chance !! They do love us.


Mutant
02-14-2007, 05:27 AM
<p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=347177" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=347177</a></p><p>Im can't believe that this is actually going to happen, 2 huge flaws in pvp fixed at the same time, along with a ton of other good things. </p><p>Big big ups devs <img src="http://forums.station.sony.com/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0"></p>

SolomanShort
02-14-2007, 06:38 AM
<p>Just so you don't have to trawl through the post to find the PvP changes.....</p><p><b>*** PVP ***</b></p><p>You can no longer charm a mob that is fighting a player if you are not grouped with them. Various crafted poison should now have proper chat window notification when used against players in PvP combat. <span style="color: #ff3333">In level limited zones, players will no longer be able to heal those outside their level range unless they are grouped together. </span>Level ranges for the zone will now also display in chat when you zone and within the map window. The stun effect from Rain Caller has been reduced to 1 second in PvP combat. <span style="color: #ff3333">Zoning is now currently disabled while fighting another player.</span></p><p><span style="color: #ffffff">I assume those are the 2 main points you mean? I totally agree, I am LOVING these changes.</span></p><p><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></p>

SolomanShort
02-14-2007, 06:45 AM
Ok, so now I see that there are other posts covering the exact same thing... d'oh!

Norrsken
02-14-2007, 08:05 AM
<cite>SolomanShort wrote:</cite><blockquote>Ok, so now I see that there are other posts covering the exact same thing... d'oh!</blockquote> ITs quite understandable that seeing that in the test update made you all excited and you just had to post about it. Fast. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

Ameniel
02-16-2007, 07:10 PM
<p>Only bad thing about this update is how long it took them to do it. These are things that have been brought up since the beginning of the pvp servers. Meanwhile they were doing updates on all kinds of useless things. </p><p>But...better late than never <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /></p>

Fearborn
02-22-2007, 04:52 PM
<p>It think its a bit tough to complain about the amount of time taken to make updates.</p><p>These Bugs (Exploits / Features / Opportunities / Tactics?) have basically come into play due to others being addressed.</p><p>This will always be the case, you fix one issue and it leaves a space behind it for exploitation in another area.</p><p>In general though things definitely seem to be moving in the right direction.  You need to be certain that individual target is really alone when you engage near a zone line.</p>

myrdhyn
02-22-2007, 07:00 PM
I am really excited to see this change.  I am being as patient as I can but I think it will be nice to see less zone hugging pvp or raid x2 with level 70 out of group healing to kill one group.

Erronn
02-22-2007, 07:56 PM
<cite>Fearborn wrote:</cite><blockquote><p>In general though things definitely seem to be moving in the right direction.  You need to be certain that individual target is really alone when you engage near a zone line.</p></blockquote><p> Makes me wonder how much pvp will actually happen near zonelines after the change. Would be so easy to get jumped by adds after you engage. At first, I was thinking you could check to see if the enemy was 'heroic' before attacking, but there is nothing to prevent non-grouped adds from zoning in...</p><p>Will be interesting for sure to see how this plays out when it goes live...</p><p> Erronn</p>

Wytie
02-22-2007, 07:59 PM
<cite>Erronn wrote:</cite><blockquote><cite>Fearborn wrote:</cite><blockquote><p>In general though things definitely seem to be moving in the right direction.  You need to be certain that individual target is really alone when you engage near a zone line.</p></blockquote><p> Makes me wonder how much pvp will actually happen near zonelines after the change. Would be so easy to get jumped by adds after you engage. At first, I was thinking you could check to see if the enemy was 'heroic' before attacking, but there is nothing to prevent non-grouped adds from zoning in...</p><p>Will be interesting for sure to see how this plays out when it goes live...</p><p> Erronn</p></blockquote><p>once you get ganked at the zone line this way no one will want to pvp there which is how it should be imo.</p><p>yea you will still have a few that hag there but once everyone finds out it will get you killed those zone hugger will never get engaged.</p><p>IMO this make zone lines what they should be...... nothing but a travel point not a pvp location........</p>

Radigazt
02-23-2007, 03:28 AM
<p>I'm not quite sure how it's going to work yet.  Let's say player A, the Aggressor, attacks player B, the Bunny.  The Aggressor is now in combat and cannot zone, but the Bunny is free to zone-hop away.  Once the Bunny has zone-hopped away, then the Aggressor should now be instantly OUT of combat, thus be able to zone in after the Bunny.  If so, that would be fair as the Aggressor would be allowed to chase his prey.  </p><p>But what if the Aggressor stays in combat for 30 seconds more ... or longer.  Then PvP changes dramatically.  The doorway (a necessary evil because of how we build the zones) becomes the ultimate PvP power ... the power to avoid death.  It's instantly more powerful than EVAC, out-of-range Healing, etc.  That's not only unfair, it's unenjoyable for people who actually want to PvP.  It's 100% pvp-frustration ... and people who came to a PvP server to PvP simply aren't going to enjoy it.  Sure, when they can avoid a death by zoning away, they'll do it ... but they're not enjoying it when they're zonehopping, and the people who are now stuck on the other side in-combat aren't either.  It doesn't promote the use of the product--PvP'ing in EQ2.  In fact, it discourages use of the product.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>OK, what if Aggressor and Bunny both have full groups?  Is Aggressor only allowed to zone after all 6 of Bunny's groupmates has zoned away, or is Aggressor allowed to zone as soon as any of Bunny's groupmates zone away?  Anything short of the last option seems to unfairly penalize people who actually want to PvP ... which is counter-productive to the PvP server as a whole.  </p><p>Honestly, I'm not as excited about this zoning rule change as most people are.  I've seen the EVAC change, and it was a half-hearted change.  EVAC now promotes NOT fighting ... and just about everyone came to the PvP server to fight, not to be incentivized to avoid fighting.  IMHO, EVAC's should be changed to 20 second cast spells requiring standing still and with the ability to be interrupted.  If someone could go 20 seconds standing still casting without being interrupted, they've earned the right to get away.  If not ... well then stand and fight; it's a PvP server after all.  If you want to avoid PvP, just roll a character on a Blue server, and when you get bored, challenge people to duels in the Arena.  </p><p>As it is now, this zoning change is going to prevent the PvP'er from chasing his prey through a door.  Considering there are tons of doors, that is likely to be a bad thing.  </p>

Norrsken
02-23-2007, 05:43 AM
Yes, I agree with radigazt to some extent. Seeing how the evac change panned out, I am pretty sure we will see whole groups hug ging zonelines with a lowbie scout checking for ea sy targets. Its sad when a full group of whites, to most of your group at least (They were yellow to one of us) evacs from an even fight. Even gear, even levels. Evac the second they saw us. o/ So, I bet we'll se some groups using the zonelines as safe spots. Just remove the [Removed for Content] infamy system and be done with it.