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View Full Version : The PvP Compromise (A free idea to implement)


KniteShayd
12-09-2007, 07:40 PM
<p>I have played for quite awhile and I pride myself on suggestions I make, that make it into the game.  Therefore, I propose another and can only hope it falls on Dev ears.</p><p>With PvP now slated to earn xp for PvP kills, and also players being forced to earn greater amounts of xp through everything but mob killing and writs, I suggest taking the PvP faction merchants out of the game entirely and having the writ factions offer the items instead.</p><p>Why?, you may ask.  Simply put, it would allow players to actually earn the gear.  Now please, don't misconstrue what I am saying as hardcore PvP'rs don't earn their gear.  Save that for another post please.  What I am saying is, it will give every player an equal chance to accrue the required status and respective guild faction, while in turn helping the player's guild and earning the the player the wonderful fluff.  Even if it meant raising the status to buy the gear, imho this would be the only negative affect.</p><p>Think about it.  As most players have observed, the high faction cost for the gear is what lead many of the players to lock and farm in T2. Easier and faster kills meant easier and faster faction gain.  Now just think, you are newly 20 and able to buy PvP gear with my suggested system.  Those new to the game won't be dissapointed that they couldn't afford the fabled gear on the broker but now they have a leg up, and maybe even higher than the opponent.</p><p>Implementing this change will not force anyone to do writs.  I know for alot of people, grinding writs is just not fun.  But speaking on behalf of those less fortunate to afford good gear and those to lazy to harvest and craft, this would be the best compromise. At least for the first few PvP tiers.</p><p>What about the Royal Antonican Guard/Lucanic Knights Faction? Well I got your answer, as controversial as it will sound to some.  What I suggest is to keep it in game if the above suggestion is implemented.  Use that said faction to buy prefix titles that are auto assigned and take the fame and required title tag out of the game.  once you hit 5,000 faction you earn/can buy the Hunter title, at 10,000 you can get Slayer, 15k Destroyer, 20k Champion. You get my drift.  Now people argue, "But prefix titles let me know whether to fight em or not". Well, if you had the Uber gear would you be afraid to fight?! Exactly.  Dropped tokens would still be able to be had and be useful. PvP stats wouldn't leave the game and kill streaks will actually mean something.</p><p>With my suggestions to convert PvP into something we can all still enjoy, there are no negative effects to such a playing sytem. The existing changes to PvP can still be made/kept. no extra work for anyone to implement other than moving items from one npc to another. Keep one PvP merchant where it is to offer the PvP prefix rewards and offer the high level PvP token gear.</p><p>Please, I would love your input and suggestions on my idea and implore you to make your voices heard for a positive change in game for once.<img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></p>

ckl
12-09-2007, 07:57 PM
<cite>[email protected] wrote:</cite><blockquote><p>I have played for quite awhile and I pride myself on suggestions I make, that make it into the game.  Therefore, I propose another and can only hope it falls on Dev ears.</p><p>With PvP now slated to earn xp for PvP kills, and also players being forced to earn greater amounts of xp through everything but mob killing and writs, I suggest taking the PvP faction merchants out of the game entirely and having the writ factions offer the items instead.</p><p>Why?, you may ask.  Simply put, it would allow players to actually earn the gear.  Now please, don't misconstrue what I am saying as hardcore PvP'rs don't earn their gear.  Save that for another post please.  What I am saying is, it will give every player an equal chance to accrue the required status and respective guild faction, while in turn helping the player's guild and earning the the player the wonderful fluff.  Even if it meant raising the status to buy the gear, imho this would be the only negative affect.</p><p>Think about it.  As most players have observed, the high faction cost for the gear is what lead many of the players to lock and farm in T2. Easier and faster kills meant easier and faster faction gain.  Now just think, you are newly 20 and able to buy PvP gear with my suggested system.  Those new to the game won't be dissapointed that they couldn't afford the fabled gear on the broker but now they have a leg up, and maybe even higher than the opponent.</p><p>Implementing this change will not force anyone to do writs.  I know for alot of people, grinding writs is just not fun.  But speaking on behalf of those less fortunate to afford good gear and those to lazy to harvest and craft, this would be the best compromise. At least for the first few PvP tiers.</p><p>What about the Royal Antonican Guard/Lucanic Knights Faction? Well I got your answer, as controversial as it will sound to some.  What I suggest is to keep it in game if the above suggestion is implemented.  Use that said faction to buy prefix titles that are auto assigned and take the fame and required title tag out of the game.  once you hit 5,000 faction you earn/can buy the Hunter title, at 10,000 you can get Slayer, 15k Destroyer, 20k Champion. You get my drift.  Now people argue, "But prefix titles let me know whether to fight em or not". Well, if you had the Uber gear would you be afraid to fight?! Exactly.  Dropped tokens would still be able to be had and be useful. PvP stats wouldn't leave the game and kill streaks will actually mean something.</p><p>With my suggestions to convert PvP into something we can all still enjoy, there are no negative effects to such a playing sytem. The existing changes to PvP can still be made/kept. no extra work for anyone to implement other than moving items from one npc to another. Keep one PvP merchant where it is to offer the PvP prefix rewards and offer the high level PvP token gear.</p><p>Please, I would love your input and suggestions on my idea and implore you to make your voices heard for a positive change in game for once.<img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></p></blockquote>So you'd turn what was formerly PVP gear into Quest gear? What is this, a blue server? I already have to do enough quests... I'd accept if the gear was available through both PVP faction and faction from writs, maybe.

KniteShayd
12-09-2007, 08:03 PM
<cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><p>I have played for quite awhile and I pride myself on suggestions I make, that make it into the game.  Therefore, I propose another and can only hope it falls on Dev ears.</p><p>With PvP now slated to earn xp for PvP kills, and also players being forced to earn greater amounts of xp through everything but mob killing and writs, I suggest taking the PvP faction merchants out of the game entirely and having the writ factions offer the items instead.</p><p>Why?, you may ask.  Simply put, it would allow players to actually earn the gear.  Now please, don't misconstrue what I am saying as hardcore PvP'rs don't earn their gear.  Save that for another post please.  What I am saying is, it will give every player an equal chance to accrue the required status and respective guild faction, while in turn helping the player's guild and earning the the player the wonderful fluff.  Even if it meant raising the status to buy the gear, imho this would be the only negative affect.</p><p>Think about it.  As most players have observed, the high faction cost for the gear is what lead many of the players to lock and farm in T2. Easier and faster kills meant easier and faster faction gain.  Now just think, you are newly 20 and able to buy PvP gear with my suggested system.  Those new to the game won't be dissapointed that they couldn't afford the fabled gear on the broker but now they have a leg up, and maybe even higher than the opponent.</p><p>Implementing this change will not force anyone to do writs.  I know for alot of people, grinding writs is just not fun.  But speaking on behalf of those less fortunate to afford good gear and those to lazy to harvest and craft, this would be the best compromise. At least for the first few PvP tiers.</p><p>What about the Royal Antonican Guard/Lucanic Knights Faction? Well I got your answer, as controversial as it will sound to some.  What I suggest is to keep it in game if the above suggestion is implemented.  Use that said faction to buy prefix titles that are auto assigned and take the fame and required title tag out of the game.  once you hit 5,000 faction you earn/can buy the Hunter title, at 10,000 you can get Slayer, 15k Destroyer, 20k Champion. You get my drift.  Now people argue, "But prefix titles let me know whether to fight em or not". Well, if you had the Uber gear would you be afraid to fight?! Exactly.  Dropped tokens would still be able to be had and be useful. PvP stats wouldn't leave the game and kill streaks will actually mean something.</p><p>With my suggestions to convert PvP into something we can all still enjoy, there are no negative effects to such a playing sytem. The existing changes to PvP can still be made/kept. no extra work for anyone to implement other than moving items from one npc to another. Keep one PvP merchant where it is to offer the PvP prefix rewards and offer the high level PvP token gear.</p><p>Please, I would love your input and suggestions on my idea and implore you to make your voices heard for a positive change in game for once.<img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></p></blockquote>So you'd turn what was formerly PVP gear into Quest gear? What is this, a blue server? I already have to do enough quests... I'd accept if the gear was available through both PVP faction and faction from writs, maybe. </blockquote><p>Yes, isn't that the point of the game, EverQUEST?</p><p>The only true PvP gear is the T7 token gear. Which, with my suggestion would sill be earned the way it is now. </p><p>Besides, with kill timers on players for faction, there is no timer on faction gain from writs. And you can do them till you max faction in T2 anyway.  The only difference would be everyone who has done them is now a challenge. PvP fights would last.  The only thing I can think of for anyone not to be for my change would be people who want everyone else dumbed down so they can still be uber. Am I wrong?  Most people at least do the initial writs for aa anyway... so why not?  Even the first writs in T3 are pretty easy. and EoF writs are easy faction for the most part.</p>

ckl
12-09-2007, 08:25 PM
<cite>[email protected] wrote:</cite><blockquote><cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><p>I have played for quite awhile and I pride myself on suggestions I make, that make it into the game.  Therefore, I propose another and can only hope it falls on Dev ears.</p><p>With PvP now slated to earn xp for PvP kills, and also players being forced to earn greater amounts of xp through everything but mob killing and writs, I suggest taking the PvP faction merchants out of the game entirely and having the writ factions offer the items instead.</p><p>Why?, you may ask.  Simply put, it would allow players to actually earn the gear.  Now please, don't misconstrue what I am saying as hardcore PvP'rs don't earn their gear.  Save that for another post please.  What I am saying is, it will give every player an equal chance to accrue the required status and respective guild faction, while in turn helping the player's guild and earning the the player the wonderful fluff.  Even if it meant raising the status to buy the gear, imho this would be the only negative affect.</p><p>Think about it.  As most players have observed, the high faction cost for the gear is what lead many of the players to lock and farm in T2. Easier and faster kills meant easier and faster faction gain.  Now just think, you are newly 20 and able to buy PvP gear with my suggested system.  Those new to the game won't be dissapointed that they couldn't afford the fabled gear on the broker but now they have a leg up, and maybe even higher than the opponent.</p><p>Implementing this change will not force anyone to do writs.  I know for alot of people, grinding writs is just not fun.  But speaking on behalf of those less fortunate to afford good gear and those to lazy to harvest and craft, this would be the best compromise. At least for the first few PvP tiers.</p><p>What about the Royal Antonican Guard/Lucanic Knights Faction? Well I got your answer, as controversial as it will sound to some.  What I suggest is to keep it in game if the above suggestion is implemented.  Use that said faction to buy prefix titles that are auto assigned and take the fame and required title tag out of the game.  once you hit 5,000 faction you earn/can buy the Hunter title, at 10,000 you can get Slayer, 15k Destroyer, 20k Champion. You get my drift.  Now people argue, "But prefix titles let me know whether to fight em or not". Well, if you had the Uber gear would you be afraid to fight?! Exactly.  Dropped tokens would still be able to be had and be useful. PvP stats wouldn't leave the game and kill streaks will actually mean something.</p><p>With my suggestions to convert PvP into something we can all still enjoy, there are no negative effects to such a playing sytem. The existing changes to PvP can still be made/kept. no extra work for anyone to implement other than moving items from one npc to another. Keep one PvP merchant where it is to offer the PvP prefix rewards and offer the high level PvP token gear.</p><p>Please, I would love your input and suggestions on my idea and implore you to make your voices heard for a positive change in game for once.<img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></p></blockquote>So you'd turn what was formerly PVP gear into Quest gear? What is this, a blue server? I already have to do enough quests... I'd accept if the gear was available through both PVP faction and faction from writs, maybe. </blockquote><p>Yes, isn't that the point of the game, EverQUEST?</p><p>The only true PvP gear is the T7 token gear. Which, with my suggestion would sill be earned the way it is now. </p><p>Besides, with kill timers on players for faction, there is no timer on faction gain from writs. And you can do them till you max faction in T2 anyway.  The only difference would be everyone who has done them is now a challenge. PvP fights would last.  The only thing I can think of for anyone not to be for my change would be people who want everyone else dumbed down so they can still be uber. Am I wrong?  Most people at least do the initial writs for aa anyway... so why not?  Even the first writs in T3 are pretty easy. and EoF writs are easy faction for the most part.</p></blockquote>Belongs on a PVE server. I've still not gotten around to doing some of the writs on my swashbuckler, now that I've found out they give AA and no XP. I care that little about questing.Oh: And a truly revolutionary game would allow players to create their own quests, and not just rely on those that an NPC gives you. Kind of like letting your kids play in the sandbox and do as they please, creating their own stories and making things up as they go.

KniteShayd
12-09-2007, 08:37 PM
<cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><p>I have played for quite awhile and I pride myself on suggestions I make, that make it into the game.  Therefore, I propose another and can only hope it falls on Dev ears.</p><p>With PvP now slated to earn xp for PvP kills, and also players being forced to earn greater amounts of xp through everything but mob killing and writs, I suggest taking the PvP faction merchants out of the game entirely and having the writ factions offer the items instead.</p><p>Why?, you may ask.  Simply put, it would allow players to actually earn the gear.  Now please, don't misconstrue what I am saying as hardcore PvP'rs don't earn their gear.  Save that for another post please.  What I am saying is, it will give every player an equal chance to accrue the required status and respective guild faction, while in turn helping the player's guild and earning the the player the wonderful fluff.  Even if it meant raising the status to buy the gear, imho this would be the only negative affect.</p><p>Think about it.  As most players have observed, the high faction cost for the gear is what lead many of the players to lock and farm in T2. Easier and faster kills meant easier and faster faction gain.  Now just think, you are newly 20 and able to buy PvP gear with my suggested system.  Those new to the game won't be dissapointed that they couldn't afford the fabled gear on the broker but now they have a leg up, and maybe even higher than the opponent.</p><p>Implementing this change will not force anyone to do writs.  I know for alot of people, grinding writs is just not fun.  But speaking on behalf of those less fortunate to afford good gear and those to lazy to harvest and craft, this would be the best compromise. At least for the first few PvP tiers.</p><p>What about the Royal Antonican Guard/Lucanic Knights Faction? Well I got your answer, as controversial as it will sound to some.  What I suggest is to keep it in game if the above suggestion is implemented.  Use that said faction to buy prefix titles that are auto assigned and take the fame and required title tag out of the game.  once you hit 5,000 faction you earn/can buy the Hunter title, at 10,000 you can get Slayer, 15k Destroyer, 20k Champion. You get my drift.  Now people argue, "But prefix titles let me know whether to fight em or not". Well, if you had the Uber gear would you be afraid to fight?! Exactly.  Dropped tokens would still be able to be had and be useful. PvP stats wouldn't leave the game and kill streaks will actually mean something.</p><p>With my suggestions to convert PvP into something we can all still enjoy, there are no negative effects to such a playing sytem. The existing changes to PvP can still be made/kept. no extra work for anyone to implement other than moving items from one npc to another. Keep one PvP merchant where it is to offer the PvP prefix rewards and offer the high level PvP token gear.</p><p>Please, I would love your input and suggestions on my idea and implore you to make your voices heard for a positive change in game for once.<img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></p></blockquote>So you'd turn what was formerly PVP gear into Quest gear? What is this, a blue server? I already have to do enough quests... I'd accept if the gear was available through both PVP faction and faction from writs, maybe. </blockquote><p>Yes, isn't that the point of the game, EverQUEST?</p><p>The only true PvP gear is the T7 token gear. Which, with my suggestion would sill be earned the way it is now. </p><p>Besides, with kill timers on players for faction, there is no timer on faction gain from writs. And you can do them till you max faction in T2 anyway.  The only difference would be everyone who has done them is now a challenge. PvP fights would last.  The only thing I can think of for anyone not to be for my change would be people who want everyone else dumbed down so they can still be uber. Am I wrong?  Most people at least do the initial writs for aa anyway... so why not?  Even the first writs in T3 are pretty easy. and EoF writs are easy faction for the most part.</p></blockquote>Belongs on a PVE server. I've still not gotten around to doing some of the writs on my swashbuckler, now that I've found out they give AA and no XP. I care that little about questing.Oh: And a truly revolutionary game would allow players to create their own quests, and not just rely on those that an NPC gives you. Kind of like letting your kids play in the sandbox and do as they please, creating their own stories and making things up as they go.</blockquote><p>What would be the point of having it on the PvE servers? None. which is why they aren't there.</p><p>And although I agree with your last statement, that's off the subject.</p><p>My main point is working for your rewards and earning them. Which was what SOE's intention originally was.</p><p>If you don't want to work for it, don't.  Just because you picked an easy class to get easy kills, doesn't mean that my idea wouldn't be a welcomed change to the mundane, and sometimes impossible, ways to get stuff in game.</p>

ckl
12-09-2007, 08:58 PM
<cite>[email protected] wrote:</cite><blockquote><cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><p>I have played for quite awhile and I pride myself on suggestions I make, that make it into the game.  Therefore, I propose another and can only hope it falls on Dev ears.</p><p>With PvP now slated to earn xp for PvP kills, and also players being forced to earn greater amounts of xp through everything but mob killing and writs, I suggest taking the PvP faction merchants out of the game entirely and having the writ factions offer the items instead.</p><p>Why?, you may ask.  Simply put, it would allow players to actually earn the gear.  Now please, don't misconstrue what I am saying as hardcore PvP'rs don't earn their gear.  Save that for another post please.  What I am saying is, it will give every player an equal chance to accrue the required status and respective guild faction, while in turn helping the player's guild and earning the the player the wonderful fluff.  Even if it meant raising the status to buy the gear, imho this would be the only negative affect.</p><p>Think about it.  As most players have observed, the high faction cost for the gear is what lead many of the players to lock and farm in T2. Easier and faster kills meant easier and faster faction gain.  Now just think, you are newly 20 and able to buy PvP gear with my suggested system.  Those new to the game won't be dissapointed that they couldn't afford the fabled gear on the broker but now they have a leg up, and maybe even higher than the opponent.</p><p>Implementing this change will not force anyone to do writs.  I know for alot of people, grinding writs is just not fun.  But speaking on behalf of those less fortunate to afford good gear and those to lazy to harvest and craft, this would be the best compromise. At least for the first few PvP tiers.</p><p>What about the Royal Antonican Guard/Lucanic Knights Faction? Well I got your answer, as controversial as it will sound to some.  What I suggest is to keep it in game if the above suggestion is implemented.  Use that said faction to buy prefix titles that are auto assigned and take the fame and required title tag out of the game.  once you hit 5,000 faction you earn/can buy the Hunter title, at 10,000 you can get Slayer, 15k Destroyer, 20k Champion. You get my drift.  Now people argue, "But prefix titles let me know whether to fight em or not". Well, if you had the Uber gear would you be afraid to fight?! Exactly.  Dropped tokens would still be able to be had and be useful. PvP stats wouldn't leave the game and kill streaks will actually mean something.</p><p>With my suggestions to convert PvP into something we can all still enjoy, there are no negative effects to such a playing sytem. The existing changes to PvP can still be made/kept. no extra work for anyone to implement other than moving items from one npc to another. Keep one PvP merchant where it is to offer the PvP prefix rewards and offer the high level PvP token gear.</p><p>Please, I would love your input and suggestions on my idea and implore you to make your voices heard for a positive change in game for once.<img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></p></blockquote>So you'd turn what was formerly PVP gear into Quest gear? What is this, a blue server? I already have to do enough quests... I'd accept if the gear was available through both PVP faction and faction from writs, maybe. </blockquote><p>Yes, isn't that the point of the game, EverQUEST?</p><p>The only true PvP gear is the T7 token gear. Which, with my suggestion would sill be earned the way it is now. </p><p>Besides, with kill timers on players for faction, there is no timer on faction gain from writs. And you can do them till you max faction in T2 anyway.  The only difference would be everyone who has done them is now a challenge. PvP fights would last.  The only thing I can think of for anyone not to be for my change would be people who want everyone else dumbed down so they can still be uber. Am I wrong?  Most people at least do the initial writs for aa anyway... so why not?  Even the first writs in T3 are pretty easy. and EoF writs are easy faction for the most part.</p></blockquote>Belongs on a PVE server. I've still not gotten around to doing some of the writs on my swashbuckler, now that I've found out they give AA and no XP. I care that little about questing.Oh: And a truly revolutionary game would allow players to create their own quests, and not just rely on those that an NPC gives you. Kind of like letting your kids play in the sandbox and do as they please, creating their own stories and making things up as they go.</blockquote><p>What would be the point of having it on the PvE servers? None. which is why they aren't there.</p><p>And although I agree with your last statement, that's off the subject.</p><p>My main point is working for your rewards and earning them. Which was what SOE's intention originally was.</p><p><b>If you don't want to work for it, don't. </b> Just because you picked an easy class to get easy kills, doesn't mean that my idea wouldn't be a welcomed change to the mundane, and sometimes impossible, ways to get stuff in game.</p></blockquote>I'm sure there are some people on PVE servers who have combat XP locked and who would love to have some items as good as the current low level PVP rewards. It'd be about as useful there as all the current PVE rewards--I couldn't play a game for only gear rewards and "character development", though, so I don't really know their mindset.Oh and I've worked for my rewards, and I think I've earned them. I've geared myself up, made all my own adornments, make all my own potions, make all my own food and drink, and I've sold quite a bit of stuff to buy the things I haven't found myself. I'm fine with doing all of that because it's relatively painless, just takes time and is very easy to do while watching TV or reading.I think the bolded part would be some good advice to give to the new player, because that will never change, regardless of tier and regardless of level locked twinks. It's going to be even harder for them now as they level; right now I'm in the process of buying all the level 18-30 masters my swash will need, and starting on raising my transmuting to make the few legendary adornments he'll need.

Crimson Lord
12-09-2007, 10:02 PM
I for one despise doing writs I am a lazy player by nature the fact of running all over the city picking up writs then having to go kill mobs and then having to go back and do the same thing if you ask me is a complete waste of time. People hiding their title, look i'll gank you if your a overseer, general, dread, the easter bunny I don't give a flying [I cannot control my vocabulary] what title you have. I'll kill reds, oranges, yellows it don;t matter the color, except for grey not like I get anything for killing a grey.Now you'll probably say he must be a griefer, the only time I "grief" as people like to call it is if the guy I killed attacked me again. then naturally I'll defend myself but i am in no way someone that sits after I kill someone and waits for immunity to drop there is no point to it you earn nothing so why are you wasting your time.The faction has it purpose and if you ask me I don't think it needs to be changed. Too many things get changed on pvp servers its what makes pvp become so pathetic.  Prime example: Pussifing Commonlands and Antonica nothing in those zones is hard its freaking pathetic

Bozidar
12-09-2007, 10:13 PM
Please, by all that is holy, can we come up with more ways to reduce pvp?  Get to it people!

Lavenderboi
12-09-2007, 10:36 PM
<p><span style="font-size: small;color: #3333ff;font-family: comic sans ms,sand;">I think it's a very good compromise.  New players, with limited resources, who really want the fabled gear, would have a practical way to obtain it.  Seasoned players, with high level alts, can choose to purchase gear for their lower level toons, rather than following the slow process of grinding writs.  I also like the fact that players would be putting themselves at risk of being "ganked", by performing the writs outside the safety of the city walls, which can make the reward that much sweeter.  PLUS, you receive no XP from doing the writs, so no complaints there either.  </span></p><p><span style="font-size: small;color: #3333ff;font-family: comic sans ms,sand;">I also like the idea of being able to purchase your title, or more importantly, to NOT purchase your title.  Let's say you see a player with "Champion" in front of their name.  This is someone who is proud of what they have accomplished, and wants the world to know!  He may have even earned his titled by killing similarly geared foes.  In other words, his skill, not simply gear, had become an important attribute.  However, that title may also be considered a "challenge" to others, which adds even more flavor to the game.  Conversely, if you see a foe with no title, then you must decide, is that person capable of defeating me or not?  It may put an end to people running from titled players, simply because they do not want to jeopardize their own title.  It adds risk.  </span></p><p><span style="font-size: small;color: #3333ff;font-family: comic sans ms,sand;">I also think that the Arena could be included as a way to obtain faction.  From a RP perspective, it would make sense to participate in the arena, where you could hone your skills against other players rather than NPCs.  </span></p><p><span style="font-size: small;color: #3333ff;font-family: comic sans ms,sand;">Basically, a new player could load the game, put himself into danger by completing writs for their home city, he would be rewarded no adventure XP, but he would be awarded status as well as some AA experience.  He can also hone his fighting skills by competing, against real people, in the Arena, which also rewards him some status.  Eventually, he can purchase some of the fabled gear, and since neither of these tactics give any adventure XP, he could become completely fabled without leveling, if he chose.  </span></p><p><span style="font-size: small;color: #3333ff;font-family: comic sans ms,sand;">A change is needed and thankfully SOE sees this as well.  The time of completely twinked, PvP groups, that <b><i><u>cannot</u></i></b> be defeated and refuse to level, will come to an end.  I believe some changes are going to be necessary, in order to make achieving the PvP gear feasible, but with suggestions from constructive players like Bandorn, I have no doubt that SOE will address these issues.</span></p><p><span style="font-size: small;color: #3333ff;font-family: Comic Sans MS;">There are <span style="color: #9900ff;"><b><i><u>some players</u></i></b> </span>that have already stated they will leave the game when SOE implements these changes, which is a shame, because if they toughed it out, they may find the end result to be even more satisfying than the current one.</span></p><p><span style="font-size: small;color: #3333ff;font-family: Comic Sans MS;">We are all in this together, whether you agree or disagree with the upcoming changes and the more ideas we get out there, the more SOE has to work with.  What suggestions do you propose?  </span></p>

Hinosh
12-09-2007, 11:16 PM
<cite>Bozidar wrote:</cite><blockquote>Please, by all that is holy, can we come up with more ways to reduce pvp?  Get to it people!</blockquote><p>There is <b>nothing</b> SoE can do to reduce PvP on PvP servers unless they choose to get rid of the servers altogether.</p><p>The <b>only</b> thing that is preventing you from PvP is you. If you're here for the PvP, then PvP. Even if you don't want to gain XP because you're afraid of out-leveling your AA, make a decision:</p><p>Are you here for the PvP or the rewards from PvP?</p><p>If you want the PvP, there's nothing SoE can do to stop you.</p><p>If you want to PvP without XP gain, there are other games out there that allow this.</p>

ckl
12-10-2007, 01:17 AM
<cite>Hinosh wrote:</cite><blockquote><cite></cite>If you want to PvP without XP gain, there are other games out there that allow this.</blockquote>This is a great attitude. Maybe we should have told the new players (and the endgame raiders) who bitched and bitched and bitched that there are other games (and server rulesets!) out there with a less steep learning curve.I dislike questing and PVE, but am mildly entertained by crafting and I love PVP. Surely, since it's Ever<i>Quest</i>, it's not the game for me, right? What a load of crap.

Bozidar
12-10-2007, 01:23 AM
<cite>Hinosh wrote:</cite><blockquote><cite>Bozidar wrote:</cite><blockquote>Please, by all that is holy, can we come up with more ways to reduce pvp?  Get to it people!</blockquote><p>There is <b>nothing</b> SoE can do to reduce PvP on PvP servers unless they choose to get rid of the servers altogether.</p><p>The <b>only</b> thing that is preventing you from PvP is you. If you're here for the PvP, then PvP. Even if you don't want to gain XP because you're afraid of out-leveling your AA, make a decision:</p><p>Are you here for the PvP or the rewards from PvP?</p><p>If you want the PvP, there's nothing SoE can do to stop you.</p><p>If you want to PvP without XP gain, there are other games out there that allow this.</p></blockquote><p>How about if they add perma-immunity areas to various zones?  How about perma-immunity on evac? </p><p>but yeah, there are other games out there, I agree.  Good point... </p>

Lavenderboi
12-10-2007, 02:42 AM
<span style="font-size: medium;color: #0000ff;font-family: comic sans ms,sand;">The changes are going to take place.  The future "hot fixes" are however, still up in the air.  It's easy to poke holes and to find flaws, but I ask again, what suggestions do you all propose?  What changes would be a fair compromise?</span>

valkyriepc
12-10-2007, 02:57 AM
<cite>[email protected] wrote:</cite><blockquote><cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><p>I have played for quite awhile and I pride myself on suggestions I make, that make it into the game.  Therefore, I propose another and can only hope it falls on Dev ears.</p><p>With PvP now slated to earn xp for PvP kills, and also players being forced to earn greater amounts of xp through everything but mob killing and writs, I suggest taking the PvP faction merchants out of the game entirely and having the writ factions offer the items instead.</p><p>Why?, you may ask.  Simply put, it would allow players to actually earn the gear.  Now please, don't misconstrue what I am saying as hardcore PvP'rs don't earn their gear.  Save that for another post please.  What I am saying is, it will give every player an equal chance to accrue the required status and respective guild faction, while in turn helping the player's guild and earning the the player the wonderful fluff.  Even if it meant raising the status to buy the gear, imho this would be the only negative affect.</p><p>Think about it.  As most players have observed, the high faction cost for the gear is what lead many of the players to lock and farm in T2. Easier and faster kills meant easier and faster faction gain.  Now just think, you are newly 20 and able to buy PvP gear with my suggested system.  Those new to the game won't be dissapointed that they couldn't afford the fabled gear on the broker but now they have a leg up, and maybe even higher than the opponent.</p><p>Implementing this change will not force anyone to do writs.  I know for alot of people, grinding writs is just not fun.  But speaking on behalf of those less fortunate to afford good gear and those to lazy to harvest and craft, this would be the best compromise. At least for the first few PvP tiers.</p><p>What about the Royal Antonican Guard/Lucanic Knights Faction? Well I got your answer, as controversial as it will sound to some.  What I suggest is to keep it in game if the above suggestion is implemented.  Use that said faction to buy prefix titles that are auto assigned and take the fame and required title tag out of the game.  once you hit 5,000 faction you earn/can buy the Hunter title, at 10,000 you can get Slayer, 15k Destroyer, 20k Champion. You get my drift.  Now people argue, "But prefix titles let me know whether to fight em or not". Well, if you had the Uber gear would you be afraid to fight?! Exactly.  Dropped tokens would still be able to be had and be useful. PvP stats wouldn't leave the game and kill streaks will actually mean something.</p><p>With my suggestions to convert PvP into something we can all still enjoy, there are no negative effects to such a playing sytem. The existing changes to PvP can still be made/kept. no extra work for anyone to implement other than moving items from one npc to another. Keep one PvP merchant where it is to offer the PvP prefix rewards and offer the high level PvP token gear.</p><p>Please, I would love your input and suggestions on my idea and implore you to make your voices heard for a positive change in game for once.<img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></p></blockquote>So you'd turn what was formerly PVP gear into Quest gear? What is this, a blue server? I already have to do enough quests... I'd accept if the gear was available through both PVP faction and faction from writs, maybe. </blockquote><p>Yes, isn't that the point of the game, EverQUEST?</p><p>The only true PvP gear is the T7 token gear. Which, with my suggestion would sill be earned the way it is now. </p><p>Besides, with kill timers on players for faction, there is no timer on faction gain from writs. And you can do them till you max faction in T2 anyway.  The only difference would be everyone who has done them is now a challenge. PvP fights would last.  The only thing I can think of for anyone not to be for my change would be people who want everyone else dumbed down so they can still be uber. Am I wrong?  Most people at least do the initial writs for aa anyway... so why not?  Even the first writs in T3 are pretty easy. and EoF writs are easy faction for the most part.</p></blockquote>Belongs on a PVE server. I've still not gotten around to doing some of the writs on my swashbuckler, now that I've found out they give AA and no XP. I care that little about questing.Oh: And a truly revolutionary game would allow players to create their own quests, and not just rely on those that an NPC gives you. Kind of like letting your kids play in the sandbox and do as they please, creating their own stories and making things up as they go.</blockquote><p>What would be the point of having it on the PvE servers? None. which is why they aren't there.</p><p>And although I agree with your last statement, that's off the subject.</p><p>My main point is working for your rewards and earning them. Which was what SOE's intention originally was.</p><p>If you don't want to work for it, don't.  Just because you picked an easy class to get easy kills, doesn't mean that my idea wouldn't be a welcomed change to the mundane, and sometimes impossible, ways to get stuff in game.</p></blockquote>Hrmmm earning PVP gear without ever having to PVP. WHAT A [Removed for Content] CONCEPT DIPSHIT. Some people just weren't blessed with intelligence.

Zacarus
12-10-2007, 03:01 AM
<cite>Lavenderboi wrote:</cite><blockquote><span style="font-size: medium;color: #0000ff;font-family: comic sans ms,sand;">The changes are going to take place.  The future "hot fixes" are however, still up in the air.  It's easy to poke holes and to find flaws, but I ask again, what suggestions do you all propose?  What changes would be a fair compromise?</span></blockquote><p>Best idea I've heard is...</p><p>Charge XP for killing someone on /recent.</p><p> ...seems to be a good compromise to me.  Penalizes the problem, which is griefing.</p>

Lavenderboi
12-10-2007, 03:39 AM
<cite>[email protected] wrote:</cite><blockquote><cite>Lavenderboi wrote:</cite><blockquote><span style="font-size: medium;color: #0000ff;font-family: comic sans ms,sand;">The changes are going to take place.  The future "hot fixes" are however, still up in the air.  It's easy to poke holes and to find flaws, but I ask again, what suggestions do you all propose?  What changes would be a fair compromise?</span></blockquote><p>Best idea I've heard is...</p><p>Charge XP for killing someone on /recent.</p><p> ...seems to be a good compromise to me.  Penalizes the problem, which is griefing.</p></blockquote><p><span style="font-size: medium;color: #0000ff;font-family: comic sans ms,sand;">Actually, thats a really good idea.  It would have to be enough XP to make it worthwhile, but I like it.  But griefing is not the only issue.  What about new customers, who are going to enter T2, and will be repeatedly fighting against the same players over and over again?  Players that cannot be beaten.  They will get frustrated and will find another game to play, which I'm guessing is what prompted the upcoming change.  Many would say "good riddance", but when SOE begins losing money and credibility, they will have to make a change, which is why this post exists.  I ask another question, why do you think so many players level lock in T2, if not to pvp farm?  Immersing yourself in the story line, the desire to finish many quests, taking your time so you can max out your AA's are all common answers, but if thats true, then why is it so prevalent on pvp servers and why in T2?  I'm not sure if forcing pvp xp is the solution or not.  But a change HAS to be made.  Just because the current system greatly benefits a select few, thats no reason to let it contine.  Read the posts, there are more unhappy customers than there are happy ones, as it stands now.  I'm all for soulutions that will appease the majority, but so far, most of the posts I've seen are counter productive at best.  Hopefully, once everyone cools off, some constructive solutions, good or bad, will be proposed.</span></p>

Lavenderboi
12-10-2007, 03:47 AM
<cite>valkyriepc wrote:</cite><blockquote><p><cite>[email protected] wrote:</cite></p><p><cite></cite>Hrmmm earning PVP gear without ever having to PVP. WHAT A [I cannot control my vocabulary] CONCEPT [I cannot control my vocabulary]. Some people just weren't blessed with intelligence.</p></blockquote><span style="font-size: medium;font-family: comic sans ms,sand;"><span style="color: #3300ff;">....or manners.  So what are some of your suggestions Valkyriepc?</span></span>

ladyvengeance
12-10-2007, 04:04 AM
<blockquote><cite>[email protected] wrote:</cite> <p><span style="font-size: medium;color: #0000ff;font-family: comic sans ms,sand;"> Read the posts, there are more unhappy customers than there are happy ones, as it stands now. </span></p></blockquote>I seriously doubt that. I'd say that less than 1% of the people who play this game actually post on the forums. Furthermore, most of the people who do post on here do so to whine. You're not going to see many posts from happy customers saying how great this game is, exalting Sony with superlatives. You can't judge the overall opinions of the EQ2 community just from the posts on this forum.

Grokky
12-10-2007, 05:33 AM
<p>How about simply put this xp gain up on one server and see what happens to the population on it.</p><p>All the people who get tired of the low level gank-a-thon can run to one server, and all the I wonna frag-quest game can go play on the other.</p><p>Then the arguments will be settled.</p>

Lavenderboi
12-10-2007, 05:35 AM
<cite>ladyvengeance wrote:</cite><blockquote><blockquote><cite>Lavenderboi wrote:</cite> <p><span style="font-size: medium;color: #0000ff;font-family: comic sans ms,sand;"> Read the posts, there are more unhappy customers than there are happy ones, as it stands now. </span></p></blockquote>You can't judge the overall opinions of the EQ2 community just from the posts on this forum.</blockquote><span style="font-size: small;color: #0000ff;font-family: comic sans ms,sand;">Perhaps not, so I'll judge it based on SoE's decision to change the way PvP works in the future.</span>

Zacarus
12-10-2007, 02:49 PM
<cite>ladyvengeance wrote:</cite><blockquote><blockquote><cite>[email protected] wrote:</cite> <p><span style="font-size: medium;font-family: comic sans ms,sand;color: #0000ff;"> Read the posts, there are more unhappy customers than there are happy ones, as it stands now. </span></p></blockquote>I seriously doubt that. I'd say that less than 1% of the people who play this game actually post on the forums. Furthermore, most of the people who do post on here do so to whine. You're not going to see many posts from happy customers saying how great this game is, exalting Sony with superlatives. You can't judge the overall opinions of the EQ2 community just from the posts on this forum.</blockquote>Please don't mis-quote me.  I didn't write that.  And I certainly don't use blue font.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Lavenderboi
12-10-2007, 08:02 PM
<cite>[email protected] wrote:</cite><blockquote><cite>ladyvengeance wrote:</cite><blockquote><blockquote><cite>Lavenderboi wrote:</cite> <p><span style="font-size: medium;color: #0000ff;font-family: comic sans ms,sand;"> Read the posts, there are more unhappy customers than there are happy ones, as it stands now. </span></p></blockquote>I seriously doubt that. I'd say that less than 1% of the people who play this game actually post on the forums. Furthermore, most of the people who do post on here do so to whine. You're not going to see many posts from happy customers saying how great this game is, exalting Sony with superlatives. You can't judge the overall opinions of the EQ2 community just from the posts on this forum.</blockquote>Please don't mis-quote me.  I didn't write that.  And I certainly don't use blue font.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src=" width="15" height="15" /></blockquote><span style="color: #cc00cc;"><b><span style="font-size: medium;font-family: comic sans ms,sand;">Sorry Zacarus.  I was quoting someone else and the author must have been changed, I'm changing them back now.  Oh, and I went pink, you like that better?</span></b> </span> <img src="http://forums.station.sony.com/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" width="15" height="15" />

KniteShayd
12-11-2007, 12:47 AM
<cite>valkyriepc wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><cite>cklab wrote:</cite><blockquote><cite>[email protected] wrote:</cite><blockquote><p>I have played for quite awhile and I pride myself on suggestions I make, that make it into the game.  Therefore, I propose another and can only hope it falls on Dev ears.</p><p>With PvP now slated to earn xp for PvP kills, and also players being forced to earn greater amounts of xp through everything but mob killing and writs, I suggest taking the PvP faction merchants out of the game entirely and having the writ factions offer the items instead.</p><p>Why?, you may ask.  Simply put, it would allow players to actually earn the gear.  Now please, don't misconstrue what I am saying as hardcore PvP'rs don't earn their gear.  Save that for another post please.  What I am saying is, it will give every player an equal chance to accrue the required status and respective guild faction, while in turn helping the player's guild and earning the the player the wonderful fluff.  Even if it meant raising the status to buy the gear, imho this would be the only negative affect.</p><p>Think about it.  As most players have observed, the high faction cost for the gear is what lead many of the players to lock and farm in T2. Easier and faster kills meant easier and faster faction gain.  Now just think, you are newly 20 and able to buy PvP gear with my suggested system.  Those new to the game won't be dissapointed that they couldn't afford the fabled gear on the broker but now they have a leg up, and maybe even higher than the opponent.</p><p>Implementing this change will not force anyone to do writs.  I know for alot of people, grinding writs is just not fun.  But speaking on behalf of those less fortunate to afford good gear and those to lazy to harvest and craft, this would be the best compromise. At least for the first few PvP tiers.</p><p>What about the Royal Antonican Guard/Lucanic Knights Faction? Well I got your answer, as controversial as it will sound to some.  What I suggest is to keep it in game if the above suggestion is implemented.  Use that said faction to buy prefix titles that are auto assigned and take the fame and required title tag out of the game.  once you hit 5,000 faction you earn/can buy the Hunter title, at 10,000 you can get Slayer, 15k Destroyer, 20k Champion. You get my drift.  Now people argue, "But prefix titles let me know whether to fight em or not". Well, if you had the Uber gear would you be afraid to fight?! Exactly.  Dropped tokens would still be able to be had and be useful. PvP stats wouldn't leave the game and kill streaks will actually mean something.</p><p>With my suggestions to convert PvP into something we can all still enjoy, there are no negative effects to such a playing sytem. The existing changes to PvP can still be made/kept. no extra work for anyone to implement other than moving items from one npc to another. Keep one PvP merchant where it is to offer the PvP prefix rewards and offer the high level PvP token gear.</p><p>Please, I would love your input and suggestions on my idea and implore you to make your voices heard for a positive change in game for once.<img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></p></blockquote>So you'd turn what was formerly PVP gear into Quest gear? What is this, a blue server? I already have to do enough quests... I'd accept if the gear was available through both PVP faction and faction from writs, maybe. </blockquote><p>Yes, isn't that the point of the game, EverQUEST?</p><p>The only true PvP gear is the T7 token gear. Which, with my suggestion would sill be earned the way it is now. </p><p>Besides, with kill timers on players for faction, there is no timer on faction gain from writs. And you can do them till you max faction in T2 anyway.  The only difference would be everyone who has done them is now a challenge. PvP fights would last.  The only thing I can think of for anyone not to be for my change would be people who want everyone else dumbed down so they can still be uber. Am I wrong?  Most people at least do the initial writs for aa anyway... so why not?  Even the first writs in T3 are pretty easy. and EoF writs are easy faction for the most part.</p></blockquote>Belongs on a PVE server. I've still not gotten around to doing some of the writs on my swashbuckler, now that I've found out they give AA and no XP. I care that little about questing.Oh: And a truly revolutionary game would allow players to create their own quests, and not just rely on those that an NPC gives you. Kind of like letting your kids play in the sandbox and do as they please, creating their own stories and making things up as they go.</blockquote><p>What would be the point of having it on the PvE servers? None. which is why they aren't there.</p><p>And although I agree with your last statement, that's off the subject.</p><p>My main point is working for your rewards and earning them. Which was what SOE's intention originally was.</p><p>If you don't want to work for it, don't.  Just because you picked an easy class to get easy kills, doesn't mean that my idea wouldn't be a welcomed change to the mundane, and sometimes impossible, ways to get stuff in game.</p></blockquote>Hrmmm earning PVP gear without ever having to PVP <span style="color: #ff0000;">(?)</span> WHAT A [I cannot control my vocabulary] CONCEPT<span style="color: #ff0000;">(,)</span> [I cannot control my vocabulary]. Some people just weren't blessed with intelligence.</blockquote><p>Obviously, otherwise you would have had a better solution suggested along time ago, right? Please link me your post so I can have a look and make my suggestions to you as well.  <img src="http://forums.station.sony.com/eq2/images/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>Oh, and I had to make corrections to your intelligence blessed grammar. <img src="http://forums.station.sony.com/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /></p>

KniteShayd
12-11-2007, 12:51 AM
And thank you Grokky and Zacarus for an on topic reply <img src="http://forums.station.sony.com/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" width="15" height="15" />

BWLeeEllison
12-11-2007, 02:32 AM
Please.  I'd rather see Sony implement PvP writs and LnLs for playable races, while dropping the purchase requirements for the existing PvP gear to more manageable levels.

Snosael
12-11-2007, 05:22 AM
<p>you should have to pvp for pvp gear, quest for quest gear, etc.   Ppl play pvp to pvp.</p><p>along the lines of the original suggestion of this thread:    up faction gain for pvp kills for kill withing the fame gain range, and offer no faction gain for those outside (well maybe keep for those outside but above)</p><p> ie,  slayers get faction gain from hunters and above,  but not from (maybe even LOSE faction) unranked players.</p><p>another ex.   champs get faction gain from destroyers and above ( but none or lose faction from slayers and below)</p><p>I have seen SOOOO many better ideas in these forums than this rediculous forced exp gain with pvp kills.  I cant believe that if any SOE devs are reading this, they would still think the proposed change is the best answer.</p><p> I am ALL for offering the TRUE new players added safety measures, esp if they can somehow chose when they are ready.  I am against giving in to whining T7s who just want forced slave ex-twinks to be held hostage to lvling into T7 where we will only be fodder for there documented ruthless ganking and griefing.  (Ive seen how they treat the grey exiles)</p>

BWLeeEllison
12-11-2007, 07:07 AM
<cite>Snosael wrote:</cite><blockquote><p>you should have to pvp for pvp gear, quest for quest gear, etc.   Ppl play pvp to pvp.</p><p>along the lines of the original suggestion of this thread:    up faction gain for pvp kills for kill withing the fame gain range, and offer no faction gain for those outside (well maybe keep for those outside but above)</p><p> ie,  slayers get faction gain from hunters and above,  but not from (maybe even LOSE faction) unranked players.</p><p>another ex.   champs get faction gain from destroyers and above ( but none or lose faction from slayers and below)</p><p>I have seen SOOOO many better ideas in these forums than this rediculous forced exp gain with pvp kills.  I cant believe that if any SOE devs are reading this, they would still think the proposed change is the best answer.</p><p> I am ALL for offering the TRUE new players added safety measures, esp if they can somehow chose when they are ready.  I am against giving in to whining T7s who just want forced slave ex-twinks to be held hostage to lvling into T7 where we will only be fodder for there documented ruthless ganking and griefing.  (Ive seen how they treat the grey exiles)</p></blockquote><p>Hey, how about this for added safety measures.  Instead of FORCING someone to go PvP enabled at level 10, set the mandatory PvP level at 20 <b>BUT </b>give players the <b>OPTION </b>to turn on their ability to PvP anytime between 10 and 19.  This way, if they feel they are ready for it at 10 or 12 or 14 or whatever, they can go for it, OR they can ride it out to 20, gaining as much AP as they are able to before they have to deal with people who already have SOME AP earned.</p><p>Level 10 is the earliest you can start earning AP.  Level 12 is the earliest you can use master crafted gear.  By the time someone hits 12, they could already have some AP abilities and MC gear.  If they get to 14, they will have a master choice, more AP, and MC gear.  With the pvp range in Ant and CL (the two zones for T2 adventuring) being only 4 levels, you have people with a master choice, more AP, and MC gear [Removed for Content] people with none of the above.  With the ability to "<b>turn on your pvp flag between 10 and 19</b>", you are able to, at your discretion, PvP when YOU feel YOU are ready.</p>

Snosael
12-11-2007, 03:40 PM
<p>Thats the idea i was getting at.  you spelled it out better than i did tho. =)  </p><p>Seems like an easy thing to impliment.  SOE only has to decide what lvl to force pvp at again (right now its 10).  </p><p>20 seems good to me.</p>

seahawk
12-11-2007, 03:59 PM
<cite>BWLeeEllison wrote:</cite><blockquote><cite>Snosael wrote:</cite><blockquote><p>you should have to pvp for pvp gear, quest for quest gear, etc.   Ppl play pvp to pvp.</p><p>along the lines of the original suggestion of this thread:    up faction gain for pvp kills for kill withing the fame gain range, and offer no faction gain for those outside (well maybe keep for those outside but above)</p><p> ie,  slayers get faction gain from hunters and above,  but not from (maybe even LOSE faction) unranked players.</p><p>another ex.   champs get faction gain from destroyers and above ( but none or lose faction from slayers and below)</p><p>I have seen SOOOO many better ideas in these forums than this rediculous forced exp gain with pvp kills.  I cant believe that if any SOE devs are reading this, they would still think the proposed change is the best answer.</p><p> I am ALL for offering the TRUE new players added safety measures, esp if they can somehow chose when they are ready.  I am against giving in to whining T7s who just want forced slave ex-twinks to be held hostage to lvling into T7 where we will only be fodder for there documented ruthless ganking and griefing.  (Ive seen how they treat the grey exiles)</p></blockquote><p><span style="color: #cc3300;">Hey, how about this for added safety measures.  Instead of FORCING someone to go PvP enabled at level 10, set the mandatory PvP level at 20 <b>BUT </b>give players the <b>OPTION </b>to turn on their ability to PvP anytime between 10 and 19.  This way, if they feel they are ready for it at 10 or 12 or 14 or whatever, they can go for it, OR they can ride it out to 20, gaining as much AP as they are able to before they have to deal with people who already have SOME AP earned.</span></p><p><span style="color: #cc3300;">Level 10 is the earliest you can start earning AP.  Level 12 is the earliest you can use master crafted gear.  By the time someone hits 12, they could already have some AP abilities and MC gear.  If they get to 14, they will have a master choice, more AP, and MC gear.  With the pvp range in Ant and CL (the two zones for T2 adventuring) being only 4 levels, you have people with a master choice, more AP, and MC gear [Removed for Content] people with none of the above.  With the ability to "<b>turn on your pvp flag between 10 and 19</b>", you are able to, at your discretion, PvP when YOU feel YOU are ready.</span></p></blockquote><p>Let me first say, I don't think the impending change is a bad one. On the contrary I think it is a really clever one.  Having said that.  The above post is the first alternative plan to the one SoE is going with that actually makes sense.  /salute</p><p>All this garbage about AA for kills and what not.. blah.. </p><p>This idea has some merit.  Kudos!</p>

BWLeeEllison
12-11-2007, 10:05 PM
<cite>seahawk91 wrote:</cite><blockquote><cite>BWLeeEllison wrote:</cite><blockquote><cite>Snosael wrote:</cite><blockquote><p>you should have to pvp for pvp gear, quest for quest gear, etc.   Ppl play pvp to pvp.</p><p>along the lines of the original suggestion of this thread:    up faction gain for pvp kills for kill withing the fame gain range, and offer no faction gain for those outside (well maybe keep for those outside but above)</p><p> ie,  slayers get faction gain from hunters and above,  but not from (maybe even LOSE faction) unranked players.</p><p>another ex.   champs get faction gain from destroyers and above ( but none or lose faction from slayers and below)</p><p>I have seen SOOOO many better ideas in these forums than this rediculous forced exp gain with pvp kills.  I cant believe that if any SOE devs are reading this, they would still think the proposed change is the best answer.</p><p> I am ALL for offering the TRUE new players added safety measures, esp if they can somehow chose when they are ready.  I am against giving in to whining T7s who just want forced slave ex-twinks to be held hostage to lvling into T7 where we will only be fodder for there documented ruthless ganking and griefing.  (Ive seen how they treat the grey exiles)</p></blockquote><p><span style="color: #cc3300;">Hey, how about this for added safety measures.  Instead of FORCING someone to go PvP enabled at level 10, set the mandatory PvP level at 20 <b>BUT </b>give players the <b>OPTION </b>to turn on their ability to PvP anytime between 10 and 19.  This way, if they feel they are ready for it at 10 or 12 or 14 or whatever, they can go for it, OR they can ride it out to 20, gaining as much AP as they are able to before they have to deal with people who already have SOME AP earned.</span></p><p><span style="color: #cc3300;">Level 10 is the earliest you can start earning AP.  Level 12 is the earliest you can use master crafted gear.  By the time someone hits 12, they could already have some AP abilities and MC gear.  If they get to 14, they will have a master choice, more AP, and MC gear.  With the pvp range in Ant and CL (the two zones for T2 adventuring) being only 4 levels, you have people with a master choice, more AP, and MC gear [Removed for Content] people with none of the above.  With the ability to "<b>turn on your pvp flag between 10 and 19</b>", you are able to, at your discretion, PvP when YOU feel YOU are ready.</span></p></blockquote><p>Let me first say, I don't think the impending change is a bad one. On the contrary I think it is a really clever one.  Having said that.  The above post is the first alternative plan to the one SoE is going with that actually makes sense.  /salute</p><p>All this garbage about AA for kills and what not.. blah.. </p><p>This idea has some merit.  Kudos!</p></blockquote>TYVM m8 <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />

KniteShayd
12-16-2007, 10:30 AM
<cite>BWLeeEllison wrote:</cite><blockquote><cite>Snosael wrote:</cite><blockquote><p>you should have to pvp for pvp gear, quest for quest gear, etc.   Ppl play pvp to pvp.</p><p>along the lines of the original suggestion of this thread:    up faction gain for pvp kills for kill withing the fame gain range, and offer no faction gain for those outside (well maybe keep for those outside but above)</p><p> ie,  slayers get faction gain from hunters and above,  but not from (maybe even LOSE faction) unranked players.</p><p>another ex.   champs get faction gain from destroyers and above ( but none or lose faction from slayers and below)</p><p>I have seen SOOOO many better ideas in these forums than this rediculous forced exp gain with pvp kills.  I cant believe that if any SOE devs are reading this, they would still think the proposed change is the best answer.</p><p> I am ALL for offering the TRUE new players added safety measures, esp if they can somehow chose when they are ready.  I am against giving in to whining T7s who just want forced slave ex-twinks to be held hostage to lvling into T7 where we will only be fodder for there documented ruthless ganking and griefing.  (Ive seen how they treat the grey exiles)</p></blockquote><p>Hey, how about this for added safety measures.  Instead of FORCING someone to go PvP enabled at level 10, set the mandatory PvP level at 20 <b>BUT </b>give players the <b>OPTION </b>to turn on their ability to PvP anytime between 10 and 19.  This way, if they feel they are ready for it at 10 or 12 or 14 or whatever, they can go for it, OR they can ride it out to 20, gaining as much AP as they are able to before they have to deal with people who already have SOME AP earned.</p><p>Level 10 is the earliest you can start earning AP.  Level 12 is the earliest you can use master crafted gear.  By the time someone hits 12, they could already have some AP abilities and MC gear.  If they get to 14, they will have a master choice, more AP, and MC gear.  With the pvp range in Ant and CL (the two zones for T2 adventuring) being only 4 levels, you have people with a master choice, more AP, and MC gear [Removed for Content] people with none of the above.  With the ability to "<b>turn on your pvp flag between 10 and 19</b>", you are able to, at your discretion, PvP when YOU feel YOU are ready.</p></blockquote><p>I'd be happy with PvP enabled at 20 too. And/or PvP when ready as well!</p><p>Thank you for posting a constructive suggestion!</p>

BWLeeEllison
12-17-2007, 02:42 AM
<p>Yeah, thanks.  I mean it just makes sense to make it 20 mandatory with the option from 10 til then.  Even with the current pvp exp force feed, it still makes sense</p><p><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></p>