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CYR3Z
07-22-2010, 09:56 PM
<p>I been playing in game again a little while and to be honest have found some small issues that need to be looked at on a Serious note!</p><p>WarFields</p><p>Warfields are fun and a great idea, only when it works.  I am not stating its epic fail but there are a couple of factors that let this system down, and here they are.</p><p>LAG in the ZONES is intensive! so bad my £2000 computer cant even cope with more than 20 players on the battlefield.  Frames decrease to at least 10-15 on a ATI 5850 radeon with quad core and 4gig mem with asus maximus formula 2.  It gets so bad that people are casting spells and their not casting at all and we have to double click and on most occasion spam click until it pops.  BY then the target is OUT of range this is a serious problem for WarFields.</p><p>Some speak of making a tier related instance so that all the 20s are in 20s zones, 30-40s in their own instance, 40-50 and so forth, this will cut down on a TONE of lag and improve game performance on machines that are not as powerfull as mine, im sure theres alot of users with older machines that need some support here regarding this.</p><p>BEING FLAGGED</p><p>--------------------</p><p>You have to get a flag to start to participate in the Warfield BATTLE!  Good idea, but theres a flaw in this, the WarFields are meant to be a TEAM effort and they are! problem is when people die FREEPS! they tend to sit in the IMMUNITY AREA until WF is over in other words {they cant be bothered} to play the [Removed for Content] game and instead get 5tokens free.</p><p>Heres a couple of options to fix this.</p><p>Have a 30 second immunity which counts down from the second u spawn at a safe zone!  whch will force them to move and take part in the GAME!</p><p>OR</p><p>When ANYONE DIES they have to go back to the Tower and collect their FLAG again!   Winning team should get 15 LOSING should get 10 and not 5 for losing and 5 for wining thats just stupidity its no wonder people cant be bothered to play WF Properly.</p><p>SO what happens if you lose your flag and the game ends! they system will still show you were originally flagged! and there for will get tokens but 5 less.</p><p>------------------------------------------------------------------------------------------------------------------------------------------------------</p><p>IMMUNITY AS A WHOLE</p><p>I personally dont think that immunity should be touched on any zone except for Warfields! where its limited to 30 seconds and you have to go get your flag again.  This should be left alone and will cause a big inconvenience to people who want to go afk to do real life things!  Having to zone 1000s of miles away to be safe is a little harsh! and then having to get back is a pain in the but.</p><p>TITLES AND FAME</p><p>It came to my attention that we only lose fame from logging out which deteriorates our titles! This is stupidity in my eyes! I WILL NEVER ever ever know why this was put in in the first place.  In life we have to work to get what we want! you just made it easier for us to keep titles and there for no longe means anything to anyone anymore.  Dreadnaught? ah who cares.  If you wanna do stuff like that take it out of the game!  go back to the old fame system if u die u lose X amount of fame and your titles decreases.</p><p>Problem you then have is people who run like hell to stop that happening and this is my leadup to that.</p><p>LIKE real life we can run and hide! and in the game we also have that choice! but we need something to change.  Evacs are a pain! and people just running and jumping off cliffs is in my eyes STUUUPID why? caus their not losing anything anyway soooo WHY run and do silly things.  IF their doing this with the system in place anyway! why not just bring back old school Fame status on titles, and setup a ranking system so if a DREADNAUGHT attacks a HUNTER SLAYER they have no choice but to fight.  IF a Hunter attacks a general or slayer he can chose to run and be out of combat.</p><p>Make it so its a hierachy system.  I think that will work good and maybe not....</p><p>WRITE your comments down and lemme know what you feel about this..</p>

Oobo
07-22-2010, 10:08 PM
<p>ok here is the best option for pvp right now...imo</p><p>REMOVE pvp immunity from open world..</p><p>     only places with immunity is inside the cities and Guild Halls/Homes</p><p>REMOVE the ability for Greys to atk Reds in pvp</p><p>     its BS the amount of dmg they can do to someone as much as 10-30lvls higher and total BS the leeching it causes..we have PVP Brackets for a reason..and atking outside that range up or down is BS...or alteast fix it so its almost impossible for greys to land a spell or CA on the Reds..just like in PVE..</p><p>ADD OLD FAME SYSTEM BACK BUT TWEAKED</p><p>     You lose fame on death TO ANY TITLE that kills you, the lower thier title the more fame you give them..</p><p>     You gain fame from killing ANYONE no matter the title, the higher thier title the more fame you get off them.</p><p>the title bracket of losing or gaining fame was a joke..made NO sense for a Champ to kill an Overlord and get nothing...</p><p>ADD MORE TOKENS TO WINNING WFs</p><p>    Sorry its just BS that if one side wins they get same tokens as losing side..there has to be more for winners to help produce more pvp...NOW as far as the MORE Qs than FPs, lets fix that by allowing people to exile over to FP for a short time say run it a month and if u xfer ALLLLLLL the way to FP you get to keep all your Masters/ADept IIIs...</p><p>and lastly TBH remove BGs from pvp servers, its total BS..but doubt this one will happen lol</p>

Wytie
07-22-2010, 10:16 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>REMOVE pvp immunity from open world..</p><p>     only places with immunity is inside the cities and Guild Halls/Homes</p><p>REMOVE the ability for Greys to atk Reds in pvp</p><p>     its BS the amount of dmg they can do to someone as much as 10-30lvls higher and total BS the leeching it causes..we have PVP Brackets for a reason..and atking outside that range up or down is BS...or alteast fix it so its almost impossible for greys to land a spell or CA on the Reds..just like in PVE..</p><p>ADD OLD FAME SYSTEM BACK BUT TWEAKED</p><p>     You lose fame on death TO ANY TITLE that kills you, the lower thier title the more fame you give them..</p><p>     You gain fame from killing ANYONE no matter the title, the higher thier title the more fame you get off them.</p><p>the title bracket of losing or gaining fame was a joke..made NO sense for a Champ to kill an Overlord and get nothing...</p><p>ADD MORE TOKENS TO WINNING WFs</p></blockquote><p>I like this part.</p><p>After doing this double the tokens for winning Warfields.</p><p>Also in Warfield broadcast, please list which # zone of Cl and Ant its in.</p>

Oobo
07-22-2010, 11:04 PM
<p>agree NEED the number zone its in and also NEED to get this stuff on same timer so we can all be in diff WFs to cut down on lag...</p>

CYR3Z
07-22-2010, 11:31 PM
<p>BattleGrounds are just splitting up PVP way to many options to have PVP! Get a grip and get rid of</p>

Nightstriker
07-23-2010, 03:38 AM
<p><cite>CYR3Z wrote:</cite></p><blockquote><p>TITLES AND FAME</p><p>It came to my attention that we only lose fame from logging out which deteriorates our titles! This is stupidity in my eyes! I WILL NEVER ever ever know why this was put in in the first place.  </p></blockquote><p>it's a money scheme.....i'm surprised people haven't figured this out by now.  if you want to maintain a title (especially high ranked ones) you need to keep your account active pretty much year round</p>

Dimorte
07-23-2010, 05:59 AM
<p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">I am surprised that there are so few comments on here since 1-9 chat is usually full of people just ragging about WF but maybe everyone PM’d but anyway.</span></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">Overall, I think that, Warfield’s have done what they were intended to. They created mass PvP in a specific area and give some reward. Below as some of my thoughts on Warfield’s that would make a difference.</span></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;"> </span></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">WF Quest line</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l2 level1 lfo2;"><span style="font-family: Symbol; mso-fareast-font-family: Symbol; mso-bidi-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font-size: small;">·</span><span style="font: 7pt "Times New Roman";">         </span></span></span><span style="font-family: Calibri; font-size: small;">Have it start with an NPC at one of the various city zones</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 1in; mso-add-space: auto; mso-list: l2 level2 lfo2;"><span style="font-family: "Courier New"; mso-fareast-font-family: 'Courier New';"><span style="mso-list: Ignore;"><span style="font-size: small;">o</span><span style="font: 7pt "Times New Roman";">   </span></span></span><span style="font-family: Calibri; font-size: small;">Players are asked to answer the call to arms to defend the cities. This directs them to an NPC at their command post (somewhere centrally located in Antonica or The Commonlands but preferably not at a regular zone in point).</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 1in; mso-add-space: auto; mso-list: l2 level2 lfo2;"><span style="font-family: "Courier New"; mso-fareast-font-family: 'Courier New';"><span style="mso-list: Ignore;"><span style="font-size: small;">o</span><span style="font: 7pt "Times New Roman";">   </span></span></span><span style="font-family: Calibri; font-size: small;">This NPC has several roles, first he will serve as an update for this initial; quest that explains how the tower guardians have to be protected or defeated and that their side has to prevail. Upon completing their first WF, the player receives an item or ability “The Call of War” which allows them to zone to their respective command post, in which WF is currently active in. In the event that WF is active in multiple zones it will give a list of the available zones. This item will have a reuse timer of 1 hour.</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 1in; mso-add-space: auto; mso-list: l2 level2 lfo2;"><span style="font-family: "Courier New"; mso-fareast-font-family: 'Courier New';"><span style="mso-list: Ignore;"><span style="font-size: small;">o</span><span style="font: 7pt "Times New Roman";">   </span></span></span><span style="font-family: Calibri; font-size: small;">After completing the initial quest the command post NPC offers additional quest in either Antonica or The Commonlands that offer 5 PvP tokens as rewards. These quests are repeatable and are random depending on the zone that the player chooses. Players can accept one quest from each WF zone at a time</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 2in; mso-add-space: auto; mso-list: l2 level4 lfo2;"><span style="font-family: Symbol; mso-fareast-font-family: Symbol; mso-bidi-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font-size: small;">·</span><span style="font: 7pt "Times New Roman";">         </span></span></span><span style="font-family: Calibri; font-size: small;">Reinforcements Needed: Directs players to protect a specific tower (picked at random but allows grouped members to have the same) in their home WF. Quest is completed if they are in the zone during the completion of a WF and their specified tower is still standing (protected by guardians).</span></p><p style="text-indent: -0.25in; margin: 0in 0in 10pt 2in; mso-add-space: auto; mso-list: l2 level4 lfo2;"><span style="font-family: Symbol; mso-fareast-font-family: Symbol; mso-bidi-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font-size: small;">·</span><span style="font: 7pt "Times New Roman";">         </span></span></span><span style="font-family: Calibri; font-size: small;">The Tower Must Fall: Directs players to destroy the guardians at a specific tower (picked at random but allows grouped members to have the same) in their opposing WF. Quest is completed if they are in the zone and their specified tower has fell (guardians have been destroyed).</span></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">While some may see this as pain to some; it gives players the chance to earn additional tokens for a WF even if they are outnumbered and the item or call ability would allow players to get to action quickly without having to spam for invites. The reuse timer of an hour allows players that weren’t able to get into a recent WF a better chance to get into the next one by forcing players whose timers are not up yet to have to use other means of getting to the next WF.</span></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;"> </span></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">Immunity:</span></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">I am not sure if this is supposed to specific for WF or everywhere but the only issues I have with it are:</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo3;"><span style="font-family: Symbol; mso-fareast-font-family: Symbol; mso-bidi-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font-size: small;">·</span><span style="font: 7pt "Times New Roman";">         </span></span></span><span style="font-family: Calibri; font-size: small;">Paineel: Why doesn’t it work right here? When I come into the city other than by zoning in I have to completely stand still for my timer not to reset.<span style="mso-spacerun: yes;">  </span>It works in other open cities, Halas, Kelethin, but not here.</span></p><p style="text-indent: -0.25in; margin: 0in 0in 10pt 0.5in; mso-list: l0 level1 lfo1;"><span style="font-family: Symbol; mso-fareast-font-family: Symbol; mso-bidi-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font-size: small;">·</span><span style="font: 7pt "Times New Roman";">         </span></span></span><span style="font-family: Calibri; font-size: small;">Warfields: Remove immunity during WF, except at revive points. Is this possible? While it might not reduce all the lag it will reduce lag at the docks zone in/out point by making AFK campers go elsewhere. While I can understand if someone has to step away from their computer, this is “War” you can rest while you’re dead</span></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">Fame:</span></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">I have seen far too many changes of this to make a suggestion on this for fear of waking up tomorrow and everyone’s title will be gone…. Again. LoL.<span style="mso-spacerun: yes;">  </span>I know this is a work in progress but whoever did that this last time should have been forced to sit there and read 1-9 chat after that happened. OMG you know it’s bad when you have to completely turn a channel off.</span></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">But seriously, the only thing would really like to see is something about leaching grays. While I, myself, and groups I have been in have taken down reds conned PC’s there is no fear of any loss. What if you make it so if you engage a red conned and lose, all your gear breaks. Sound a little extreme or would it make people think twice about leaching knowing that if they get whacked they will have to go and mend? I know this is possible as “Levi-“ has broke my armor several times</span></p>

plavem_davem
07-23-2010, 10:05 AM
<p>Hi, SORRY ABOUT CAPS, BUT FOR SOME REASON MY IPHONE DOESNT LIKE THIS WEBSITE.</p><p><span style="font-size: x-large;"><span style="font-size: 19px;"><span style="font-size: small;"><span style="font-size: 12px;">I RUN A FULL PVP GROUP FOR 6 HOURS A NIGHT. WE DO VERY WELL AS A GROUP. WE GENERALLY LIKE THE PVP AND THE WARFIELDS. THERE ARE A COUPLE THING I WOULD ADDRESS BUT MOST OF WHAT PEOPLE ARE COMPLAININGABOUT IS COMPLETELY FALSE.</span></span></span></span></p><p><span style="font-size: x-large;"><span style="font-size: 19px;"></span></span></p><p><span style="font-size: x-large;"><span style="font-size: 19px;">FRIST OFF, THE GREY MAFIA. PEOPLE ARE CONSTANTLY SUGGESTING TO PUNISH GREYS THAT ATTACK REDS. YES THIS IS FUSTRATING, BUT THEY SHOULD NOT BE PUNISHED. I DONT THINK IT SHOULD BE ALLOWED TO HAPPEN AT ALL. WE CANT ATTACK 10 LVLS BELOW US SO SIMPLY PUT THEY SHOULD NOT BE ABLE TO ATTACK US. BEFORE IT USED TO BE UNOTICABLE BUT NOW 2 GROUPS OF 90 WILL START FIGHTING AND THE GREYS THOUGH THEY DIE EASY ENOUGH CAN SOMETIMES TURN A FIGHT DUE TO TAUNTS AND HEALS. MULTIPLE TIMES OUR 1 GROUP IS FIGHTING 2GROUPS OF EVEN CONS AND 4 GROUPS OF GREYS FROM ALL LVLS.</span></span></p><p><span style="font-size: x-large;"><span style="font-size: 19px;"></span></span></p><p><span style="font-size: x-large;"><span style="font-size: 19px;">NEXT IS IMMUNITY. THIS ISNT BROKEN. IT DOESNT NEED TO BE FIXED. I KNOW MY ONE GROUP DOESN'T LIKE TO SIT AND WAIT SO WE NORMALLY GO LOOKING FOR A FIGHT BUT SOMETIMES WE ARE VERUSING 3-4 GROUPS OF EVEN CONS AND A TON OF GREYS. THOUGH WE GIVE IT OUR ALL, SOMETIMES WE END UP DIEING. ITS ABSOLUTELY CRAZY FOR US TO CONTINUE TO RUN IN JUST TO DIE GIVIVG GREYS UP DATES. BESIDES TAKE AWAY IMMUNITY THE PEOPLE JUST WOULDNT RELEASE WHEN THEY DIE.</span></span></p><p><span style="font-size: xx-large;"><span style="font-size: 25px;"></span></span></p><p><span style="font-size: xx-large;"><span style="font-size: 25px;">THIS IS MY 2 CENTS I THINK CLASSES NEED TO BE FUXEDFIXED BUT WE CAN SAVE THAT FOR ANOTHER THREAD</span></span></p><p><span style="font-size: xx-large;"><span style="font-size: 25px;"></span></span></p><p><span style="font-size: xx-large;"><span style="font-size: 25px;"></span></span></p>

plavem_davem
07-23-2010, 10:13 AM
<p>ONE OTHER THING I FEEL THAT U SHOULD GET 2 TOKENS PER A TOWER YOU HELP TAKE DOWN AND EVERYONE SHOULD GET 5 AT THE END. MY GROUP DOES NOT EVEN TRY TO TAKE TOWERS DOWN BECAUSE ITSIT'S WORTH MORE TO US IF WE JUST FOCUS ON KILLING PEOPLE. TO CHANGE THIS YOU WOULD HAVE TO GIVE AN INCENTIVE.</p>

ysslik
07-23-2010, 10:32 AM
<p><cite>CYR3Z WROTE</cite></p><blockquote><p>You have to get a flag to start to participate in the Warfield BATTLE!  Good idea, but theres a flaw in this, the WarFields are meant to be a TEAM effort and they are! problem is when people die FREEPS! they tend to sit in the IMMUNITY AREA until WF is over in other words {they cant be bothered} to play the [Removed for Content] game and instead get 5tokens free.</p></blockquote><p>Well yea you want me to keep running in to 50 qs.faction ballance is the biggest problem in wf.If the rolls were revesed you would be siting in imunity to if you were out numbered godzillion to 1.</p>

plavem_davem
07-23-2010, 11:32 AM
<p>TAKING AWAY IMMUNITY WOULD DO NOTHING. EITHER PEOPLE WOULD DIE THEM SIT AFK WITHOUT RELEASING OR THEY WOULD GET THE FLAG AND RUN TO A REMOTE PART OF THE MAP AND AFK WITH OUT IMMUNITY</p>

Oobo
07-23-2010, 12:05 PM
<p><cite>Jacksalot wrote:</cite></p><blockquote><p>TAKING AWAY IMMUNITY WOULD DO NOTHING. EITHER PEOPLE WOULD DIE THEM SIT AFK WITHOUT RELEASING OR THEY WOULD GET THE FLAG AND RUN TO A REMOTE PART OF THE MAP AND AFK WITH OUT IMMUNITY</p></blockquote><p>NO thats when u have to refresh ur Tower Buff is when u die..BUFF LOSS ON DEATH thats how u fix that crap.. and if they choose to run to the FAR reaches of the zone to hide then so be it..either way they are trackable hehe</p>

Oobo
07-23-2010, 12:05 PM
<p>oh and for the love of the pvp gods give us the ability to hail the Discord guy and become FFA Flagged so we can pvp anyone without this BS going exile junk..that would wake pvp up BIG time, tons of peopel would love that..</p><p>Hail Discord guy become FFA flagged for a certain time say like a 3days..then u have to rehail to refresh after timer is up... with NO cutting it off till it runs out..and put it at 10 lvl gap...it NEVER made sense to be atkable by anyone cause u were FFA</p>

Arieneth
07-23-2010, 01:39 PM
<p><cite>CYR3Z wrote:</cite></p><blockquote><p>IMMUNITY AS A WHOLE</p><p>I personally dont think that immunity should be touched on any zone except for Warfields! where its limited to 30 seconds and you have to go get your flag again.  This should be left alone and will cause a big inconvenience to people who want to go afk to do real life things!  Having to zone 1000s of miles away to be safe is a little harsh! and then having to get back is a pain in the but.</p></blockquote><p>i really hate this carebear mentality. perma-immunity was one of the steps that led to the decline of pvp. zone control was one of the most fun things to do back when you could force people to leave a zone. now they stare at you in the face from immunity.</p><p>remove immunity from EVERYWHERE outside cities and guild halls. if real life is so important...call. or here's an idea you obviously missed.../camp! safe from pvp AND you're exactly where you need to be when you get back to the game. it isn't a hard concept.</p>

Salastine
07-23-2010, 02:17 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>CYR3Z wrote:</cite></p><blockquote><p>IMMUNITY AS A WHOLE</p><p>I personally dont think that immunity should be touched on any zone except for Warfields! where its limited to 30 seconds and you have to go get your flag again.  This should be left alone and will cause a big inconvenience to people who want to go afk to do real life things!  Having to zone 1000s of miles away to be safe is a little harsh! and then having to get back is a pain in the but.</p></blockquote><p>i really hate this carebear mentality. perma-immunity was one of the steps that led to the decline of pvp. zone control was one of the most fun things to do back when you could force people to leave a zone. now they stare at you in the face from immunity.</p><p>remove immunity from EVERYWHERE outside cities and guild halls. if real life is so important...call. or here's an idea you obviously missed.../camp! safe from pvp AND you're exactly where you need to be when you get back to the game. it isn't a hard concept.</p></blockquote><p>Ditto.  Perma immunity was fail from the beginning... the worst part is that you don't even have to die to get it... you can evac and get perma immunity.  Or just run to the docks.  People don't complain about it as much now because it's just "the way it is" but it wasn't always this way, and pvp was much more non-stop back then.  It would be again if perma-immunity dissapeared, as well as perma-immunity at the docks (which only made sense when you had to wait for the boats... which nobody uses anymore because of the new bell system.)</p><p>Eliminate any sort of perma immunity in any warfield zone, period.  Then, reconsider perma immunity in all other zones, especially now that rebuffing after death isn't much of an issue anymore either (used to take some classes 30 seconds just to get all their buffs back up, not the case anymore.)</p><p>edit: Here are some more thoughts if you truly want warfields to be warfields... after eliminating perma immunity as above, eliminate bell hopping by stripping the warfield buff if you leave the zone (must run back to the tower to re-apply, so you're stuck in the zone if you want the points, Mr.)  and force a revive after a set period when the warfield is active.</p><p>Finally, for population disparity, is there anyway the "zone is too full" can be faction based?  Obviously people invite lots of people to groups to bypass this, but fact is once the limit is hit, a lot less people zone in.  So cap both sides seperately so that the "glass ceiling" of zone population is bias more towards center.  Sucks if 200 Q's have capped out the zone before 50 freeps have even made it in, so the rest of the freeps don't even bother unless they know someone in the zone or spam server chat for invites.</p>

Vegeeta
07-23-2010, 03:24 PM
<p>Grey Attacks: I understand the frustration and can only speak for Vox, so... Taking away the ability for greys to attack highers (reds) would not be a good thing here. Sometimes the only way for a toon in their 30's to get any kills in a WF is to attack reds. So as the objective is to increase server population, as well as active players for PVP, taking away this ability would equal fail. If you're a 90 and complaining about 30's attacking you, I just dont know what to say except one shot them!</p><p>Warfields: Like most I feel there's lots of room for improvement. First though let me commend the EQ2 devs on coming up with this as a quick fix for the effect BG's had on world pvp, so thank you. I still think a warfield designed more like the Abyss in AION would generate more participation, but I know you guys are working on some things, so let's see what comes of all of this. I would first change the level range from 10 to 8, I mean if you're not going to give credit to a 40 for killing a 50, then why make it 10 levels?</p><p>Immunity: Not so sure how I feel about that one, I definately agree that people sitting in immunity is frustrating for WF's. So maybe for just that zone it could be a good idea. But let's look ahead at this for what will come next. Regardless of what faction you play for, you will simply see players run  to where they are protected (near guards, or to xroads), of course speaking of lower tiered players. Or people will simply just run around the map, hard these days to catch someone moving at 75%+. Or they get flagged, die and just remain dead, why would they revive if there's no immunity? So there's some issues I forsee, I'm sure there's more.</p><p>Fame: I think the fame thing works fine the way it currently is. The amount of fame lost daily has been adjusted to a decent rate and I personally know of anyone that thinks it's hard to get fame...Although for those that pvp daily the title doesn't mean anything anymore.</p><p>Rewards: I think the reward for success in WF's should be higher then the team that is not successful. It's rare now that players even attack the tower guards or attempt to destroy towers. It's more just sitting there waiting for pvp to show up. So yeah, I think there should be some better form or reward for that. The pvp reward for 5 tokens per writ seems fair, although I think it's way too easy to gear your player up now. I geared a level 30 toon with full pvp armor and jewelry in about 8 hours.</p><p>MAJOR ISSUES: Currently there are some things that ruin the PVP experiece.</p><p>     1: You can break combat in anywhere from 3-10 seconds. So what I see a lot is someone engage, but as soon as they're gonna lose, they run for 5 seconds, then they're on their mount and gone! I have broke combat on my fury while casting to root someone? [Removed for Content] ?</p><p>     2: You can currently EVAC your whole group as long as you are not engaged. So your group can all be engaged and if you dont like the way things are going.... EVAC!  you can also do this by breaking combat and then evacing your group...does not matter if they have been fighting and are still fighting.</p><p>     3. Still also think the pvp ward received from jewelry should be taken away. With PVP gear now for 30+, you have so much mit, resistances, toughness that it's hard to damage anyone 1 vs 1. I really for for low damage classes, like summoners, enchanters & clerics. The other day my inquis went 1 vs 1 against a bruiser for 45 min, we just ran eachother out of power. I guess this is good to force people to group pvp, but for a person who likes to solo, and not go around killing newbs to get it, this is a bad thing.</p>

Joemomm
07-23-2010, 03:25 PM
<p><span style="font-size: large; color: #ff0000;">PLEASE DON'T REMOVE PERMA-IMMUNITY FROM T8-T9 ZONES!!!!</span></p><p><span style="color: #ffffff;">Just hear me out on this please. I will make this short and in bullets for those who hate to read long posts.</span></p><p><span style="color: #ffffff;"></span></p><ul><li><span style="color: #ffffff;">I don't have time to farm for rares or other things that sell for a lot of plat</span></li><li><span style="color: #ffffff;">Instead I quest t8/t9 and use THAT money for rares for adepts/etc</span></li><li><span style="color: #ffffff;">Having evac, turning in quests in areas of perma immunity (paineel and moonfeild hamlet) AND guild hall call is the only way I can bank plat after every 3-5 quests to KEEP my plat in t8/t9 zones.</span></li><li><span style="color: #ffffff;">If you MUST get rid of it, make the short duration immunity timer a bit longer so I can possibly run to a bank if my guild call is down.</span></li></ul><p><span style="color: #ffffff;"></span></p><p><span style="color: #ffffff;">This may seem foolish to some of you but imagine you only have a few hours each day to play. Would you really want to farm for plat or actually play the game and make plat in the process.</span></p><p><span style="color: #ffffff;">Please and thank you again,</span></p><p><span style="color: #ffffff;">Glurp/Squealz</span></p>

spudsmckenzie2
07-23-2010, 03:54 PM
<p>Just have 1 area of immunity in each zone and have the rest temp immunity...for example if ya die and revive at one of these temp areas your immunity starts ticking down. take stonebrunt for example moonfield would be permanent immunity area until u left and the rest throughout that zone would be temp immunity....</p>

Oidan
07-23-2010, 05:59 PM
<p>I want the ability to allow us to turn off our title and run around like someone from a blue server.</p>

Arieneth
07-23-2010, 06:15 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="font-size: large; color: #ff0000;">PLEASE DON'T REMOVE PERMA-IMMUNITY FROM T8-T9 ZONES!!!!</span></p><p><span style="color: #ffffff;">Just hear me out on this please. I will make this short and in bullets for those who hate to read long posts.</span></p><p><span style="color: #ffffff;"></span></p><ul><li><span style="color: #ffffff;">I don't have time to farm for rares or other things that sell for a lot of plat</span></li><li><span style="color: #ffffff;">Instead I quest t8/t9 and use THAT money for rares for adepts/etc</span></li><li><span style="color: #ffffff;">Having evac, turning in quests in areas of perma immunity (paineel and moonfeild hamlet) AND guild hall call is the only way I can bank plat after every 3-5 quests to KEEP my plat in t8/t9 zones.</span></li><li><span style="color: #ffffff;">If you MUST get rid of it, make the short duration immunity timer a bit longer so I can possibly run to a bank if my guild call is down.</span></li></ul><p><span style="color: #ffffff;"></span></p><p><span style="color: #ffffff;">This may seem foolish to some of you but imagine you only have a few hours each day to play. Would you really want to farm for plat or actually play the game and make plat in the process.</span></p><p><span style="color: #ffffff;">Please and thank you again,</span></p><p><span style="color: #ffffff;">Glurp/Squealz</span></p></blockquote><p>you're time constraints should not effect the gameplay of others. this is a pvp server and should be designed for players that want and seek that challenge. those that can't deal with the consequences of choosing Nagafen as their server have a host of blue servers to choose from.</p><p>the dangers of running around a city were part of what gave pvp servers their magic in the beginning. Maj'Dul never had immunity and it was always a risk. Risk...is the essence of pvp. take away the risk and take away the point and fun. YOU need to make adjustments to the game. the game shouldn't have to make compromises so players with little play time can have it easy on a PVP server. and i don't see why players with so little playtime should have their desires take precedence over players that devote more time to Nagafen.</p>

Joemomm
07-23-2010, 07:02 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="font-size: large; color: #ff0000;">PLEASE DON'T REMOVE PERMA-IMMUNITY FROM T8-T9 ZONES!!!!</span></p><p><span style="color: #ffffff;">Just hear me out on this please. I will make this short and in bullets for those who hate to read long posts.</span></p><p><span style="color: #ffffff;"></span></p><ul><li><span style="color: #ffffff;">I don't have time to farm for rares or other things that sell for a lot of plat</span></li><li><span style="color: #ffffff;">Instead I quest t8/t9 and use THAT money for rares for adepts/etc</span></li><li><span style="color: #ffffff;">Having evac, turning in quests in areas of perma immunity (paineel and moonfeild hamlet) AND guild hall call is the only way I can bank plat after every 3-5 quests to KEEP my plat in t8/t9 zones.</span></li><li><span style="color: #ffffff;">If you MUST get rid of it, make the short duration immunity timer a bit longer so I can possibly run to a bank if my guild call is down.</span></li></ul><p><span style="color: #ffffff;"></span></p><p><span style="color: #ffffff;">This may seem foolish to some of you but imagine you only have a few hours each day to play. Would you really want to farm for plat or actually play the game and make plat in the process.</span></p><p><span style="color: #ffffff;">Please and thank you again,</span></p><p><span style="color: #ffffff;">Glurp/Squealz</span></p></blockquote><p>you're time constraints should not effect the gameplay of others. this is a pvp server and should be designed for players that want and seek that challenge.<span style="color: #ff0000;"> those that can't deal with the consequences of choosing Nagafen as their server have a host of blue servers to choose from</span>.</p><p>the dangers of running around a city were part of what gave pvp servers their magic in the beginning. Maj'Dul never had immunity and it was always a risk. Risk...is the essence of pvp. take away the risk and take away the point and fun. YOU need to make adjustments to the game. <span style="color: #ff0000;">the game shouldn't have to make compromises so players with little play time can have it easy on a PVP server</span>. and<span style="color: #ff0000;"> i don't see why players with so little playtime should have their desires take precedence over players that devote more time to Nagafen</span>.</p></blockquote><p>There are a lot of players who would love to follow that advice. I'm not one of them but they are there.</p><p>It's not about having it easy. Allowing 1 zone for immunity in t9 zones is how it is currently. It's more fitting to ask why should it change for a vocal group of hardcore players? Look, I'm all for nuking immunity at res points and evac spots, I'm just asking for the main city in each t9 zone that has a banker and broker and mender, to keep as it is.</p><p>It's not that the desires of the casual players should take precedence, but with all the shouting about low pvp on Nagafen it is only dutiful to give the point of view of a casual player, who probably make up quite a large portion of the playerbase. I'm not saying to design the game around a casual player, but be sure not to alienate them or more people WILL leave the server or continue to play it like a bluebie server and nothing will be solved except that there will be less lag from a lower population or less players in open areas.</p><p>Those who "want and seek that challenge" will "want and seek" it out of immunity whether or not it is there.</p>

Charmnevac
07-23-2010, 10:58 PM
<p>It's a PVP server, if you're not in your guild hall or city, you should be able to be killed, unless you have rez sickness or currently evac'd. I would give a 30second immunity timer right after you zone from evacing, enough time to call home or camp out. If you're willing to level up on a PVP server you should know what you're getting yourself into everytime you go out there.</p>

Ilovecows
07-23-2010, 11:18 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="color: #ff0000; font-size: large;">PLEASE DON'T REMOVE PERMA-IMMUNITY FROM T8-T9 ZONES!!!!</span></p><p><span style="color: #ffffff;">Just hear me out on this please. I will make this short and in bullets for those who hate to read long posts.</span></p><p><span style="color: #ffffff;"></span></p><ul><li><span style="color: #ffffff;">I don't have time to farm for rares or other things that sell for a lot of plat</span></li><li><span style="color: #ffffff;">Instead I quest t8/t9 and use THAT money for rares for adepts/etc</span></li><li><span style="color: #ffffff;">Having evac, turning in quests in areas of perma immunity (paineel and moonfeild hamlet) AND guild hall call is the only way I can bank plat after every 3-5 quests to KEEP my plat in t8/t9 zones.</span></li><li><span style="color: #ffffff;">If you MUST get rid of it, make the short duration immunity timer a bit longer so I can possibly run to a bank if my guild call is down.</span></li></ul><p><span style="color: #ffffff;"></span></p><p><span style="color: #ffffff;">This may seem foolish to some of you but imagine you only have a few hours each day to play. Would you really want to farm for plat or actually play the game and make plat in the process.</span></p><p><span style="color: #ffffff;">Please and thank you again,</span></p><p><span style="color: #ffffff;">Glurp/Squealz</span></p></blockquote><p>you're time constraints should not effect the gameplay of others. this is a pvp server and should be designed for players that want and seek that challenge.<span style="color: #ff0000;"> those that can't deal with the consequences of choosing Nagafen as their server have a host of blue servers to choose from</span>.</p><p>the dangers of running around a city were part of what gave pvp servers their magic in the beginning. Maj'Dul never had immunity and it was always a risk. Risk...is the essence of pvp. take away the risk and take away the point and fun. YOU need to make adjustments to the game. <span style="color: #ff0000;">the game shouldn't have to make compromises so players with little play time can have it easy on a PVP server</span>. and<span style="color: #ff0000;"> i don't see why players with so little playtime should have their desires take precedence over players that devote more time to Nagafen</span>.</p></blockquote><p>There are a lot of players who would love to follow that advice. I'm not one of them but they are there.</p><p>It's not about having it easy. Allowing 1 zone for immunity in t9 zones is how it is currently. It's more fitting to ask why should it change for a vocal group of hardcore players? Look, I'm all for nuking immunity at res points and evac spots, I'm just asking for the main city in each t9 zone that has a banker and broker and mender, to keep as it is.</p><p>It's not that the desires of the casual players should take precedence, but with all the shouting about low pvp on Nagafen it is only dutiful to give the point of view of a casual player, who probably make up quite a large portion of the playerbase. I'm not saying to design the game around a casual player, but be sure not to alienate them or more people WILL leave the server or continue to play it like a bluebie server and nothing will be solved except that there will be less lag from a lower population or less players in open areas.</p><p>Those who "want and seek that challenge" will "want and seek" it out of immunity whether or not it is there.</p></blockquote><p>I agree with you, places like Paineel shouldn't have immunity taken away.  there is a banker, broker, mender, crafting etc. and few if any people will use these things that are there because there will always be someone who is camping the broker and will kill you as soon as you have money.</p><p>Immunity should be taken away completely except in cities inside of zones, like Paineel.  like i believe was spoken earlier in this specific thread, immunity breaks too easily.  i think it should be done so that it is much harder to break pvp combat, and if you do break combat, you have a negative effect on you such as losing infamy, an amount equal to 4 or 5 times a kill, to encourage people to not run when they are gonna die and fight.  Also, i've seen people use Feign Death in pvp to get out of combat quickly, and i'm not sure if this works anymore but then they could just run away</p><p>I'd love it much more to have no immunity after you die, like was said earlier if you want to walk away, afk when you are dead, or /camp. </p><p>also, you wouldn't be punished because someone ran from you, if they break combat first, then you can't get penalized for going out of pvp combat, if they get out first</p><p>kind of mixed up on my thoughts, i'm sorry i'm not that clear.</p>

Salastine
07-24-2010, 12:20 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>I agree with you, places like Paineel shouldn't have immunity taken away.  there is a banker, broker, mender, crafting etc. and few if any people will use these things that are there because there will always be someone who is camping the broker and will kill you as soon as you have money.</p><p>Immunity should be taken away completely except in cities inside of zones, like Paineel.  like i believe was spoken earlier in this specific thread, immunity breaks too easily.  i think it should be done so that it is much harder to break pvp combat, and if you do break combat, you have a negative effect on you such as losing infamy, an amount equal to 4 or 5 times a kill, to encourage people to not run when they are gonna die and fight.  Also, i've seen people use Feign Death in pvp to get out of combat quickly, and i'm not sure if this works anymore but then they could just run away</p><p>I'd love it much more to have no immunity after you die, like was said earlier if you want to walk away, afk when you are dead, or /camp. </p><p>also, you wouldn't be punished because someone ran from you, if they break combat first, then you can't get penalized for going out of pvp combat, if they get out first</p><p>kind of mixed up on my thoughts, i'm sorry i'm not that clear.</p></blockquote><p>Did you play this game during RoK? Teren's Grasp was also a central hub with a bank, broker, mender, crafter, etc... and no immunity.  JW, KJ, Fens.. also no immunity in any of the hubs.  Now, I'm not saying that RoK was the pinnacle of what is good and holy in PvP (quite the opposite) but we made it just fine, and for better or worse PvP was a LOT more active than it is now.  Only thing SF and SH would need to offset a lack of perma-immunity would be a few more mailboxes. =)</p><p>Evac should NEVER give perma-immunity, it's a cop out.  Reviving should give enough immunity to rebuff and gather your thoughts, camp or call.  Ships at the docks that nobody rides anymore should not be a reason for local perma-immunity.  </p>

Schizophrenik
07-24-2010, 02:31 AM
<p>Ok..</p><p>   Warfields-  They need to be tier based and ran at different times.  Yea I know some people dont like this. I like it because ..... 1) it will help the lag  2) it will encourage people to make lowbie toons to pvp with. I can hear people complaining now about people hording tokens for thier end game toon ... blah blah blah.. with BG's/WF's and the PvP writs guess what.. pvp gear is easy as hell to obtain. Lets make this fun for all those who want to pvp in other tiers without having to worry about thier faction having enough 90's in the zone to actually win.</p><p>As for immunity in WF's if you die you get 30 seconds immunity. If you evac you get 30 seconds of immunity. There should be no reason someone can just stand in immunity and collect tokens. As for those in zone who are not participating  or do not... simple that immunity rule only applies if you have the flag active on you.</p><p>I personally would like to see the WF's (if they became a tierd event) to be held in the appropriate tierd zone. Part of the fun of PvP is getting the enviroment (mobs) involved.</p><p>  Fame- Bring back a tweeked version of the old fame system. Like someone posted earlier... everyone gets fame for a kill. Just if a lower "famed" player kills a higher "famed" player they gain/lose more fame. Yes there has to be fame loss also. Include this as anyone who has been struck in PvP.. even if they didnt fight back. This whole running and jumping off the side of the world crap is annoying. Again to make it an even bigger incentive to gain the titles ... higher title you have .. cheaper the pvp gear is or include gear that can only be bought at a certain fame level. ***Note*** FAME SHOULD NOT BE EASY TO OBTAIN OR FARM. MAKE THIS THE HARDEST PART OF PVP. something like 100 fame point for the first title ( deaths should take from the fame points ). The next title should be 1000 points... then 10k points ect...</p><p>These are the biggest issues I personally like to see taken care of asap.</p>

Charmnevac
07-24-2010, 03:00 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Ok..</p><p>   Warfields-  They need to be tier based and ran at different times.  Yea I know some people dont like this. I like it because ..... 1) it will help the lag  2) it will encourage people to make lowbie toons to pvp with. I can hear people complaining now about people hording tokens for thier end game toon ... blah blah blah.. with BG's/WF's and the PvP writs guess what.. pvp gear is easy as hell to obtain. Lets make this fun for all those who want to pvp in other tiers without having to worry about thier faction having enough 90's in the zone to actually win.</p><p>As for immunity in WF's if you die you get 30 seconds immunity. If you evac you get 30 seconds of immunity. There should be no reason someone can just stand in immunity and collect tokens. As for those in zone who are not participating  or do not... simple that immunity rule only applies if you have the flag active on you.</p><p><span style="color: #ff0000;">I disagree with the death thing. If you die you should still get the time until rez sickness wears off before you are attackable again, unless you decide to zerg. There should be a certain range distance within the WF's, so that if you come in it, no matter what you are unimmune immediately.</span></p><p>I personally would like to see the WF's (if they became a tierd event) to be held in the appropriate tierd zone. Part of the fun of PvP is getting the enviroment (mobs) involved.</p><p>  Fame- Bring back a tweeked version of the old fame system. Like someone posted earlier... everyone gets fame for a kill. Just if a lower "famed" player kills a higher "famed" player they gain/lose more fame. Yes there has to be fame loss also. Include this as anyone who has been struck in PvP.. even if they didnt fight back. This whole running and jumping off the side of the world crap is annoying. Again to make it an even bigger incentive to gain the titles ... higher title you have .. cheaper the pvp gear is or include gear that can only be bought at a certain fame level. ***Note*** FAME SHOULD NOT BE EASY TO OBTAIN OR FARM. MAKE THIS THE HARDEST PART OF PVP. something like 100 fame point for the first title ( deaths should take from the fame points ). The next title should be 1000 points... then 10k points ect...</p><p>These are the biggest issues I personally like to see taken care of asap.</p></blockquote>

Culsu
07-24-2010, 10:24 AM
<p>My suggestions for pvp:</p><p>General.</p><p>Tier locking, you can only fight within your tier regardless of zone.  This would allow players to lock their toon at whatever tier they want or enjoy, and prevent grey leaching/griefing. </p><p>Remove combat speed, period.  I don't even really understand the mechanics of it for PVE let alone PVP, but I think it should be removed from PVP altogether, and let crowd control be what it is meant for, snares roots etc.  It makes absolutley no sense to me that someone @ low health can run and break combat, and all of a sudden they are faster, after being wounded in combat, then when they started a fight at full health.</p><p>Warfields:</p><p>Get rid of immunity during Warfields @ docks and revive points after 30 second zone in/revive.</p><p>Newbie players:</p><p>Give newbie players the option to hit level 20 before they can be hit in pvp, but also allow the option to pvp earlier from the discord priest if so desired for the experienced pvp'ers out there, as low as level 1 actually.  This would allow the new to server folks to get harvesting and other skills up, learn their character a bit better than they can @ level 10.</p><p>Personal preference:</p><p>I would like the ability to completely remove my title on my character.  I am not into status or fame, and enjoy pvp more for the challange it brings to the game, then for any fame.  I don't really care if the fame is counted against me one way or the other, but I would prefer not to constantly see a title against my name.</p>

Ralpmet
07-24-2010, 12:45 PM
<p><cite>Culsu wrote:</cite></p><blockquote><p><span style="color: #ff0000;">Remove combat speed, period.  I don't even really understand the mechanics of it for PVE let alone PVP, but I think it should be removed from PVP altogether, and let crowd control be what it is meant for, snares roots etc.  It makes absolutley no sense to me that someone @ low health can run and break combat, and all of a sudden they are faster, after being wounded in combat, then when they started a fight at full health.</span></p></blockquote><p>The issue is combat breaking too fast, it has nothing to do with runspeed. And I'm pretty sure if a lion pins you down and starts tearing you to shreds the first thing you're going to do is run away as fast as you can as soon as you can, maybe even faster than you'd ever ran in your life.</p><p>Let's keep in mind this is a game people, you can't bring real-life logic into it.</p>

Brynhild
07-24-2010, 03:00 PM
<p>Immunity issue -</p><p>Remove all immunity from attacks</p><p>Change immune areas to 'no-drop' zones.  Add guards. If someone kills you in a no-drop/guarded zone, all the level 95 guards come swarming after you.  Also no writ updates.   So, sure, you can fight, but you don't get anything for it.</p><p>Basically this means if you get killed you never drop anything, the killer doesn't get updates, and guards will find you, like they do in majdul <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>It's silly that you CAN'T attack someone though, like some magical barrier is preventing you from attacking.</p><p>Level 90 should be able to attack a grey, but get nothing for it, maybe even a detriment to their fame/status, unless grey attacks first.</p>

Joemomm
07-24-2010, 05:26 PM
<p><cite>Brynhild wrote:</cite></p><blockquote><p>Immunity issue -</p><p>Remove all immunity from attacks</p><p><span style="color: #ff0000;">Change immune areas to 'no-drop' zones.</span>  Add guards. If someone kills you in a no-drop/guarded zone, all the level 95 guards come swarming after you.  Also no writ updates.   So, sure, you can fight, but you don't get anything for it.</p><p>Basically this means if you get killed you never drop anything, the killer doesn't get updates, and guards will find you, like they do in majdul <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>It's silly that you CAN'T attack someone though, like some magical barrier is preventing you from attacking.</p><p>Level 90 should be able to attack a grey, but get nothing for it, maybe even a detriment to their fame/status, unless grey attacks first.</p></blockquote><p>What a fantastic idea!!! WOW! I'm surprised this is the first time I've heard of that! Seriously, if they made the current "immune" areas no-drop instead, I would totally be all for getting rid of perma-immunity from the game. Just allow me to not spill 3/4 of my gold and plat when I'm in a town and I could care less if I'm slaughtered repeatedly. I'm sure many players may only consent to fight in such no-drop zones but who cares! Do hardcore pvp'ers kill for the drop or the thrill of the fight? AWESOME idea!</p>

plavem_davem
07-24-2010, 11:38 PM
<p>Immunity - Keep it the way it is, there is nothing wrong with it. To Sony, if you want people to stay playing keep it. Because yea people like the ability to afk instead of camp out like stated above. If you take it out and the less hardcore people decide to camp out chances are after so many times of the they will quit = SOE losing money.</p><p>Greys - They should not be able to attack people over the Zone lvl capp. Someone earlier complained well I can't find anyone in my tier to play with so I fight reds. Yeah thats right, but then again im lvl 90 I can't find any 90 pvp guess I should be able to kill greys all day long right O and i should get updates too. See how stupid that would be?</p><p>Combat - You come how need to find a way to stop people from leaving combat so fast. I kid you not sometimes I leave combat inbetween 2 freaking spells, thats cheesy. I should not be able to leave combat for atleast 30 seconds from the last damage or attack i dealt or recieved.</p><p>Titles - I know how it used to be and that didn't work. People ran like little girls to much. Even in 1v1s including myself. This new system some what works, but doesn't work for casual people so that could be flawed. I mean in short i can't have a job if i want my title to never drop.</p>

Epiph
07-25-2010, 12:11 AM
<p><span style="font-size: xx-large;">BRING BACK INFAMY, the way it used to be, that was one of the best parts of Eq2 and it created adrenaline rushes.  That part of the game was AWESOME and irreplaceable.  </span></p><p><span style="font-size: xx-large;">I don't care about the rest, perma-immunity is something that should go & warfields don't belong in this game (thats my opinion) but bring back the infamy, that was one of the best aspects of PVP.</span></p><p><span style="font-size: xx-large;"></span></p><p><span style="font-size: xx-large;">-Drew</span></p>

Sapphy
07-25-2010, 12:20 AM
<p>I was surprised that Olihin stopped by vox <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />  I figured I'd add my input into some of the requested topics (Warfields, Fame, Rewards, City and GH Immunity, and General Balance)</p><p>Warfields on Vox is largely ineffective in bringing about tangible pvp to old lvls.  Although I wouldn't say its the wf systems fault especially... but the ratio of freeport to qeynos is much much too lopsided now to bring about any comparisons of skill between players.  I would say generally the population ratio is maybe 5:1?  It usto be a lot better even though it wasn't totally even (and I actually usto be on that side..) but a number of things have not only caused the numbers to become lopsided but have caused a spiralling effect leaving less incentive for players to stay in freeport causing more players to leave causing less incentive to stay....  The rate of ppl exiling to q has only accelerated since the expansion, as has the rate of ppl on both sides leaving the server and game due to similar issues.  Today freeport has lost any real solid raiding guilds comparable to qeynos and is vastly outnumbered leaving pvp players from freeport generally outgeared and outnumbered (the recent collapse of the top guild on the server only adding to that).  There's just no incentive for freeport players to pvp besides boredom.  And its too bad that the side is largely dead now when it could have been helped if things here were looked into.  The other issue with warfields I think is that it does get lag when there are even smaller groups of players fighting...  well and the fact that pvp activity is pretty much well degraded from what it usto be.  I am happy that warfields did focus pvp though by giving players a set location where they know they can probably find it.  Before wfs it was mainly spread around stonebrunt and sundered frontier and it was tedious to try to fly around and find ppl willing to play, making less ppl show up.  And even though pvp is still low it is still a bit higher than it was before.</p><p>Many ppl will argue that giving both sides tokens for participation takes away incentive to pvp... and that is partially true, and its sad to see ppl afk to token farm.  But really before that was done it was even worse, it was rewarding qeynos players over freeport players simply because of numbers and making even less incentive for them to stay on that side.  In fact, it was routine for freeport players to switch to low lvl qeynos alts before the end of the warfield in order to get tokens.  Why? Because qeynos won 100% of the warfield matches before they changed the token drops, and still wins the vast majority of them (if not all).  I'm not sure how to approach this issue... there's just no way to reward people adequately in wfs atm given just how terribad the server state is atm.  Its not fair to reward ppl for doing nothing nor is it fair to continually reward qeynos... </p><p>But tying into this I think is the fame system.  In my opinion the fame system needs to be done away with on vox... simply because it just doesn't represent anything in terms of skill anymore.  Maybe if it was revamped... but the kills that do happen are generally due to winning with severe advantages (group numbers, class layouts, etc...) and not really as much personal pvp skill.  Many of the pvp titles as well aren't used on the server anymore... after the expansion there was so so little pvp that almost all player titles dropped to below champion.  I myself dropped from master to slayer shortly after even though i routinely pvpd in kp and tried to find pvp afterwards.  There are still many titles that due to the population here are basically unattainable anymore.  And even the ones that are are going to be likely received from ganking players.  If there is a fame system it needs to be able to represent something tangible about the player, and I just don't see that happening atm... it should be either revamped, done away with, or hideable imo...</p><p><em>Really the only way to revamp pvp here is to revamp the server state which would have to include an active interest in Vox from soe that just isn't happening atm.</em>  Until the populaton imbalances, and activity lvls can be reconciled its just not going to be able to really bring back pvp here to the lvls it usto be no matter how good the pvp system is made to be.  Some ppl have suggested a free for all setting here would be a good idea because it would effectively remove side imbalances from mattering, but classes would have to be designed to be more one v one friendly i think, and populations are still relatively low.  I think a transfer or merger option would go a long way too tbh.  But whatever the case, I don't think you will be able to bring back old lvls of pvp by toying with the pvp system, soe needs to look at the major problems the community has been trying to draw attention to.</p>

Toxicz
07-25-2010, 02:04 PM
<p>Here's what I would do with pvp.</p><p>1. Bring back fame. Either an identical of the old system, or the old system, but tweaked. This would make the game fun again and bring back what everyone loves, Competition.</p><p>2. Take Open-world immunity out. Immunity for 5-10 secs is fine after an evac or zone in, but allowing people to go somewhere and sit there for the rest of the day without a care is just stupid. This is a pvp server where you should be able to freely attack anyone, anywhere, at anytime. For those who think perma immunity is a good thing, all I can say is, this is a pvp server if you don't wanna die to pvp either sit in a crafting instance and craft or transfer to a blue server.</p><p>3. This last one is just my personally opinion. Warfields aren't fun, there nothing much than a way to far tokens. I think it could be a good system if it was tweaked a little bit or gave more incentive to do them. I personally play the game for a challenge and I don't like giving people something free who don't deserve it, AKA everyone getting tokens even if they lose.</p><p>I play the game for the competitive aspect of it, and atm that's no where to be found. If any of these changes were to be implemented I think it'd be a step in the right direction.</p><p>~ Toxicz</p>

Chakos
07-25-2010, 03:36 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Here's what I would do with pvp.</p><p>3. This last one is just my personally opinion. Warfields aren't fun, there nothing much than a way to far tokens. I think it could be a good system if it was tweaked a little bit or gave more incentive to do them. I personally play the game for a challenge and I don't like giving people something free who don't deserve it, AKA everyone getting tokens even if they lose.</p><p>I play the game for the competitive aspect of it, and atm that's no where to be found. If any of these changes were to be implemented I think it'd be a step in the right direction.</p><p>~ Toxicz</p></blockquote><p>The problem with this last option is not fixed by giving tokens only to the winners, or a large number more to winners as was initially done -- the Q side outnumbers the FP side so badly (particularly well demonstrated back when winning side got 15 tokens) that there would be no challenge for the Q side when they participate, thus "giving people something free who don't deserve it". As it is now, at least you can find a bit of resistance and challenge, as opposed to before when Q would just steamroll ALL warfield instances, one after another, as they became active.</p><p>As many have suggested, the population balances must first be addressed; forced balances cannot happen, though. What I would suggest -- and it was not my original idea, I think either Seliri suggested it in another thread or I'd seen someone mention it in game during an Olihin-serverwide -- allow betrayals to the lower active population side (and has to be t9 populations, not "all-tier" pops, as below t9 has no real impact) to retain masters / experts when betraying side only (retaining same class) AND boost token rewards for writs for the lower population side, as well, until the sides balance.</p><p>Immunity does need to be turned off in zones when WFs are active, at least. Allow the only immunity to be when you die from pvp, that only lasts as long as it takes for revive sickness to fade -- no more suiciding / dying to pvp once / evaccing immediately after getting flagged and just waiting it out.</p>

Thinwizzy
07-25-2010, 06:23 PM
<p>Immunity:  Needs to be removed.  30 seconds of immunity after zone or evac is fine, this lets your group members with a slower connection into the zone before your group is attackable.  90 seconds of immunity after revive would be fine for rebuffing/sickness.  There should be no other immunity.</p><p>Fame:  Go back to old system of loss on death.  Keep fame decay around, but make it much much slower than what it is currently.  This would keep some people from getting the title they want, then never being seen again.</p><p>Guild Banners: Remove them from PvP servers.  This will force groups and raids out into the open when they want to do one of the many zones.  There are to many instances to hide in, this will at least force people out while they are in route between zones.</p><p>The ability to control zones back in the day was a blast.  There where not as many instances to run to, and you would constantly run into an enemy group heading to the same one as you.  This lead to alot of impromptu group v group fights in the middle of a zone instead of only at a quest hub or zone in.  If the changes to immunity, fame, and banners are made; this would put the emphasis back on group vs group pvp all throughout a zone, instead of limited to a few hotspots.</p>

Arieneth
07-25-2010, 09:05 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Immunity:  Needs to be removed.  30 seconds of immunity after zone or evac is fine, this lets your group members with a slower connection into the zone before your group is attackable.  90 seconds of immunity after revive would be fine for rebuffing/sickness.  There should be no other immunity.</p><p>Fame:  Go back to old system of loss on death.  Keep fame decay around, but make it much much slower than what it is currently.  This would keep some people from getting the title they want, then never being seen again.</p><p>Guild Banners: Remove them from PvP servers.  This will force groups and raids out into the open when they want to do one of the many zones.  There are to many instances to hide in, this will at least force people out while they are in route between zones.</p><p>The ability to control zones back in the day was a blast.  There where not as many instances to run to, and you would constantly run into an enemy group heading to the same one as you.  This lead to alot of impromptu group v group fights in the middle of a zone instead of only at a quest hub or zone in.  If the changes to immunity, fame, and banners are made; this would put the emphasis back on group vs group pvp all throughout a zone, instead of limited to a few hotspots.</p></blockquote><p>forgot about banners. remove them! way too much insta-travel removing pvp from open world.</p>

Oobo
07-26-2010, 12:26 AM
<p><span ><p>ok here is the best option for pvp right now...imo</p><p>REMOVE pvp immunity from open world..</p><p>     only places with immunity is inside the cities and Guild Halls/Homes</p><p>REMOVE the ability for Greys to atk Reds in pvp</p><p>     its BS the amount of dmg they can do to someone as much as 10-30lvls higher and total BS the leeching it causes..we have PVP Brackets for a reason..and atking outside that range up or down is BS...or alteast fix it so its almost impossible for greys to land a spell or CA on the Reds..just like in PVE..</p><p>ADD OLD FAME SYSTEM BACK BUT TWEAKED</p><p>     You lose fame on death TO ANY TITLE that kills you, the lower thier title the more fame you give them..</p><p>     You gain fame from killing ANYONE no matter the title, the higher thier title the more fame you get off them.</p><p>the title bracket of losing or gaining fame was a joke..made NO sense for a Champ to kill an Overlord and get nothing...</p><p>ADD MORE TOKENS TO WINNING WFs</p><p>    Sorry its just BS that if one side wins they get same tokens as losing side..there has to be more for winners to help produce more pvp...NOW as far as the MORE Qs than FPs, lets fix that by allowing people to exile over to FP for a short time say run it a month and if u xfer ALLLLLLL the way to FP you get to keep all your Masters/ADept IIIs...</p><p>and lastly TBH remove BGs from pvp servers, its total BS..but doubt this one will happen lol</p></span></p>

NaggyAhdam
07-26-2010, 12:55 PM
<p>Well here is a surprise....all the Q's requesting that perma immunity wears off. </p><p>Why is that?  Oh yeah it's so your x6 of 90's and greys can zerg our 2 groups over and over.  Boy thats sounds like fun to me!  Doing this would be about the end of my WF days.  Uh oh, then you would be down to only 1 group to kill =(</p><p>I think there are two things that need to happen for PvP and that is bringing back the old fame system, and finding a way to somehow balance the population.  Of course that last one is a very difficult.  But hey what the hell do I know eh?</p>

Thinwizzy
07-26-2010, 01:39 PM
<p>If pvp is fixed and it returns to being as fun as it could be, factions will balance themselves.  Most of us have been asking for the removal of perma-immunity since the moment it was put in, faction numbers have nothing to do with it.</p>

NaggyAhdam
07-26-2010, 02:28 PM
<p>I don't see the correlation between fixing pvp and balancing out the population.  Please explain.</p>

Thinwizzy
07-26-2010, 02:45 PM
<p>Factions became unbalanced when Qeynos was able to get 15 tokens every 90 minutes for little effort.  There was also very little actual group vs group pvp going on at this time as well.  This made alot of people take the easy road to gear.  If pvp is fixed, group vs group fights will be much more popular.  Warfields will be come unnecessary for pvp because natural open world pvp will be much better.  With all of this, there will be those in Qeynos who will become tired of the leeching scrubs who just follow groups around.  If group vs group pvp returns, you will also see people in freeport who do not currently pvp go back out.  The revive zergs in both factions will die down with emphasis focused back on group pvp.  It is also a very real possibility that people who have quit playing will return to the game if the state of pvp has improved.  That all being said, it is unrealistic to think that the 2 factions will ever be perfectly balanced. </p><p>Faction balance is not the reason pvp sucks; pvp sucking is the reason factions are unbalanced.</p>

Shankapotomus
07-26-2010, 03:15 PM
<p>Yes. I'm tired of getting 2 updates while being while fighting 3 or 4 groups only to be an update for them all. Does that seem fair at all.</p><p>Lets think this out.    6 x 2 = 12 updates, 6 x 4 = 24 x 6 = 144 updates.  (don't hurt your brain Thinwizzy)</p><p>So not only do we not have a chance while out there, how are we supposed to be able to compete if Q's alts can get geared up easier than we can?</p>

Taldier
07-26-2010, 04:00 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Factions became unbalanced when Qeynos was able to get 15 tokens every 90 minutes for little effort.  There was also very little actual group vs group pvp going on at this time as well.  This made alot of people take the easy road to gear.  If pvp is fixed, group vs group fights will be much more popular.  Warfields will be come unnecessary for pvp because natural open world pvp will be much better.  <strong><span style="text-decoration: underline;"><span style="font-size: small;">With all of this, there will be those in Qeynos who will become tired of the leeching scrubs who just follow groups around. </span></span></strong> If group vs group pvp returns, you will also see people in freeport who do not currently pvp go back out.  The revive zergs in both factions will die down with emphasis focused back on group pvp.  It is also a very real possibility that people who have quit playing will return to the game if the state of pvp has improved.  That all being said, it is unrealistic to think that the 2 factions will ever be perfectly balanced. </p><p>Faction balance is not the reason pvp sucks; pvp sucking is the reason factions are unbalanced.</p></blockquote><p>This is the part I dont get.  Why would they if they arent already?  Anyone passively going along with it is just one more of the horde. </p><p>Its not leachers following a group around if they are all ok with it.  Unless some of them try to avoid each other or dont help each other they are all relying on each other equally.  I see this all the time, you'll see three groups of q's swarming around, if they dont all desire a 5:1 adavantage why dont any of them tell the others to f$&# off or just go somewhere else?</p><p>Oh but of course they arent all a bunch of leaching scum...only the "other" q's are leaching scum.  Who the "other" q's are being dependant on which group of q's you are talking to.</p><p>The fact is that the players in q want to have a numbers advantage because its easier.  The current writ reward system even goes as far as to blatently encourages them to outnumber their opponent by as large a margin as possible with no penalties for doing so.</p><p>The only real question is why some of us freeps are still stupid enough to walk outside and actually think "maybe 'these' q wont call their 20 friends or /shout the whole zone to help the instant theyre attacked!", obviously if they werent going to they wouldnt be a q anymore.</p><p>If anyone wants to actually pvp without 2-5 groups behind them pm or mail me, otherwise I'll be online to raid boring pointless pve content so my friends dont need to find a new brawler.  Getting tired of this crap tbh.</p>

NaggyAhdam
07-26-2010, 04:38 PM
<p>Sorry Thinwizzy I will have to agree with Taldeir.  You're living in a pipedream if you think people are all of a sudden going to exile over to freep, lose all there spells and the numbers advantage because FINALLY PvP is "fixed" and there tired of others riding there coattails.  It's just disheartening when I am in a somewhat fair fight, thats ussually a x2 vs my group, and I see spam from one of them shouting in the zone telling all the other "scrubs" that there is lots of Freeps here.  And what do ya know here comes the rest of the x6.  I am just curious why havent those people you described exiled already?</p>

Thinwizzy
07-26-2010, 06:35 PM
<p>I never said masses would suddenly flock over to freeport.  If pvp was properly fixed, the incentive for massively outnumbering your opponent would be gone.  This would help to balance out numbers in fights.  Some people are only after the easiest tokens they can find.  If they no longer gave out updates for 4 groups killing one, those people are going to have to learn to get updates by going out on their own.  Yes, there are plenty of people that cry out in shout because their group can't kill another, but there are also those of us who tell the stragglers following our groups around to f--k off.</p>

Notsovilepriest
07-26-2010, 07:07 PM
<p>Remove immunity except for 30 seconds after you zone into a new zone, cities, and GHs. Also, 2 mins after reviving and tailor a unique PvP revive sickness after a PvP deaths and you revive which decreases weapon hit rate by 100%, Cast Speed by 300%, Reuse by 300% while under revive sickness, to alleviate zerging.</p>

nostra
08-30-2010, 08:40 PM
I like the idea of a free fall all option, something along the lines of EQ1 rallos zek days. I can choose to group with other ffa's, or I can turn on them. I don't like being pvp restricted by factions or citys. If you are a goof other ffa's will kill you off, simple. I also think the grey swarm issue needs to be addressed. Their taunts / attacks need to be toned down similar to pve. No reason a lvl 30 should affect a lvl 90, period. Guild banners should also be taken out. Make people run to their zones so that more pvp can occur. I prefer no instances so that all zones and drops are contested, but because this isn't an option at least make people risk being killed on the way to the zone in. Also, don't have people losr masters from switching factions, that might help even out the 2 teams. I appreciate the fact that Ohlin(sp) is at least making an effort to help pvp. Nostrathalas

Vlahkmaak
08-30-2010, 10:23 PM
<p>1.) Just carnage flag the zone.  30 sec immunity at rez.  No dock immunity.</p><p>2.) As Pail pointed out please list WHICH zone it is in.</p><p>3.) Since everyone grp invites once the zone is locked, and we ahve new server hardware, consider running a 1 week test where the zone pop does not cap to see if the zones can handle hundreds of players.  the zones are already over cap due to the flood of invites after ability to zone  in ends.</p><p>4.) Randomly have lighning bolts 1 shot crusaders causing them to blow up doing 10d10E6 damage to everyone around them.</p>