EQ2 Forum Archive @ EQ2Wire

 

Go Back   EQ2 Forum Archive @ EQ2Wire > EverQuest II > General EverQuest II Discussion > PVP Discussion
Members List

Notices

Reply
Thread Tools
Unread 02-18-2009, 11:32 PM   #1
Aeralik

Developer
Aeralik's Avatar
 
Join Date: Feb 2006
Posts: 672
Default

With the next test update comes a change to the fame system.  You will no longer lose fame when you die but there will be some decay built into the system.  The ranks start out easier to build fame with while also having minimal decay.  As you increase in rank then its harder to build up additional infamy while the decay rate increases proprotionaly. Hopefully, in the long run it will encourage more pvp as people no longer run due to fear of losing fame but instead fight hoping to win so that they can maintain and gain additional infamy.

Also with this update is a change to "zerging" as players often refer to it.  What happens is that if you are in a group fighting and you die you can no longer hit revive and immediately reenter the fight.  You can still be rezzed back into the fight just like normal pve combat but you just can't revive and jump back into the fight.  Once the battle is over you will then be able to revive and join back into the fight.

Hopefully these two changes will have a positive impact on the overall pvp gameplay environment.   Due to the fighter changes and raid testing, these options will not likely be enabled on test copy but you are still free to feedback them here in this thread.

Aeralik is offline   Reply With Quote
Unread 02-18-2009, 11:38 PM   #2
Dh
Server: Nagafen
Guild: Champions of Sebilis
Rank: Member

General
Dh's Avatar
 
Join Date: Mar 2006
Posts: 609
Default

First!

Great changes! I wish you would remove PVP writs as they promote "braindead PVP". bring back body token drops please please please please please!

Dh is offline   Reply With Quote
Unread 02-19-2009, 12:14 AM   #3
seahawk

General
seahawk's Avatar
 
Join Date: Nov 2004
Posts: 340
Default

I love the change to zerging.

The fame change is ok.. It really doesn't matter to me.  I do have a question though, Aerilik mentioned that fame gain and fame decay are proportional.  What happens if you are actively pvping, but not gaining fame?  Do you lose fame then?  Because there will there be a point where there are fewer and fewer "fame battles" for you title and you may lose a title because you didn't have any fame fights, while you may have been pvp'ing the whole time. 

I always envisioned "fame decay" meaning if you don't pvp you will slowly lose your title. 

Just curious how the dynamnics of this will work.  Sounds promising though, tbh.

__________________
seahawk is offline   Reply With Quote
Unread 02-19-2009, 12:23 AM   #4
Zexybeast
Server: Venekor

Loremaster
 
Join Date: Apr 2007
Posts: 90
Default

I love you. Thank you.

Zexybeast is offline   Reply With Quote
Unread 02-19-2009, 12:27 AM   #5
Gorgamorph

Loremaster
Gorgamorph's Avatar
 
Join Date: May 2005
Location: Ottawa
Posts: 31
Default

I don't normally post on these forums. However, I have to give you kodus for this. Thank you, great idea! SMILEY

Gorgamorph is offline   Reply With Quote
Unread 02-19-2009, 12:28 AM   #6
biffenbob

Loremaster
 
Join Date: Sep 2005
Posts: 57
Default

Thank you!  I love you.  Dear fame huggers, stop running now!

__________________
I dont actually have an ego, I just borrow notsovilepriest's.

biffenbob is offline   Reply With Quote
Unread 02-19-2009, 12:31 AM   #7
Oobo
Server: Nagafen
Guild: Extinction Agenda
Rank: Hand of the Executioner

Loremaster
 
Join Date: Dec 2004
Posts: 217
Default

OOoooo yea baby..i love you ..hahahah this is awesome..FIANLLY...

Oobo is offline   Reply With Quote
Unread 02-19-2009, 12:55 AM   #8
Cigam
Server: Venekor
Guild: Eyes Of Darkness
Rank: Officer

Loremaster
Cigam's Avatar
 
Join Date: Nov 2004
Location: Virginia Beach VA
Posts: 285
Default

Everyone on Venekor will be a slayer within 2 weeks LOL.  Cool changes though

__________________
Cigam is offline   Reply With Quote
Unread 02-19-2009, 01:00 AM   #9
Wilde_Night

Loremaster
Wilde_Night's Avatar
 
Join Date: Dec 2004
Location: Kenosha, Wisconsin
Posts: 1,127
Default

The fame decay system sounds like no matter who you kill (what title they have) you will gain infamy.  So, in theory, you can get a destroyer title by killing everything from unranked to Generals.

__________________


Wilde_Night is offline   Reply With Quote
Unread 02-19-2009, 01:03 AM   #10
sokil

Loremaster
 
Join Date: Jun 2005
Posts: 280
Default

seahawk91 wrote:

...  I do have a question though, Aerilik mentioned that fame gain and fame decay are proportional.  What happens if you are actively pvping, but not gaining fame? 

Good question. Glad to see someone from SOE posting something straightforward and blunt. Love the no zerging rez!!! Should have happened years ago.

Fame? not so sure. some fight long and hard to get a title and they should be able to keep it but on the other hand PVP FTW. Why else play on a pvp server? I will wait and see how this affects pvp and hopefully we shall see more pvp'ing although I am uncertain that this will be a complete fix as it is not only fame huggers that run and avoid pvp.

We shoud still be able to hide our titles if we choose would be one item I would suggest.

Kashmar

PS. something that came up in discussion.. this may cause a "bansi effect" were nobody cares about death so they can run into a group knowing they will die but not caring as long as they kill one whom will give them fame to offset any decay. There will be no detriment to death other than giving someone else an update. I see the same problem that we had from years ago. One high dps will kill one for fame and die and still come out ahead. Nice to be a one hit wonder -  mage with a 14K bolt of ice who cares that it is squishy.

sokil is offline   Reply With Quote
Unread 02-19-2009, 01:05 AM   #11
Wytie

Mouse Betrayer!
Wytie's Avatar
 
Join Date: Mar 2006
Posts: 2,579
Default

Thanks! You might have just brought back a few people too once this gets out....

__________________
Wytie is offline   Reply With Quote
Unread 02-19-2009, 01:12 AM   #12
Brook

Tester
Brook's Avatar
 
Join Date: Apr 2005
Posts: 1,336
Default

Options will not be enabled on test copy?

Test copy has pvp? Havent seen that in over a year I think.

__________________
But seriously, you're the kind of guy that zones into gears without a healer and spends the whole match talking about the fact there isn't a healer instead of contributing. I hate you, and everyone like you that plays this game. Please spend less time whining and more time winning, it contributes to the general growth of the game and makes gameplay more enjoyable for all.

Brook is offline   Reply With Quote
Unread 02-19-2009, 01:14 AM   #13
Lilflier

Loremaster
Lilflier's Avatar
 
Join Date: Jan 2005
Posts: 139
Default

Incentive for x4 docks fighting just went way up.    Kill as much as you can, mindless killing sitting at the docks all day long, no worry of dying, collect tokens and increase fame all at the same time.   Overseer and a full set of gear in a day.   In fact, if you slow down on your x4 docks fighting, your title will be lost.   Or is this what everyone wanted?   No reason to try to survive, just take out as many as you can before you go down yourself?

Oh ....  wait...   were some people worried about people farming fame from second and third accounts?   No need for all that trouble now...   just find a friend on the opposite side and trade kills all day long.   Everyone gains...  hooray.

A few on these forums have railed long and hard against the fame system as it is now, but really..   is it that bad?

Kill or die to someone next to you on the ladder and you climb or lose a rung on the ladder.    That portion of the system makes surviving as important as killing.   It also makes you aware of what else might be outside of just the little fight you happen to be in at the moment

Kill or die to someone outsided of your range on the ladder, and your position is unaffected.   This part allows for bit more risk to be taken in some fights, as the consequences of winning or losing are not as great.

Do we really want pvp encounters that are just like pve encounters?   Stand and bash till one or the other is dead?  

Lilflier is offline   Reply With Quote
Unread 02-19-2009, 01:42 AM   #14
Dreww
Server: Nagafen
Guild: Verdict
Rank: Recruit

Loremaster
Dreww's Avatar
 
Join Date: May 2005
Posts: 127
Default

grats on promoting more Rez Zerging for the solo scouts, awesome job u guys are doing....

__________________


You have joined the City of Qeynos.

You have gotten better at destroying PvP (400/400).
Dreww is offline   Reply With Quote
Unread 02-19-2009, 01:46 AM   #15
Paikis

Loremaster
Paikis's Avatar
 
Join Date: Jun 2008
Posts: 1,254
Default

I kind of like this new system, because it means people with high titles can't just sit in the city all day and keep their titles, but at the same time...

Lilflier wrote:

Incentive for x4 docks fighting just went way up. 

This.

__________________


Kaelas, Necromancer

Valindor, Templar

Paikis, Troubador

Ashk, Berserker

Mirbolt, Shadowknight
Paikis is offline   Reply With Quote
Unread 02-19-2009, 02:12 AM   #16
Lilflier

Loremaster
Lilflier's Avatar
 
Join Date: Jan 2005
Posts: 139
Default

This new system would be terrible.   Lots of people love to post on these boards about how bad infamy is for pvp, and how much people going after infamy hurts pvp, or how little they care about fame.  But the truth is everyone wants it, everyone craves, everyone needs it.  If they didn't, why would they be here posting about it?  Anyone can say whatever they want about fame, but the first thing everyone thinks when they see that high titled player is either   "Get that so and so"   or  "Lets get get out of here fast"  Now will say...   what?   "Good morning so and so"  "ready to start"  cool... 

You die, i die, lets die together.

You die, i die infamy for all. 

 You die, i die, tokens forever. 

You die i die ain't this a ball.

It's a pain to get a high title, and it's a pain to keep, and it's a pain to kill people who have one, but isn't that the point?   Gain fame from an Overseer who always seem to escape with the system the way it is right now...   and its pretty darn cool.   Kill an overseer as a slayer...   and you get to brag about how you could have a high title cause you killed so and so.  This new system in the works?   Whatever...    sit on the docks and AE all day long.   Even more so with decay...  'cause if you ain't out on that dock AEing, you ain't pvpin.

Lilflier is offline   Reply With Quote
Unread 02-19-2009, 02:14 AM   #17
Grayspirit

Loremaster
Grayspirit's Avatar
 
Join Date: Feb 2005
Location: Broncas
Posts: 208
Default

Good changes in general but should leave it fame decrease when a person dies since with these people have no real penalty for behaving suicidal since there is no penalty for death.

As it stands:

The solo player that hits revive fastest runs back into the fight, AEs everyone in combat and hangs back till the fight is over will have the highest title and the most pvp gear which is on par if not better than actual raid gear.

Good game, Sony.

__________________
Broncas.

Broncas.mybrute.com
Grayspirit is offline   Reply With Quote
Unread 02-19-2009, 02:38 AM   #18
Bozidar

Loremaster
Bozidar's Avatar
 
Join Date: May 2006
Posts: 3,292
Default

Paikis wrote:

I kind of like this new system, because it means people with high titles can't just sit in the city all day and keep their titles, but at the same time...

Lilflier wrote:

Incentive for x4 docks fighting just went way up. 

This.

no tokens when you're in an X4.. but i could see 4-10 groups standing around doing gank city

Bozidar is offline   Reply With Quote
Unread 02-19-2009, 02:42 AM   #19
Ceolus

Loremaster
Ceolus's Avatar
 
Join Date: Oct 2005
Location: California, USA
Posts: 257
Default

Lilflier wrote:

Do we really want pvp encounters that are just like pve encounters?   Stand and bash till one or the other is dead?  

Gfd at least we'll be able to do some bashing rather than grasping at air from evacs and the like.

__________________

Ceolus is offline   Reply With Quote
Unread 02-19-2009, 03:04 AM   #20
Ecnomorc

Loremaster
Ecnomorc's Avatar
 
Join Date: Mar 2005
Posts: 65
Default

I think its a step in the right direction but it still just promotes more group vs solo people ganking each other mindlessly all day.... it doesnt promote fights that challenge the skills of each other.

__________________
You hear a noise from the distance, and you're dead....

Ecnomorc is offline   Reply With Quote
Unread 02-19-2009, 03:25 AM   #21
Ssue
Server: Nagafen
Guild: Replaced
Rank: Member

Loremaster
Ssue's Avatar
 
Join Date: Nov 2004
Posts: 164
Default

Aeralik wrote:

With the next test update comes a change to the fame system.  You will no longer lose fame when you die but there will be some decay built into the system.  The ranks start out easier to build fame with while also having minimal decay.  As you increase in rank then its harder to build up additional infamy while the decay rate increases proprotionaly. Hopefully, in the long run it will encourage more pvp as people no longer run due to fear of losing fame but instead fight hoping to win so that they can maintain and gain additional infamy.

Also with this update is a change to "zerging" as players often refer to it.  What happens is that if you are in a group fighting and you die you can no longer hit revive and immediately reenter the fight.  You can still be rezzed back into the fight just like normal pve combat but you just can't revive and jump back into the fight.  Once the battle is over you will then be able to revive and join back into the fight.

Hopefully these two changes will have a positive impact on the overall pvp gameplay environment.   Due to the fighter changes and raid testing, these options will not likely be enabled on test copy but you are still free to feedback them here in this thread.

Woot, thank you!  Hopefully this doesn't turn out to be, "Careful what you wish for" things.

__________________
Ssue is offline   Reply With Quote
Unread 02-19-2009, 03:54 AM   #22
Paikis

Loremaster
Paikis's Avatar
 
Join Date: Jun 2008
Posts: 1,254
Default

And the crying begins. With nothing more than 'Fame decay is coming' the wailing and gnashing of teeth has begun.

'They're going to take my title!''Doesn't running away count as pvp?''I earned that title! It's mine! If you want it you should have to take it away!'

Never mind that we don't know anything about how often it will decay, or by how much. THIS IS THE END OF THE WORLD!!!!!1!!!1!~eleventy111!

__________________


Kaelas, Necromancer

Valindor, Templar

Paikis, Troubador

Ashk, Berserker

Mirbolt, Shadowknight
Paikis is offline   Reply With Quote
Unread 02-19-2009, 04:23 AM   #23
Bonez005

Loremaster
Bonez005's Avatar
 
Join Date: Nov 2004
Posts: 30
Default

Aeralik wrote:

With the next test update comes a change to the fame system.  You will no longer lose fame when you die but there will be some decay built into the system.  The ranks start out easier to build fame with while also having minimal decay.  As you increase in rank then its harder to build up additional infamy while the decay rate increases proprotionaly. Hopefully, in the long run it will encourage more pvp as people no longer run due to fear of losing fame but instead fight hoping to win so that they can maintain and gain additional infamy.

Also with this update is a change to "zerging" as players often refer to it.  What happens is that if you are in a group fighting and you die you can no longer hit revive and immediately reenter the fight.  You can still be rezzed back into the fight just like normal pve combat but you just can't revive and jump back into the fight.  Once the battle is over you will then be able to revive and join back into the fight.

Hopefully these two changes will have a positive impact on the overall pvp gameplay environment.   Due to the fighter changes and raid testing, these options will not likely be enabled on test copy but you are still free to feedback them here in this thread.

Very good! I hope to see alot more pvp now. Thank you.

__________________
Bonez005 is offline   Reply With Quote
Unread 02-19-2009, 04:31 AM   #24
imapokemonirlrulolwutisupyoooo

Loremaster
 
Join Date: Feb 2009
Posts: 31
Default

Aeralik wrote:

With the next test update comes a change to the fame system.  You will no longer lose fame when you die but there will be some decay built into the system.  The ranks start out easier to build fame with while also having minimal decay.  As you increase in rank then its harder to build up additional infamy while the decay rate increases proprotionaly. Hopefully, in the long run it will encourage more pvp as people no longer run due to fear of losing fame but instead fight hoping to win so that they can maintain and gain additional infamy.

Also with this update is a change to "zerging" as players often refer to it.  What happens is that if you are in a group fighting and you die you can no longer hit revive and immediately reenter the fight.  You can still be rezzed back into the fight just like normal pve combat but you just can't revive and jump back into the fight.  Once the battle is over you will then be able to revive and join back into the fight.

Hopefully these two changes will have a positive impact on the overall pvp gameplay environment.   Due to the fighter changes and raid testing, these options will not likely be enabled on test copy but you are still free to feedback them here in this thread.

About the zerging as we player's often refer to it.  Ok can we please get back our +100% power when we revive like on the pve server's now that it's impossible to rez zerg.

imapokemonirlrulolwutisupyoooo is offline   Reply With Quote
Unread 02-19-2009, 04:42 AM   #25
Enoe

Loremaster
Enoe's Avatar
 
Join Date: May 2007
Posts: 375
Default

1. Rev zerking fix - cool

2. Fame fix - on paper looks not bad but if you are expirenced pvper you see huge new problem in it. I dont care about fame so it will not bother me. It doesnt matter if i will be killing or dying to only generals and up. Cause in long ran this is where this new system will go. many more ppl will have higher titels. Ofc high titled ppl who  has titles now will complain cause their ranks will not be "elite" anymore. Well tbh many of them got high title in not really difficult/honorable way so...

3. I miss 1 fix here - pvp encounter lock. I know in open pvp condition it is not so obvies solution. Many ppl stated they are tired of leechers or jumpers. With new gear and aa stacked grps can fight each other for even 1 h if not more. And it is really annoying i think when after 30 min fight another 2-3 grps arrive to "help" one of the sides.

Enoe is offline   Reply With Quote
Unread 02-19-2009, 04:48 AM   #26
w1sch

Loremaster
w1sch's Avatar
 
Join Date: Aug 2005
Posts: 41
Default

Cannot judge the new system completely cause i don't know the variables. Just said i "try" to pvp like every day on venekor for several hours a day and have a fame fight maybe once per 3 weeks. I hope a merger or free transfers come with this changes.

w1sch is offline   Reply With Quote
Unread 02-19-2009, 04:48 AM   #27
Efrath
Server: Nagafen
Guild: Rays of Sunshine
Rank: Dubious Ruffian

Loremaster
Efrath's Avatar
 
Join Date: May 2007
Posts: 242
Default

Nice changes there <3 How exactly will the decay system work though?

Efrath is offline   Reply With Quote
Unread 02-19-2009, 05:06 AM   #28
Tharcyl

Lord
Tharcyl's Avatar
 
Join Date: Jul 2008
Posts: 81
Default

Good start SMILEY

Tharcyl is offline   Reply With Quote
Unread 02-19-2009, 05:11 AM   #29
crumpledmonkey

Loremaster
crumpledmonkey's Avatar
 
Join Date: Dec 2004
Posts: 133
Default

Paikis wrote:

I kind of like this new system, because it means people with high titles can't just sit in the city all day and keep their titles, but at the same time...

Lilflier wrote:

Incentive for x4 docks fighting just went way up. 

This.

ya it means those with 2 accounts will just kill an alt over and over untill they will have a high title.Then when it decays they will kill that alt over and over again. They wont have to pvp at all.

also hope they fix the q revive spot by kp docks

crumpledmonkey is offline   Reply With Quote
Unread 02-19-2009, 05:30 AM   #30
ulleulle

Loremaster
 
Join Date: Dec 2007
Posts: 336
Default

A couple of questions/concerns

How will the anti rez zerg fix work on solo players ?

Will they be able to revive straight away and jump back in ?

If so can you consider putting a 30-60sec timer to our revive screen to give the "winning" team abit more room to finish their fight properly.

Now,i think meat said something about encounter locking for pvp.

Atm the hard part in eq2 is knowing when to attack and when not to.The game has a underlying "unoffcial" ruleset players must learn before learning how to actually fight.

I cant count how many times i have seen players die just because they picked the wrong fight at the wrong place.

It is very easy to trap people into engaging and thus making them a sitting duck.

Now is it skill to avoid these fights or is a drag for people that are here to fight and not here to "bend" situations so much in their favor before engaging.

Cheers

Jabib

ulleulle is offline   Reply With Quote
Reply


Forum Jump


All times are GMT. The time now is 03:27 PM.

vBulletin skin by: CompleteGFX.com
Powered by vBulletin® Version 3.7.5
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
All threads and posts originally from the EQ2 and Station forums operated by Sony Online Entertainment. Their use is by express written permission.