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Old 12-08-2011, 08:02 PM   #1
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In my opinion, pvp in Freeport has been a reall boost to the game and should even go as far as making Qeynos open pvp. I truly belive this will be a great thing. Good things can come from simple mistakes, embrase them. I hope this thread  just takes off and gets some attention and makes soe really consider making the citys open pvp or at least freeport and qeynos....after all there is still four other citys.

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Old 12-08-2011, 09:23 PM   #2
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Add level 100x4 guards around places of interest and it's perfect.  This would include banks, reforger, crafting areas, merch npc.  They keep citizens safe from PvP in "hub" areas.  The rest of the 100x4 guards can roam the city looking for intruders.  Run to them in need or just hover around them to keep you safe.  The rest of a city zone is fair game and gives you a sense of adventure in your own city.  Roof tops, back alleys.. it's a great open pvp zone!

It's a heck of alot more realistic and superior to this "immunity" thing you got going.  Embrace this mistake, adjust it and let the PvP community enjoy it.  PvP'ing in cities is NOT zone disruption... it's the reason you pick the PvP enabled server vs the rest.

Guards > Immunity = win

You will get a ton of returning players to Nagafen, as this is a preferred PvP style of game they wanted.  The rest will just remain hidden playing PvE... which is fine.  Or they can transfer.  It's a win, win.

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Old 12-08-2011, 10:37 PM   #3
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We are definitely considering all sides of the current PVP situation in Freeport. SMILEY

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Old 12-08-2011, 11:30 PM   #4
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Very good Ideas Exur and Sewerx, btw its Drog 90 brig freep. Qeynos has all those x4 95 guards that have pathing while we only have a very few x4 90 and up guards that have pathing. SO add more guards with pathing that will protect Freep players from the lvl 90 qeynos and exile players. Add open world pvp to all the city zones such as Timorous Deep Neriak and all 3 of the Qeynos city zones, Or Fix the mistake. Simple Fixes.

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Old 12-08-2011, 11:44 PM   #5
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Shadowous Nightwing wrote:

Very good Ideas Exur and Sewerx, btw its Drog 90 brig freep. Qeynos has all those x4 95 guards that have pathing while we only have a very few x4 90 and up guards that have pathing. SO add more guards with pathing that will protect Freep players from the lvl 90 qeynos and exile players. Add open world pvp to all the city zones such as Timorous Deep Neriak and all 3 of the Qeynos city zones, Or Fix the mistake. Simple Fixes.

I see them doing it for Qeynos only if they decide to keep it. Why because the other cities are starting Cities.. and those zones are carnaged upon entering,... kelethain ect.. I doubt they would change them all.. But Qeynos would be nice
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Old 12-08-2011, 11:50 PM   #6
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Shadowous Nightwing wrote:

Add open world pvp to all the city zones such as Timorous Deep Neriak and all 3 of the Qeynos city zones

These are starting cities.  I'd like them all enabled for PvP, but just start with the core reason for Nagafen.  Freeport vs Qeynos.  These two cities are not starting cities anymore, so they are open for PvP imho.   What Freeport is atm is a start (after adding guards) and enable it when you revamp Qeynos or go for it already and there you go.. Warfields are out there but it's city vs city... people invading and hunting down citizens while avoiding the guards.  Or protect your city by hunting down and killing intruders.  win win, freak'n win.

... I'm excited a dev responded if you couldn't tell.

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Old 12-09-2011, 12:00 AM   #7
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[email protected] wrote:

Add level 100x4 guards around places of interest and it's perfect.  This would include banks, reforger, crafting areas, merch npc.  They keep citizens safe from PvP in "hub" areas.  The rest of the 100x4 guards can roam the city looking for intruders.  Run to them in need or just hover around them to keep you safe.  The rest of a city zone is fair game and gives you a sense of adventure in your own city.  Roof tops, back alleys.. it's a great open pvp zone!

It's a heck of alot more realistic and superior to this "immunity" thing you got going.  Embrace this mistake, adjust it and let the PvP community enjoy it.  PvP'ing in cities is NOT zone disruption... it's the reason you pick the PvP enabled server vs the rest.

Guards > Immunity = win

You will get a ton of returning players to Nagafen, as this is a preferred PvP style of game they wanted.  The rest will just remain hidden playing PvE... which is fine.  Or they can transfer.  It's a win, win.

+1 Do this.  Unflag Qeynos also please.

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Old 12-09-2011, 12:01 AM   #8
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please, PLEASE do not fix this! The PvP has been stellar since the GU went live, as finally we have a way to find those that afk or hide in the cities all day until the next wf. This reminds me of the time when people actually had to look "behind their backs," every time they were out in the wild. I want that time back, the adrenaline that came when a sudden PvP fight emerged out of no where.

It has been a blast so far. I agree with the other people that Qeynos should also be made an Open-PvP zone. Heck, go ahead and make Kelethin, Neriak, and New Halas open-pvp too! I mean, Freeport has really stimulated some good PvP so far.

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Old 12-09-2011, 12:27 AM   #9
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I'd like to see them add the effect that once an hour or so when a q hits 20 percent health or so they will experience damage immunity and a guard will escort that Q to the executioners square to be executed by Lucan himself.

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Old 12-09-2011, 01:44 AM   #10
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[email protected] wrote:

Add level 100x4 guards around places of interest and it's perfect.  This would include banks, reforger, crafting areas, merch npc.  They keep citizens safe from PvP in "hub" areas.  The rest of the 100x4 guards can roam the city looking for intruders.  Run to them in need or just hover around them to keep you safe.  The rest of a city zone is fair game and gives you a sense of adventure in your own city.  Roof tops, back alleys.. it's a great open pvp zone!

It's a heck of alot more realistic and superior to this "immunity" thing you got going.  Embrace this mistake, adjust it and let the PvP community enjoy it.  PvP'ing in cities is NOT zone disruption... it's the reason you pick the PvP enabled server vs the rest.

Guards > Immunity = win

You will get a ton of returning players to Nagafen, as this is a preferred PvP style of game they wanted.  The rest will just remain hidden playing PvE... which is fine.  Or they can transfer.  It's a win, win.

I don't think they should be level 100.

I don't think any place in the city should be "safe", but I think those guards should keep people from trying to get to that area.. but if someone really wanted to? I'm not sure, but the 10 level range might be too challenging for a group when you consider people dragging guards onto players. I'd say 95/98 for the guards. They should pressure enemy players, but not completely overwhelm them.

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Old 12-09-2011, 02:05 AM   #11
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Omougi wrote:

We are definitely considering all sides of the current PVP situation in Freeport.

Awesome. 

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Old 12-09-2011, 02:08 AM   #12
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Diaboloco wrote:

I'd like to see them add the effect that once an hour or so when a q hits 20 percent health or so they will experience damage immunity and a guard will escort that Q to the executioners square to be executed by Lucan himself.

Would be Freaking Awesome

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Old 12-09-2011, 02:16 AM   #13
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Open up Qeynos also, and remove coin and item drops while in the city and it works for me. I need the ability though to conduct business without risk of lose.

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Old 12-09-2011, 02:21 AM   #14
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[email protected] wrote:

Open up Qeynos also, and remove coin and item drops while in the city and it works for me. I need the ability though to conduct business without risk of lose.

Thats what Guild Halls are for bro

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Old 12-09-2011, 02:47 AM   #15
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There is so much potential for awesomeness beginning with this change.

Fingers crossed that at least a fraction of what I suggested via email is implemented.

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Old 12-09-2011, 03:29 AM   #16
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[email protected] wrote:

[email protected] wrote:

Add level 100x4 guards around places of interest and it's perfect.  This would include banks, reforger, crafting areas, merch npc.  They keep citizens safe from PvP in "hub" areas.  The rest of the 100x4 guards can roam the city looking for intruders.  Run to them in need or just hover around them to keep you safe.  The rest of a city zone is fair game and gives you a sense of adventure in your own city.  Roof tops, back alleys.. it's a great open pvp zone!

It's a heck of alot more realistic and superior to this "immunity" thing you got going.  Embrace this mistake, adjust it and let the PvP community enjoy it.  PvP'ing in cities is NOT zone disruption... it's the reason you pick the PvP enabled server vs the rest.

Guards > Immunity = win

You will get a ton of returning players to Nagafen, as this is a preferred PvP style of game they wanted.  The rest will just remain hidden playing PvE... which is fine.  Or they can transfer.  It's a win, win.

I don't think they should be level 100.

I don't think any place in the city should be "safe", but I think those guards should keep people from trying to get to that area.. but if someone really wanted to? I'm not sure, but the 10 level range might be too challenging for a group when you consider people dragging guards onto players. I'd say 95/98 for the guards. They should pressure enemy players, but not completely overwhelm them.

Having seen the level 100 epic just absolutely steamroll (read: one shot) a group.. I'm even further convinced that 98 should be the max level these guards could be.

Also:

Two changes, however, that I feel are very important are: 1) guards should be oblivious to players attacking them from the same faction. After the epic finished off the Qeynos players, it started in on the Freeport players. That doesn't make sense. He's supposed to protect them, not kill them! Perhaps they can be made non-attackable by players of the same faction? 2) The epic guards should not "lock" onto an enemy group. They should be similar to the public quest mobs. That way, they'll be a threat to everyone invading the city, not just the first group that accidentally tags them.

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Old 12-09-2011, 03:36 AM   #17
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I am in support of this, and also the making of all curent city pvp zones open pvp zones.

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Old 12-09-2011, 04:29 AM   #18
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quoting things cause mods are slacking not merging threads

who is this omougi guy & where is his eq2players introduction

[email protected] wrote:

just saying, a lot of proper ideas can be incorporated into city PvP(the 23rd unspoken point is revamping public quests & warfields to actually be interesting)

lets hope draconic bureaucracy doesnt stand in the way of true innovation

[email protected] wrote:

Rothgar wrote:

What are your current concerns with the state of PvP in EQ2?

Separation of PvP/PvE stats?PvP Mechanics?Warfronts?Battlegrounds?Flying Mounts?Population?Something else?

Feel free to prioritize them in a list such as the one above.

Revised/Consolidated: 22 Points of Awesome-O for EQII PvP > EDITED 6-31-2011 10:55 AM -7 GMT

i suppose 30 points, given that there's a subordinate point on warfield/public quest design

24.) allow PvP while flying

25.) disable leaping/gliding on Nagafen at least thursday-monday (tues/wed being leaper/glider days)

26.) end warfield downtime, instate only a 10 minute hiatus between next round initiation

please take note of 16c (16 = hardmode version of PvP gear), which is post #4 in that thread =]

16c.) forging trinkets into their final product should require at least 10-50 kills in all encounter sizes, up to a full group (while solo, in a duo, trio, etc).

i'd also add 16d.) require a certain # of writs completed from a HARDMODE PvP WRIT AGENT, which only appears in zones flagged as a PVP HOT ZONE for the day (inspired from the last post in that thread via yellowbelly08 )

i also agree that it isn't realistic to suggest the complications with eq2 be refined into 20 words or less, because...

...i cant add the 24th-30th points into the TPOAFEP due to character limitations.

27.) the dungeon finder & battlegrounds must be sure to not allow entry if engaged in combat, as well. can't remember if that's still a problem for battlegrounds or not. ;o

28.) faction balance fame reset nullification as an incentive to betray (tallies should be assembled per tier, 10-19, 20-29, 30-39, 40-49, 50-59, 60-69, 70-79, 80-89, 90)

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3.) Faction Balance - Yes, players can choose what faction they play in, but why let the life of the game suffer?

A. On Nagafen, Qeynos UNDOUBTEDLY outnumbers Freeport at level 90. This results in unenjoyable warfields, due to the lack of a contest.B. Open betrayal ABSENT SPELL FAME LOSS according to the relative tier/faction imbalance.- Players would be warned, UPON STARTING OR PROGRESSING the questline that would make them an Exile, that they would keep their spells fame if they successfully betrayed to the needy opposite faction & remained the same class.- Players would also be warned that, if they tried to return to the faction w/ an active player surplus/excess, they would lose their spells fame.B1. If a player is active (clocking in feats that would award adventurer XP) for 3+ hours a week, they are included in the weekly "balance" tally as "active players".B2. The tally would be recounted every week during a server downtime, to ensure no extra load would be on the server to accomodate this algorithm for equity.- The algorithm would check to see if adventurer XP would've been awarded at 5 minute intervals (once every 5 mins).- 36+ confirmed 5 minute intervals of adv. XP gain would tag a character an "active player"- After 40 confirmed 5 minute intervals of adv. XP gain, the algorithm would ignore review of that player, to bypass unnecessary strain on the bandwidth performing these calculations.B3. "Welcome_Info" would display how many more players in your tier could betray & keep your spells fame.- Active players wouldn't subtract from the allotment of "smuggled" betrayers required to obtain balance UNTIL they SUCCESSFULLY switched from good to evil, or vice versa.- If the allotment is reached, players would be warned of their impending spell fame loss UPON STARTING OR PROGRESSING the questline that would make them an Exile.- Active players already Exiled during the tally would be disregarded from the active player countB4. Balance Tally Example:- Freeport has 593 LVL 90 active players (doing feats that would otherwise award adv. XP for 3+ hrs/week)- Freeport has 904 LVL 90 inactive players (doing feats that would otherwise award adv. XP for less than 3 hrs/week)- Qeynos has 864 LVL 90 active players- Qeynos has 1203 LVL 90 inactive players- Qeynosian "Welcome_Info" menus would identify 271 spell-reserving fame-reserving slots of SUCCESSFUL betrayal to the opposite faction, as the same class.

29.) more novel PvP mounts (flying/leaping, etc)

30.) actual PvP rank seasons with associated leaderboards & quality rewards

yes, eq2 pvp would be perfect if my list was adhered to.

but i believe the complications lay in either budget or design vision bureacracy. we on dat disappointment time brahs.

30a.) Choice of PvE item granted & made PvP (custom item name) -- "made PvP" is a possibly null condition if PvE/PvP separation is appropriately abolished

30b.) Choice of item having class restrictions removed (custom item name)

30c.) Choice of mount granted & given PvP on top of its normal PvE mods (custom mount name)

30d.) Choice of account amnesty (perma-ban lifting)

30e.) Custom appearance gear texture & particle effect (custom item names)

30f.) Custom mount appearance texture & particle effect (custom item names)

30g.) Custom title

31.) Actually instate cross-faction chat through either "/shout" or "/ooc". We were told one would be, & we're wrongly left with only "/say" as cross-faction. Please fix ASAP.

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Old 12-09-2011, 06:14 AM   #19
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If you do that at the very least remove immunity from guild halls as well and prohibit banning other factions' players from them (if that's even possible, never tried). There's no reason what so ever why unguilded players should be fresh for ripe in crafting/social areas (and nothing else is freeport/qeynos and the starter cities) but people in guilds can happily hide from being slauthered while they craft something valuable or are pondering at the broker over what to spent their plat on.

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Old 12-09-2011, 10:00 AM   #20
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[email protected] wrote:

If you do that at the very least remove immunity from guild halls as well and prohibit banning other factions' players from them (if that's even possible, never tried). There's no reason what so ever why unguilded players should be fresh for ripe in crafting/social areas (and nothing else is freeport/qeynos and the starter cities) but people in guilds can happily hide from being slauthered while they craft something valuable or are pondering at the broker over what to spent their plat on.

Unguilded people could do these things in Neriak or Timourous Deep or the Moors. All of which have immunity still.
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Old 12-09-2011, 10:02 AM   #21
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[email protected] wrote:

If you do that at the very least remove immunity from guild halls as well and prohibit banning other factions' players from them (if that's even possible, never tried). There's no reason what so ever why unguilded players should be fresh for ripe in crafting/social areas (and nothing else is freeport/qeynos and the starter cities) but people in guilds can happily hide from being slauthered while they craft something valuable or are pondering at the broker over what to spent their plat on.

NO WAY!! DO NOT remove immunity from guild halls.  We don't pay good plat and status upkeep on these places to be attacked by opposite faction. Besides, there is a work around that if they did, is to just shut the hall down to visiters,, but that would mean people would not be able to come to our hall to group/or get crafted goods made. 

The PVP in the city limits needs to be fixed as well. This is an OBVIOUS exploit people are using on unsuspecting new players as well as returning players who are not expecting this and it needs to be fixed. Fixing means, taking back all the ill-gotten tokens people  have been getting from this exploit.

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Old 12-09-2011, 11:10 AM   #22
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[email protected] wrote:

This is an OBVIOUS exploit people are using on unsuspecting new players as well as returning players who are not expecting this and it needs to be fixed. Fixing means, taking back all the ill-gotten tokens people  have been getting from this exploit.

How is it an exploit? Originally a bug? Sure.

But a Dev posted and they are well aware of it. And his post seems to lead one to believe that they are considering leaving it in. This notes that while it may be changed to non-PVP again, it certainly is not being considered an exploit by the Dev Team.

If they wanted they could've flipped the non-PVP switch either of yesterday or in todays patch.. but it isn't happening. It may not last but I do not believe they are considering PVP on a PVP server as an exploit. /shrug

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Old 12-09-2011, 02:12 PM   #23
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once again it took a bug to get the so called pro kids to come out and pvp   numerous zones with the  same pvp rules that are always barren !   carnage means jack to a 90 why was you guys not pvping every day in freeport  is it because you can now hit that guy that was afk at the broker or crafting  on his non geared alt    yep im pretty sure that is what it is!    why did the  wfp raids die off last year  lack of interst killing the same x2 daily     warfields you guys complain about the pve aspect of them   well how did that stop you coming out to  you know just pvp  hmmm    !   all of these people  that are currently pvping in freeport will be long gone  and no where to be found once again if freeport rules are reinstated     which to me is a good thing  if it takes a bug to get you to come out and fight  you dont need to be here !      cities are intended to be a safe haven for players !     

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Old 12-09-2011, 02:20 PM   #24
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asaron wrote:

once again it took a bug to get the so called pro kids to come out and pvp   numerous zones with the  same pvp rules that are always barren !   carnage means jack to a 90 why was you guys not pvping every day in freeport  is it because you can now hit that guy that was afk at the broker or crafting  on his non geared alt    yep im pretty sure that is what it is!    why did the  wfp raids die off last year  lack of interst killing the same x2 daily     warfields you guys complain about the pve aspect of them   well how did that stop you coming out to  you know just pvp  hmmm    !   all of these people  that are currently pvping in freeport will be long gone  and no where to be found once again if freeport rules are reinstated     which to me is a good thing  if it takes a bug to get you to come out and fight  you dont need to be here !      cities are intended to be a safe haven for players !     

Probably because carnage flag was not any form of PVP.

City PVP before this change consisted of going into the enemy city and standing around waiting for one of two things to happen.

1) Nothing2) The other faction to gather an x4 or more to fight your group before engaging.

This change is a wonderful thing. PVP should be OPEN on a PVP server, not full of restrictions and limitations.

And with a change to guards, the cities would still be relatively safe.

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Old 12-09-2011, 02:29 PM   #25
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ahh confirmations its a wonderful bug cause now i can kill that afk  broker guy or the poor crafter that wouldnt engage the x4 of frothing kids   yep just what i figured      yet you danced around my questions of why arent all of you out pvping in one of the many numerous zones that have the rule set  you want for the city   

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Old 12-09-2011, 02:44 PM   #26
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asaron wrote:

ahh confirmations its a wonderful bug cause now i can kill that afk  broker guy or the poor crafter that wouldnt engage the x4 of frothing kids   yep just what i figured      yet you danced around my questions of why arent all of you out pvping in one of the many numerous zones that have the rule set  you want for the city   

I haven't killed anyone in the city. I've been sitting around on a level 4 in Freeport observing.

I've been watching people PVP and talking to players from both factions.

Your reaction is one of the rarer types. It seems most PVPers on the server actually enjoy this change - in both Freeport and Qeynos.

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Old 12-09-2011, 03:00 PM   #27
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downloading the game again pretty much because of this thread. Don't have much faith in EQ2 developers investing much in PVP, but this "accident" is enough to draw in some of the PVP lurkers. 

I'd imagine there are a ton of PVP folks out there lurking that just need incentive.

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Old 12-09-2011, 03:40 PM   #28
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Guild: The Curmudgeon
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I like it a lot.

 Do the same thing to Qeynos and give everyone the option to turn it on and off in guild halls and house for the ones that need some place save..everyone is happy ..

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Old 12-09-2011, 03:51 PM   #29
Rahatmattata

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Omougi wrote:

We are definitely considering all sides of the current PVP situation in Freeport.

Nice. Please don't change all the guards to high level epics though. If you implement powerful guards that invading players stand no chance against, native players will simply hide behind the guards effectively immune to pvp. The guards should definitly be powerful and viable protection for the city's citizens, but they should not be godlike.

Consider having different level guards in different parts of the city. Low level players would still be able to pvp in certain parts of the city where lower level guards are. They would have to be extremely careful in other parts of the city where the most powerful guards roam. Higher level players would have to stay around certain parts of the city if they want guard protection from other high level players.

One or two godlike guards that roam the city would be okay, but making every one of them 100x4 is silly. Aggroing a guard should not mean automatic instant defeat. All that said, from a level 39 perspective, I think the guards in Freeport are fine the way they are. You really are limited to the lower half of east freeport, and the broker area of south freeport. As a 90 if you want guard protection, stay in west freeport.

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Old 12-09-2011, 04:03 PM   #30
Neskonlith

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[email protected] wrote:

The guards should definitly be powerful and viable protection for the city's citizens, but they should not be godlike.

Considering the current x4 epic guards are being solo'd by players, the guards would need to be boosted up to 100x4 to become powerful and viable protectors.

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