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Old 06-01-2011, 09:18 PM   #1
Seliri

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Added 3a-c, 4a, 5a, 6a, 7a-d, 11c, 16e-f, 20a-b, 24a, 25a-b, 32-45, Conclusive Rage; Edited 3-5, 9, 11, 16-17, 22, 25, 29, 41-43; Removed 22a

Link Here:

http://www.tinyurl.com/45poafep

...continued in 2nd post...

#23 & #28 are optional, not priority, but would be nice eventually, if ever.

73 points total w/ tallied subsets, discluding optional revisions (80 total, otherwise).

PvP LAW...not theory -- see: Conclusive Rage in 2nd post.

Maybe this might just be a future rubric for EQ Next, considering the workload relative to payoff.

Feel free to contribute your yeas/nays/analysis (though objection shall likely be met with vicious, vehement dejection). =]

 

1.) Return overland immun. to 30 sec

2.) REMOVE city PvP rules from T2 contested

3.) Start LVL locking at LVL 10

3a.) No extreme competency adoption curve

3b.) No invisibility/stealth totems

3c.) Not as many overpowered effects

4.) Revamp ALL contested dungeons to be difficult & drop PvP-viable armor/accessories (including interoperable PvE/PvP WAR RUNES)

4a) Due to population limits, on top of ALL other normal contested dungeons, only revamp TSO & SF instances for decent, basic PvP drops in choose-a-loot chests like tradeskill apprentice items are found now.

5.) Return writ givers to overland zones only & erase 10-charge poster format

5a.) Writ givers would stay in Qeynos/Freeport, as they're now contested, but they couldn't stay in other cities or guild halls (refunds a given)

6.) Unnerf crowd control/charm

6a.) Remove & refund "Runed Victim's Skull"

7.) Merge PvE/PvP crit mit & procs

7a.) Hardmode PvP gear must be equal to easymode raid gear in PvE, regular PvP gear equal to heroic PvE gear.

7b.) Hardmode PvE gear, "In PvP", should be equal to normal PvP gear (NOT the HM PvP gear from #16); Easymode PvE gear to crafted PvP gear (see: 33a on PvP competency adoption curve increase; Heroic PvE gear quiite a bit weaker than crafted PvP gear (see: 33a on PvP competency adoption curve increase).

7c.) Raiders are often discouraged from PvPing due to their labor not paying dividends, ditto with PvPers & PvEing -- players tend to prefer 1, but open to the other when labor is respected.

7d.) Rebalancing current PvP gear may be needed w/ added jewelry. Split CB/Pot between the 2, replicate w/ PvE gears "In PvP" tab

8.) Don't split PvE/PvP MA/Crit Bonus/Potency

9.) Adjust PvE EM/HM "In PvP" crit. mit./CB/Pot/MA/Flurry values

10.) Apportion Toughness if survivability requires more edits

7-10 Summarized.) Respect the desires that 80% of your playerbase has for contested & interoperable PvP/PvE content with great longevity (see: majority sentiment in Dorsan's free transfer thread & [email protected]'s Battleground's section thread)

11.) Do not modify the classic PvP rank system. Upping titles is now easymode, zerg mentality is reinforced due to fame gains being less precious.

11a.) Rarely anyone is getting PvP ranked BECAUSE THERE IS NO REST with off-the-record engagements as there USED to be.

11b.) People enjoy being careless & dying/ganking - most simply die/gank too much to amass enough PvP rank XP.

11c.) Add PvP rank toggle (1 week reuse, 30 sec casting -- clears PvP rank, abstains from participation) & flag those opting out with an asterisk at the end of their name, both in the target window & open world

12.) REMOVE Toughness & crit mit from PvP gear < LVL 80 (toughness & crit mit were for SENTINEL'S FATE 90s)

13.) Remove reflect & ward procs from lowbie PvP gear & go for abil. mod, ptncy, cc

14.) Unnerf Illusionist power regen

15.) Unnerf Fury & Mystic mythicals

16.) Work to provide a hardmode version of PvP gear with 40-80 trinkets from EACH TSO/SF contested dungeon & instance MADE CONTESTED & LVL 90 prorated (battlegrounds would have their own elite bracket [AA/gear/spell/ca requirements])

16a.) Partial trinket combinations would produce a random, premade accessory, with multiples to be fused together, or into armor, etc.

16b.) Trinkets would be themed relative to: runes, gems, crystals, fabrics, paddings, patches, threads, links, plates, clasps, bolts, incantations, imbues, inscriptions, boiling, hammering, flashing, puncturing, searing, compression, expansion, curing, soaking, heating, cooling, tearing, melting, casting, sanding, buffing, welding, chiseling, sculpting, painting, catalyzing, magnetizing (33 trinket modz FTW!)

16c.) Partial trinket combinations should require at least 100-500 kills in all encounter sizes, up to a full group (while solo, in a duo, trio, etc).

16d.) Require 100-150 writs completed from a HARDMODE PvP WRIT AGENT, which only appears in zones flagged as a PVP HOT ZONE for the day (item finalization)

16e.) Offer PvP war runes (PvE functional) through this system, as well

16f.) Due to population limits, only revamp TSO & SF instances for PvP trinket drops.

17.) Replace the guild strategist flag with a "track lock 3 targets unimmune for 3+ minutes" (on PvP servers only -- refunds a given)

18.) Disable zonewide entry (on PvP servers) 

19.) Restore warfields with victory bonuses in the following way:

- PvP writs completed during active warfields should reward double tokens. THIS would put the focus back on open world PvP & organization.- Warfields victors should be given their choice of:· 10% mount speed· 20% in-combat runspeed· 5 Crit Bonus· 15 pet crit bonus· 5% spell double attack· 5% flurry· 15% AOE auto attack· +5 meters spell/combat art range· 10% Reuse· 20% Casting· +50% Adv./Trade/AA XP (stacks w/ mentoring & potions)· 30 DPS/Haste proc 2x/min (35 sec duration, stacks w/ all item procs)· -10% resistability (combat art & spell applicable)· Potion/Signet/Relic/PvP trinket/Tinkered item reuse HALVED (100% reduced) & failure chances removed· Fear (5 sec duration, 30 m range, 1 min reuse, no dmg, 1 sec casting [unaffected by casting speed])· 75% snare (10 sec duration, 30 m range, 1 min reuse, no dmg, 1 sec casting [unaffected by casting speed])· Single group instance timer reset (usable ONCE a day on ONE instance; players can NOT enter an instance reset w/ this feature if they already have done so that day)· Adornment extrication (usable ONCE biweekly, every 2 weeks, this would let a player remove an adornment from an item)· Equipment liberator (usable ONCE monthly, this would let a player unattune 1 item)  - Warfields bonuses would last until that character logged off, or until the opposing faction won a warfields of that player's tier.

20.) ERASE EQ2X SEGREGATION & restore the live servers to their rightful place with guaranteed trial inductees -- make ALL servers revolve around the F2P model & CHANGE the Gold plan so that it's equivalent to current 1 month subscriptions

20a.) With #20 accomplished...open Freeport up to 2 weeks of free transfers to Nagafen (F2Pers originally had no PvP option)

20b.) CUT IN HALF the cost of transfers to Nagafen from all other servers

21.) UNDO EXILED BASTARDIZATION FOR THE FREEDOM OF THE PEOPLEES!1!

22.) Close battlegrounds from PvP servers from Thurs-Mon

23.) In regard to future warfields/battlegrounds/public quest scenarios beyond the bland & cookie cutter, consider:

23a.) Antonica/Commonlands theme (maybe to be recycled for all warfield zones considering...the budget) ;P

[email protected] wrote:

 Also, if PvP objectives are to be continually added to open world zones, I'd like to see offerings that aren't the cliche "territory capture, hold this item, or caoture the flag".

There are TONS of unique things that can be done.

Freeportian Gnomes, Qeynosian Koada'Dal

There can be Gnomish refining trains engineered to run off of player bodies or sacred Koada'Dalian ships blessed to harvest energy from sanctifying and redeeming corrupted corpses.

Players would have to attach tinkered chains or cast elven binds to drag the body to a pegasus-drawn wagon, or a Gnomish inflated hovercraft depot, to then drive the load for filling the train's boiler firebox or the ship's rune energizer. 6 bodies would be one shipment.

Once the train or ship made a full pass around the zone (say, Nektulos Forest & Thundering Steppes or Enchanted Lands and Zek the Orcish Wastes), four outer bases and 1 central base could all activate, requiring delivery of refined/blessed shipments to power a force field or energy cannon.

To activate the cannon or force field would require 3 hovercraft/pegasus-wagon deliveries to these auxiliary bases and 6 to the primary (18 total), wherein all opposition would be destroyed or repelled into the nearest overland zone as control is obtained and faction bonuses are awarded.

Defenders would have to maintain at least 3 deliveries fueling the outer bases and 6 in the center, and an excess could be stored in a way where attackers could steal shipments back out, to bring them to their own demolisher ship/train.

These demolisher bases of the attackers have 3 pegasus wagons or inflated hovercrafts that activate if the Gnomish refining train/sacred Koada'Dalian ship make a full pass around the zone).

Attackers would win by holding off the process for the time limit of the procession, say, 40 minutes or an hour.

 

At that point, if attackers won the primary goal, the ship could crash or the train could experience explosions in some of its cars, wherein the follow-up scenario would be for defenders using the 3 wagons/hovercrafts available to drag the ship or train back to its original maintenance station for repairs.

Attackers would win by holding off this process for 30 minutes (hovercraft/pegasus wagons would be snarable and travel at 60% runspeed).

If offense won this secondary objective, a mother ship or an army of clockwork menaces and helicopters would come to drag the refining train or sacred ship back to its hub, killing enemies within 80 meters with blue or red laser beams. This would take 3 minutes.

Therein, the original objective would begin anew, with the attackers receiving a bonus of their choice for the next round of the primary objective, selected upon zone entry.

 

If defenders won the primary goal, then the alternative secondary objective would be for attackers to bring 1 destructive shipments to these outer bases and 2 to the central, with the time limit also being 30 minutes here (defenders would win if progression was halted for that long).

If offense won, then the bases would be destroyed, but an army of Koada'Dalian ships or clockwork menaces/helicopters/dragons would come to destroy the attackers present at these bases and repair them.

And again, the primary objective would reset with the restoring army taking 3 minutes to repair bases and restart the primary objective, where the victorious faction could choose a bonus of their choice upon zone entry.

Much thanks to Splash Damage/id Software for cultivating a fascination with quality multiplayer objectives from Return to Castle Wolfenstein: Enemy Territory.

 

23b.) Moors of Ykesha Warfields

I thought of another one for Moors of Ykesha a long time ago, & reconstructing the pieces, I'd have it deal with 2 leprechauns, evil rainbows, pots of gold, mallets, & possessed demon bunnies.

Essentially, a player of each faction could get chosen for a variety of reasons to be uber buffed out, & others must strive to conquer him, with winning possibly tally/score based, per team.

Not in the brainstormy mood atm & I could flesh this premise out into a clear & concrete concept, but the point is just that, there's more than the mundane out there for PvP objectives.

No offense... =[

 

23c.) A Thurgadin concept I dug up from a thread on them there eq2f place...

Seliri wrote:

Nother nifty PQ to muse on might be off Thurgadin docks, requiring sea-level duties & water-walk/mid-depth functions as well.i.e. maniacal, engineered uber octopus seeks to harvest 5 sunken ships of goahmari imbued velium to fuse his beak & spiked suction cups with the power to thrash down the gnomish dockworkers.defenders would be required to dig pits & operate gnomish sea subs to push the boats into the ditches.electrostatic gnomish fields would also have to be maintained from random spawns in the ocean at mid-level, to ward off a surplus of octopi that would snare & debuff players. octopi of elevated difficulty would be stunned & crackle with electricity while the process is maintained.once buried, arcane barriers would have to be constructed using energy from the tougher octopi that would then have to be released & defeated.hard mode could include the evil maniacal octopus having to be tanked by at least 2 groups, who spawns adds every 10%.

23d.) A revamp of the Ring War public quest I forgot to crop from the Velious Fail thread at eq2f.

Seliri wrote:

Just adjacent to Ring War is some crazy cool, iceberg river, & nobody had an idea to have some awesome master wurm lord try to flood a contingent of othmir at the mouth of the river?Would make for an extraordinary PQ, having to build dams at each of these consecutive waterfalls with a select few being overwhelmed by water to be thrown down the waterway & melded into some ice freeze 50-100 yards away, guarded by wurms.Time limit constraints could be put on freeing these players or less othmir assistants could be afforded in dam building & more wurms would appear to work at deconstructing parts of the dam just built.

23e.) Storm Gorge musings cropped from the Velious Fail eq2f thread.

Seliri wrote:

The rime could've actually been given some siege equipment to burn down, requiring the application of certain PQ-obtained items in a particular order.Things like trenches could've been required to have been dug, etc, etc, there's TOO MUCH to think of when considering the machinations of a conventional bronze/iron age siege & again I'm underwhelmed by the lack of uniquity & innovation here.

Trenches couldve been to shoot a contingent of energy mortars while avoiding intense cannon waves from the reinforced Thurgadin wall.

The wall couldve actually had an underground network with "oil pots" to enflame "burrowing siege machines", both of which could require the bodies of mobs/players to fuel.

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Old 06-01-2011, 11:53 PM   #2
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OMG not ONLY do u have to spam this BS and spam quote it in EVER single thread of someone elses threads no matter thier topic but NOW you have to make new threads fo your own also?

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Old 06-02-2011, 02:22 PM   #3
Seliri

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24.) Allow PvP while flying

24a.) Incorporate knock-backs into aerial combat.

25.) Disable leaping/gliding/flying on Nagafen at least Thursday - Monday (Tues/Wed being leaper/glider days)

25a.) Return ground mount runspeed to the old norms Thursday - Monday

25b.) On non-leaper/flier/glider days, a portal to Drunder w/ a 10 sec cast time would be placed in the nearest convenient location

26.) End warfield downtime, instate only a 10 min hiatus between next round initiation

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)

[email protected] wrote:

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, toggleable combinations of all mount types, etc)

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

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.

32.) STANDARDIZED (CC, CM, Adept 3s/Masters, AAs, class set-ups [2 Priest 1 DPS 1 Bard 1 Enchanter 1 Fighter, queue as raid leader or raider w/ configurable class reqs per group if raid leader queuing]) raiding included in the PvE dungeon finder

32a.) As it is, casuals do not have a form of pursuing competent raid progression, & THAT NEEDS TO CHANGE.

32b.) This form of instanced gearing wouldn't qualitatively/quantitatively affect PvP due to rarity in forming a competent team on top of the RNG chance to loot.

33.) PvP competency's adoption curve must increase -- long-term dedication is reduced if rewarded too rapidly (see: Rift & WoW for a steady playerbase w/ extensive timesink requirements.)

33a.) Crafted PvP gear's potency needs to be REDUCED to match the potency of the prior PvP set.

33b.) Heirloom PvP tokens must have such a tag erased.

33c.) Increase DoV PvP gear token cost (battlegrounds & open world). A MISTAKEN low cost limits incentive for LVL locking. A FLAWED low cost limits largescale PvP presence & desire.

34.) Restore old spire delay & add it to druid ring useage (even player druid rings)

35.) End castable spire portals

36.) Erase global bells & introduce the old bell system (refunds a given)

37.) Remove druid/wizard port/spires/world bell from guild halls (city bells only -- refunds a given)

38.) Disable quest/raid items that zone players into T9 zones/raid zones.

39.) Re-enable passive taunts.

40.) Unnerf priest cures.

41.) Unnerf the Dirge's Cacophany of Blades (CoB) loss of interruption.

42.) Remove permanent immunity in Sentinel's Fate (Moonfield Hamlet in Stonebrunt Highlands & Paineel in Sundered Frontier).

43.) Add a 45 sec countdown timer to enter the dungeon maker, playermade dungeons, & published homes.

44.) Auto-hide mercenaries in PvP (urgent -- hotfix ASAP).

45.) Refugees seeking to leave Nagafen due to preferring post-apocalypse PvP annihilation -- with all its current carebear accoutrements -- could be allowed to do so.

All Nagafenians would be allowed 1 free transfer off (should these apt fixes see their rightful day).

46.) Hire me as the sole PvP developer closet Gnome & I will live in a SOE company closet & work 12 hour days, tirelessly serving the glory of Norrath.

46a.) 7 days/week, 365 days/year

46b.) Christmas? No thanks.

46c.) Thanksgiving? No thanks.

46d.) Veteran's day? No thanks.

46e.) Saint Patrick's day? No thanks.

46f.) etc.

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 dere disappointment time brahs.

PvP LAW...not theory.

This isn't merely a compilation of my own insight.I've remembered to the best of my ability every quality stimulating momentus EQ2 PvP.

Contested LVL locked dungeon farming. Overland writ agent w/ no posters. High-cost TSO PvP gear.

Blocking PvE raiding in KoS/EOF.

Classes with ACTUAL INDIVIDUALITY not being reprehensibly/unforgiveably eroded/degraded (cures/taunts/cc).

My undying dedication to social competition & willingness to PvP night & day are testament to the value I place on Nagafen RESPECTING ITS FEATURE OF PVP.

I have played MUDs since 14 yrs ago & console games before that.

My bottom line is what is proven to immerse & engage the individual.

I've PvPed enough to be about top 50th-70th for PKs (I forget exactly, EQ2 Players is broken so I can't see where I would've been.)

I've also reached the ultra high bracket in all 3 versions of the PvP rank system.

I'm a PvPer through & through & will only get behind what will promote consistent, contested congestion.

Sign off on anything else discluding MAJORITY SENTIMENT each of these points addresses & you forego heralding in reverence for SOE & true, utter morale boosting.

Nagafen's bottom line is that THE FEATURE of a PvP server is SUPPOSED TO BE PVP, not some "intermittent option" players never even have to participate in.

Disgrace that bottom line & watch the top 100 leaderboard not budge a hory jit phooreokeiruing smidge.

Certain handicaps undebateably destroy PvP opportunities & there is no avoiding that, aside from the necessary compromises mentioned within the 45 PoAfEP.

You either give a sheyoot aboot contested PvP stimulus or you don't, there is no in between.

This is not a matter allowing for dissension.

May you wrongly deceive yourself & believe otherwise, such unruly insubordination will be quashed with the might of Genghis Khan, Hu Jin Tao, Pol Pot, Adolf Hitler, Joseph Stalin, Nero, Caligula, Ivan IV Vasilyevich, Saddam Hussein, Osama bin Laden, Bashar Assad, Ayatollah Khomeini, Haj Mohammed Effendi Amin el-Husseini, Satan, & oh...me, cause I'm probably the anti-christ.
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Old 06-30-2011, 02:55 PM   #4
Seliri

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Random tidbits on PQ/warfields design...

[email protected] wrote:

imo, simplest & most proper form for pvp invigoration (given...whatever the heck the deal is) is leaving guards deh phunk alone

NPC involvement should be shunned in pvp warfields

· instead, emplacement repair requiring:a. certain rare-drops in specific zones/areasb. simultaneous effortc. plural, consolidated effort

· manned station emplacement damaging:a. certain rare-drops in specific zones/areasb. simultaneous effortc. plural, consolidated effortd. simple, singular 1-player use

· adjustment/relocation of offensive/defensive stations/utilities requiring:a. certain rare-drops in specific zones/areasb. simultaneous effortc. plural, consolidated effort

· region-adjusted stages

just raging cause nubs will interfere with the glory of potential at all levels, as is always the case

forgive me o gamer brethren, for i have failt thee, having not yet studied los software engineeringnosninos, that gaming might be saved :{

i jest in self-exaltation, for all wisdom is of the LORD, though surely ye shall fear for me & worry that perception herein be not taken as excellence at the perpetuation of lusts from the adversary, but rather, the optimization of rest for the laboring as a manifestation of mercy & lenience.

[email protected] wrote:

why should guards be left alone?

because quality PvP objectives RETAIN tasking individual people with literally killing their foe or allowing them to live.

having NPC bots promote cowardly tactics from the defending home team is SOMETHING TO AVOID AT ALL COSTS.

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Old 06-30-2011, 03:19 PM   #5
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Someone ban the OP please

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Old 06-30-2011, 05:43 PM   #6
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Crismorn wrote:

Someone ban the OP please

this..

Didnt bother reading it... what Seliri will never be albe to grasp is that even if he had a good idea somewhere in that massive wall of crap, nobody will read it or do it... and he has earned every penny of it... and im sure he will spew some long drawn out orange response to this that I wont read either, about how im being a hater and jealous or some crapola... blah blah blah

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Old 06-30-2011, 06:36 PM   #7
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Crismorn wrote:

Someone ban the OP please

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Old 06-30-2011, 07:00 PM   #8
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I mentored a level 30 Q fury to level 10 yesterday and took him to Timorous Deep for a bit.  I only stayed for maybe 20 minutes.

I have taken a level 16 Q assassin there and quested for extended periods.  Assassins might need the first shot in pvp, but if you really like pvp why avoid going there on a Q, especailly on a scout?

Just because you get carnaged flagged does not mean you get killed.

If you team up with a scout you could have quite a bit of fun running from higher toons and suckering toons your level into attacking one toon then getting shot from behind by your scout.

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Old 07-01-2011, 11:37 AM   #9
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Seliri, I love your enthusiasm but I told you the other day you're a thread killer in forums with that halloween colored endless spam.  So why would you start a new thread?

You do however get a +1 to LOL for the "Do not hack beyond your administrative capacity" quote in an earlier thread in which ironically you were telling everyone to stop posting.

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Old 07-01-2011, 02:59 PM   #10
Heleptra

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Guys why the [Removed for Content] do u flame seliri? Hes trying to prevent disasters in eq3. We all know that they have done to Eq2 pvp to @[email protected] and [Removed for Content] it up many times thanks to people who are childish and cant take a death in a fair or unfair way, The life isint fair, why should eq2 be any differend, I have played darkfall for 1 year, and there is some hardcore pvp rules that SOE should really take a close look at,And learn from. www.darkfallonline.com

But Instead of flaming seliri who is trying to do something for the community and pvp, Help him! I dont see really many people with good ideas, only people who whine and flame why they cant be kings and rule norrath,

+1 i support u seliri. "respect for trying to fix things.

Hartsia.

I wield a staff of fire I ride a horse of air I fear no water.

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Old 07-01-2011, 04:27 PM   #11
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The things he's crying about aren't 1/10th as detrimental to PvP as him and all the other fame [Removed for Content] that think titles mean anything at all. Getting rid of titles and flying/leaping/gliding mounts would make PvP 100% awesome.

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Old 07-01-2011, 05:29 PM   #12
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Heleptra wrote:

Guys why the [Removed for Content] do u flame seliri? Hes trying to prevent disasters in eq3. We all know that they have done to Eq2 pvp to @[email protected] and [Removed for Content] it up many times thanks to people who are childish and cant take a death in a fair or unfair way, The life isint fair, why should eq2 be any differend, I have played darkfall for 1 year, and there is some hardcore pvp rules that SOE should really take a close look at,And learn from. www.darkfallonline.com

But Instead of flaming seliri who is trying to do something for the community and pvp, Help him! I dont see really many people with good ideas, only people who whine and flame why they cant be kings and rule norrath,

+1 i support u seliri. "respect for trying to fix things.

Hartsia.

I wield a staff of fire I ride a horse of air I fear no water.

He made his own bed... he has lost the respect of 99.99999999999999999999999999999% of the population of Nagafen with his endless spam of crap, his preaching non stop in chat channels, his exploitation / ban / deletion due to the exploitation, his nonsensical blabber, his endless insults to those who have tried to help him in the past to understand WHY he gets treated the way he gets treated...

He's like an adult banging his head against a brick wall, you tell him he needs to stop and he insults you, you give him a helmet he says his skull is enough protection and insults you, you put a pad on the wall and he rips it down and insults you...

Let the [Removed for Content] ram his head against the wall... nothing that ever comes out of his mouth onto the keyboard will ever happen because he has EARNED that... 10000% earned it...

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Old 07-01-2011, 11:19 PM   #13
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Skilley wrote:

Crismorn wrote:

Someone ban the OP please

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Old 07-02-2011, 04:14 AM   #14
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Seliri wrote:

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).

* * * E D I T * * *

The above is intended for the OP, but its post is character limited. =

* * * E D I T * * *

Chorboy01/Hammieee please do not hack past your administrative capacity.

so is this guy like a fake mod who trys to have power cuz i got the same thing

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Old 07-02-2011, 01:48 PM   #15
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Yesterday I took my level 30 fury mentored to level 10 back to Timorous Deep and quested for maybe 1 or 2 hours.  He did all of the level 10-12 quests and some level 13 quests.

He only saw one Freep and was not attacked.

He did see something really odd though.  He saw a white toon (presumably level 10) that was epic.  I am not sure how a level 10 can be epic.  Maybe a toon is epic if in a raid, but this toon was solo.  Maybe the toon was part of a raid in a different zone.  Maybe a level 90 that mentors to level 10 is epic even if solo.

Anyway, it is possible to quest and presumably pvp in tier 2 in the other factions zone.  You just have to be alert and / or accept risk, and you can mitigatre risk by being in a group, especially a group with a scout.  Or so it seems to me.

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Old 07-03-2011, 08:46 AM   #16
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Lets condense this to 5 valid points, written in concise white text...

1.) change fame points sytem to encourage fights and less titled avoidance. 

6 pts gain/lost unranked

12 pts gain/lost hunter

18 pts pts gain/lost slayer

24 destroyer....you get the idea....

2.) Introduce new jewlery/weps to pvp merchants.

3.) Introduce a flying mount to pvp merchants (assuming devs are stating they must be in game pvp servers)

    Said mount has an attack button (50 m range, 5 sec recast, works of primary stat and pvp crit bonus and potency). Additional button for temporary 50% speed boost, 5 min recast, 10 sec duration. nWill not affect blue servers as on pvp merchant only.

4.) Encourage faction balance in some way. Tho this is really the playerbases problem not the games.

5.) Pvp hot zones. Different every hour. Double token gain etc. Roaming hard mode style writ giver. Randomly spawns in said hot zone giving harder token writs for hard mode pvp gear.

win...?

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Old 12-13-2011, 05:58 PM   #17
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do not condense sh17

do not phrcka change pvp rank system from classic

it will fail

ugh

y u no hate bureaucracy?  ლ(ಠ益ಠ)ლ

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Old 12-13-2011, 06:11 PM   #18
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why does this other seliri not have a forum signature? :{

* * * E D I T * * *

oop, just my old age...now I see it...

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Old 12-13-2011, 06:19 PM   #19
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I was once a spritely young Gnome in my day...

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Old 12-13-2011, 06:20 PM   #20
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hah, back when Seliri was white...

...but verily i tell you, he has risen again!

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Old 12-13-2011, 11:28 PM   #21
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added 20a & 20b to #20 after having such glorious glory come to glory

edited 22 for clarity

incorporated 16c & d from the 2nd portion into the OP

oops, erased the OP's formatting & redid it so it now has enough character space to fit a change log in at the top!

and seriously, if you guys hired me as the developer closet Gnome 6 months ago this list probably would've been fulfilled! SMILEY

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Old 12-14-2011, 04:06 AM   #22
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Crismorn wrote:

Someone ban the OP please

This.

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Old 12-14-2011, 04:21 AM   #23
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Delete this necro thread its useless, flawed ideas from a known exploiter

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Old 12-14-2011, 05:08 AM   #24
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[email protected] wrote:

Crismorn wrote:

Someone ban the OP please

This.

Crismorn wrote:

Delete this necro thread its useless, flawed ideas from a known exploiter

both known, overemotional grudge-bearers :{

let our hope for them be quietly magnified...

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Old 12-14-2011, 05:11 AM   #25
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I don't hang out in Sebilis nor do I kill alts so I can't say that I've ever run into you in eq2, I'm sure you would wet yourself while running.

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Old 12-14-2011, 05:14 AM   #26
Seliri

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Crismorn wrote:

I don't hang out in Sebilis nor do I kill alts so I can't say that I've ever run into you in eq2, I'm sure you would wet yourself while running.

i quote things up & i quote things down

Seliri wrote:

Crismorn wrote:

Luckily SoE staff can easily see that you have been banned for various exploits just by checking your username, should solve the whole reading anything you post problem.

luckily they are not willing to abuse the position of power the LORD has given them.

for they are at least wise enough to not so mistakenly, absolutely generalize one who stumbled with one flaw, as one who stumbles always with flaws.

you say to yourself, "lo, here I am, entitled to trivialize my peers & demean the value of friendship", & you do not yet consider the cries of your soul which languish against the oppression of Satan, the adversary.

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Old 12-14-2011, 03:34 PM   #27
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Crismorn wrote:

I don't hang out in Sebilis nor do I kill alts so I can't say that I've ever run into you in eq2, I'm sure you would wet yourself while running.

Come now, Davion, as much as I dislike Seliri.. not all of his points are flawed.

There are some good ones here that have been repeated and begged for for a very long time, and it's nice to have them in one easily accessible spot rather than spread out over hundreds of pages of threads.

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Old 12-14-2011, 04:14 PM   #28
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Everyone has their own idea on how to fix pvp, some are ok most suck. This thread is no different.

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Old 12-14-2011, 07:40 PM   #29
Seliri

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[email protected] wrote:

Everyone has their own idea on how to fix pvp, some are ok most suck. This thread is no different.

lol.

you make no specific itemization detailing how your rationale is of merit.

why should anyone reviewing your judgment think you aren't an oversensitive, emo carebear bearing grudges as terribly as Darkor & Crismorn have?

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Old 12-14-2011, 09:23 PM   #30
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Seliri wrote:

[email protected] wrote:

Everyone has their own idea on how to fix pvp, some are ok most suck. This thread is no different.

lol.

I  like to say things that makes everyone ponder what color paint I sniff!

why should anyone reviewing your judgment think you aren't an oversensitive, emo carebear bearing grudges as terribly as Bosconi & Myself are?

Hard on yourself?

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