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Unread 10-28-2009, 10:07 PM   #1
Beagest

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When you die in a pvp battle, you take 10% armor damage like any pve death. Zerg solved.

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Unread 10-28-2009, 10:38 PM   #2
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Twelve@Nagafen wrote:

When you die in a pvp battle, you take 10% armor damage like any pve death. Zerg solved.

That wouldn't stop it, that would just slightly slow it down (people calling back to repair, or popping mender bots at the rez point xD ). Most people have enough money by this point in the epxansion to repair their armor indefinitely.

I've got over 900 plat just sitting in my bank, with absolutely nothing to spend it on. I'm sure plenty of 80's have a similar amount just rotting.

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Unread 10-28-2009, 10:49 PM   #3
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The zerg solution is quite simple.

Adjust the revives accordingly. Why the TG revive was left accessible to anyone is beyond me. Other zones should be similarly adjusted. Spread them further apart. Problem solved. Sinking Sands revives need to be completely reworked. Discourage very low level PvP there.

No faction or exile should ever be able to spawn on one another in any zone. That is a problem waiting to happen.

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Unread 10-28-2009, 10:59 PM   #4
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The Zerg solution? Firebats!

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Unread 10-29-2009, 01:22 AM   #5
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Paikis wrote:

The Zerg solution? Firebats!

I enjoyed this solution.

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Unread 10-29-2009, 01:28 PM   #6
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My solution will end all Zerging!

If you die in game due to pvp combat.... you die in REAL life!!  Eventually there wil be no zerging.

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Unread 10-29-2009, 02:05 PM   #7
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Cigam@Venekor wrote:

My solution will end all Zerging!

If you die in game due to pvp combat.... you die in REAL life!!  Eventually there wil be no zerging.

I haven't logged on to post anything here in awhile, but lol!!!  Could you imagine people just dropping dead at their pc's and when someone comes to investigate, they look at the screen, and it's like, well, looks like he died in pvp, shame, lol.

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Unread 10-29-2009, 03:49 PM   #8
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How curious a turnabout!

When 50+ Freeporters are hungry for writ updates and pounce on an invading group of 6 QQs, the QQs come to forums to complain about "zerging" and demand "fair fights" - perhaps to be brought about by new restrictions such as player zone caps and anti-leeching rules.

After having a supposed 3:1 population advantage before the merger, and back then being perfectly happy with enjoying superior numbers in PVP contests, the QQs now want new rules to restrict Freeport, rules which basically turn Open-World into Arenas, with equal numbers.

Merely stay out of Freeport territory and you QQs won't need to zerg us from revive any longer!

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Unread 10-29-2009, 04:07 PM   #9
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Neskonlith wrote:

How curious a turnabout!

When 50+ Freeporters are hungry for writ updates and pounce on an invading group of 6 QQs, the QQs come to forums to complain about "zerging" and demand "fair fights" - perhaps to be brought about by new restrictions such as player zone caps and anti-leeching rules.

After having a supposed 3:1 population advantage before the merger, and back then being perfectly happy with enjoying superior numbers in PVP contests, the QQs now want new rules to restrict Freeport, rules which basically turn Open-World into Arenas, with equal numbers.

Merely stay out of Freeport territory and you QQs won't need to zerg us from revive any longer!

LOL what?  Talk to the other people in your head much?

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Unread 10-29-2009, 05:03 PM   #10
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Stop complaining about zerging. Find a good group and go pvp. See when alot of people pvp, people die. Then when their whole group is dead they revive and fight again. ITS CALLED PVP. [Removed for Content] do you want people to do, take a death then call to home for a half hour so you can feel like they arent zerging. There is just alot more people pvping these days, so your going to see more people dying.. what are spose to do after you die except revive. Seriously you people want to kill pvp. Get a good group and go pwn, and stop the biotching. If your in a good group yuo should have no problem killing solos.. L2P OH NO THE WAMBULANCE IS COMING!!!

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Unread 10-29-2009, 07:18 PM   #11
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How about this.. when you die you get your revive options to where you want to revive right?  For the sake of my argument, let's call them revive A, B, C, and D.

First death in that zone you get all options for your revive point.  If you die again in that zone, you cannot revive at the same spot you revived last time.  For example, you die and revive at point A.  You die again and you haven't changed zones so now you only have options to revive at points B, C and D.  If you revive at point B, and die again, you only have points C and D now.  Once all are exhausted it resets. 

you get one chance to zerg.  Period.  After that, you gotta haul your butt across the zone to "enjoy" the carnage.

Sounds good to me!

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Unread 10-29-2009, 07:26 PM   #12
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Cigam@Venekor wrote:

My solution will end all Zerging!

If you die in game due to pvp combat.... you die in REAL life!!  Eventually there wil be no zerging.

Please do this by atleast next GU, everyone spam ohilin!

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Unread 10-29-2009, 08:01 PM   #13
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Cigam@Venekor wrote:

My solution will end all Zerging!

If you die in game due to pvp combat.... you die in REAL life!!  Eventually there wil be no zerging.

Dude, you'd never make it. You're always off helping that poor guy burning on your front lawn, or giving birth to tripplet cows in the barn. You'd never make it.

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Unread 10-30-2009, 07:28 AM   #14
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Reviving in the same zone?  That seems to me to be quite the hugger solution to a serious problem in PvP.

And "reviving to fight again" is not PvP.  It is lame.  If I win a PvP fight, I would like the "dead" guy I just killed to NOT be waiting for me to start a new fight so he can try to get a few hits off on me and get a lucky kill to update his writ.  At least not for a few minutes.

My suggested solution is to have PvP death result in no revive screen at all, and once the last member of your group dies, the entire group automatically respawns back in your racial district in your home city.  Do not offer a revive button so that laying there dead is not an option.  Scatter the group back to the districts in the home city to prevent immedate teleport back to the battle field.  Note that if your group wins in the end, the dead members have not auto-revived yet, so they can be resurrected, and fight on.

I know people are going to cry about this and say that the penalty is too harsh, but give me a break.  Are you saying that travel in this game is really so much of a barrier anymore?  There are teleports, druid rings, and (gag me) BELLS all over the world now!  Travel is virtually instant to just about any zone, so if you REALLY want to zerg and try for a revenge kill, your lamer group can be back to where you were killed at in probably under 10 minutes.

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Unread 10-30-2009, 10:45 AM   #15
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KKidrakSG wrote:

Reviving in the same zone?  That seems to me to be quite the hugger solution to a serious problem in PvP.

And "reviving to fight again" is not PvP.  It is lame.  If I win a PvP fight, I would like the "dead" guy I just killed to NOT be waiting for me to start a new fight so he can try to get a few hits off on me and get a lucky kill to update his writ.  At least not for a few minutes.

My suggested solution is to have PvP death result in no revive screen at all, and once the last member of your group dies, the entire group automatically respawns back in your racial district in your home city.  Do not offer a revive button so that laying there dead is not an option.  Scatter the group back to the districts in the home city to prevent immedate teleport back to the battle field.  Note that if your group wins in the end, the dead members have not auto-revived yet, so they can be resurrected, and fight on.

I know people are going to cry about this and say that the penalty is too harsh, but give me a break.  Are you saying that travel in this game is really so much of a barrier anymore?  There are teleports, druid rings, and (gag me) BELLS all over the world now!  Travel is virtually instant to just about any zone, so if you REALLY want to zerg and try for a revenge kill, your lamer group can be back to where you were killed at in probably under 10 minutes.

Too penal imo.

Not everyone is "actively" pvp'ing.  Sometimes they are trying to level and they run across a group and get killed.  So you are saying that solo person trying to get from point A to B, should have to revive in their city and then come back out? Only to die again to possibly that same group or another new group and have to repeat the process all over?

Each zone has multiple revive points.  We all know the best revive spot for the TG zerg fest.  I suggest you get one opportunity to revive at that spot, then you are forced to use the other revive points until you have exhausted all of them and then it can reset.

Again, not everyone is "looking" for pvp 24/7... some are trying to level and your suggestion does more harm to the leveler's then those that are just out to pvp.

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Unread 10-30-2009, 01:22 PM   #16
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people people dont u alredy get it?`If u want to fix this thing, then first u hafto know that the zerg isint the peoples fault its because they dont have enough options to gain this pvp tokems., And atm its Tg that is the only place to gain tokems, So we need at least 1 or 2 more writ givers, 1 in docks thats for sure. And then put more kills to writs, 20-40-60 . OR BODY LOOT TOKEMS,As it was before. This would be and great improvemnt to the zerg, But for the final thing to fix is RISK VS REWARD. Do  people remember when u could loose fame? Yes u could gain and loose something in pvp, So people wouldent run into a x2 if u should loose something. Now days nonskilled pvpers have overseer overlord because they AOE,zerg,gank single people. Thats okei for me if u like it.But its not okei if u have the highest title in game and u cant win a fair fight. or even know ur class in pvp fights.

PS: I dont blame all the fights in TG., i have had some wery good group fights, 2v4 3v8 2v2 1v2 6v6 fights.

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Unread 10-30-2009, 01:44 PM   #17
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Heleptra wrote:

the zerg isint the peoples fault its because they dont have enough options to gain this pvp tokems.,

I suspect that many posting against the Zerg are the players who already have all the tokens they will ever need, and are looking to make sure undergeared easy-kills grinding tokens are shut out of the pvp game.

Forcing ganked players to revive out of zone is an excellent way for PVP groups to chain-grief a lvl70+ quester into "cancel subscription".

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Unread 10-30-2009, 02:03 PM   #18
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Rofl its a pvp server and when ur questin on apvp server expect to be hunted down and killed like a litle bird!

If u cant take it go back to pve server! Its a carebare pvp server alredy, i dont want to spend all my time pvpin only in tg. i wanna pvp around the zone,I have full pvp set and everything alredy.

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Unread 10-30-2009, 03:37 PM   #19
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Neskonlith wrote:

Heleptra wrote:

the zerg isint the peoples fault its because they dont have enough options to gain this pvp tokems.,

 

I suspect that many posting against the Zerg are the players who already have all the tokens they will ever need, and are looking to make sure undergeared easy-kills grinding tokens are shut out of the pvp game.

 

Forcing ganked players to revive out of zone is an excellent way for PVP groups to chain-grief a lvl70+ quester into "cancel subscription".

 

Or maybe the people that are posting against the zerg just don't want to zerg? I miss going out into Fens and expecting to find more than a few blues. And no, I don't have all my PVP gear. I just think the zerg is ridiculous.
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Unread 10-30-2009, 03:42 PM   #20
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Portbott@Nagafen wrote:

Neskonlith wrote:

Heleptra wrote:

the zerg isint the peoples fault its because they dont have enough options to gain this pvp tokems.,

I suspect that many posting against the Zerg are the players who already have all the tokens they will ever need, and are looking to make sure undergeared easy-kills grinding tokens are shut out of the pvp game.

Forcing ganked players to revive out of zone is an excellent way for PVP groups to chain-grief a lvl70+ quester into "cancel subscription".

Or maybe the people that are posting against the zerg just don't want to zerg? I miss going out into Fens and expecting to find more than a few blues. And no, I don't have all my PVP gear. I just think the zerg is ridiculous.

+1

I should be trying to "leech" some kills so I'll have all my gear.. and I'm not going to say I haven't been to TG some nights to sponge some tokens, but TBH.. it sucks.

It is much more entertaining to hit the zones and find other questers like me trying to level and fight in the open.  When I hit 80, I expect to be in some guild pvp groups and go "hunting" for other groups.  But right now, almost everyone is in TG zerging.. and that is just not that fun.

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Unread 10-30-2009, 04:45 PM   #21
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indeed . and i know what we all want, to pvp SMILEY not to be depended on a zerg fest.

Zombies love flesh norrathians love tokems

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Unread 10-30-2009, 05:17 PM   #22
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how about this.

remove writ giver... no more writs

you get tokens based on kills that give you status. 

rack up kills and go home get tokens... no limits to how many kills so your not constantly running to get a new writ.

Or based it on pvp status you earn to buy pvp gear.

ppl would have to go hunt for pvp then

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Unread 10-30-2009, 05:30 PM   #23
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dam this was  a good idea <3

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Unread 10-30-2009, 05:31 PM   #24
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how about this.

remove writ giver... no more writs

you get tokens based on kills that give you status. 

rack up kills and go home get tokens... no limits to how many kills so your not constantly running to get a new writ.

Or based it on pvp status you earn to buy pvp gear.

ppl would have to go hunt for pvp then

SUPPORT

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Unread 10-30-2009, 06:48 PM   #25
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I said it on the "what bugs you post" but I'll cut and paste here about my thoughts of zerging and how SOE destroyed PVP with the writs

Ghettoblaster@Nagafen wrote:

BUG#1:

YOU GUYS DESTROYED OPEN WORLD PVP

Mid way through ROK you could roam the world and find 100's of PVP kills in the open world... IE: NOT ON THE DOCKS OF SOME ZONE with 30 of each tier raid vs a red or hoping for a chance at a TAB target by some gray with auto attack on...

Now PVP has been reduced to zerg fests in only 3 zones.... OPEN YOUR EYES AND YOU WILL SEE THIS.

The zones are:

DLW - Wonderlust Fair to Nek FOrrest respawn for Q's

SS - Docks by carpet to revive point by Landing site

KP - TG

The reason for this:  WRIT GIVERS!!!!!!!!!!!

People clump up at these writ givers because they can turn in immediately and keep on fighting.... there is no incentive to roam the world to PVP because then you have to travel a long distance to turn in a writ... So what do people do, they do what people do best, BE LAZY and just stay on the docks etc to get easy turn ins... people clump in one location and OPEN world pvp is destroyed as we know it...

You cant find any PVP roaming out in the zones anymore... you may find a quester or 2, but those who PVP'd pre Writ givers know the difference...

Back before tokens and before writs, you just got faction and fame... no need for turn in... this created a desire for people to PVP in other places then clumped up at the docks or in TG.

THE ONLY way to fix this is to rid the game of writ givers...

IDEA TO FIX:

1.) PVP quests automatically get completed at the last kill

2.) Provide each player with an inspectable item in their bags that provides a PVP quest (with same cool down period as writ giver) so that they dont have to travel back to a writ giver to get and complete another writ.

3.) Increase the kill count and reward count by the same factor of X so that its more in line with what PVP was before Writs... just open world, fun PVP that people can roam the world and not worry about being close to a writ giver...

THAT is the only way you will have a mix of what we have now with writs, and what we had before writs, FUN PVP....

And to our PVP dev... If you cant tell the MASSIVE and MONUMENTAL difference between what PVP is now and what it used to be before writ givers, it means you havn't been PVP'ng long enough...  If you DO remember the pre writ PVP days, there is NO way you can say its the same now... PVP has been reduced to Zerg fests at any given writ giver in any given zone.... any zone without a writ giver within easy reach is dead... with no active PVP'rs anywhere in sight

this allows open world PVP again, like it was before writs... nobody needs to run back and turn in a writ, but you can only get it as often as you can now, people wont hover in one area if they dont have to, its just how it is.  Before pvp writs, you killed for fame and status and faction with your city.... no writs meant people roaming everywhere looking for kills... writs = stack in one place, usually at a writ giver, but at the very least near a zone that has a writ giver (lavastorm ring a bell?) 

eliminate the writ giver and make it a clicky item that does the same thing, and you will bring back PVP like it was before the writ givers but still have the quests to get the rewards...   all other attempts to alter the current system are fail, moving writ givers will only move the location of the zerging... (see DLW, SS docks, TG, and formerly LS and KP docks).... get rid of writ givers and make clicky repeatable writs auto updating with the same or more coolodwn = win for pvp and win for everyone

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Unread 10-30-2009, 07:49 PM   #26
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Heleptra wrote:

how about this.

remove writ giver... no more writs

you get tokens based on kills that give you status. 

rack up kills and go home get tokens... no limits to how many kills so your not constantly running to get a new writ.

Or based it on pvp status you earn to buy pvp gear.

ppl would have to go hunt for pvp then

SUPPORT

-------------

Thanks.  Found one flaw in my argument.  It would encourage zerging even more if there is no timer included in this equation.

A mass zerg fest from both sides to rack up as much kills as possible.  So tweak this with some sort of time gate involved in it.

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Unread 10-31-2009, 08:19 AM   #27
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 if they put risk vs reward in, then people wont zerg.-

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Unread 10-31-2009, 11:30 AM   #28
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seahawk91 wrote:

KKidrakSG wrote:

Reviving in the same zone?  That seems to me to be quite the hugger solution to a serious problem in PvP.

And "reviving to fight again" is not PvP.  It is lame.  If I win a PvP fight, I would like the "dead" guy I just killed to NOT be waiting for me to start a new fight so he can try to get a few hits off on me and get a lucky kill to update his writ.  At least not for a few minutes.

My suggested solution is to have PvP death result in no revive screen at all, and once the last member of your group dies, the entire group automatically respawns back in your racial district in your home city.  Do not offer a revive button so that laying there dead is not an option.  Scatter the group back to the districts in the home city to prevent immedate teleport back to the battle field.  Note that if your group wins in the end, the dead members have not auto-revived yet, so they can be resurrected, and fight on.

I know people are going to cry about this and say that the penalty is too harsh, but give me a break.  Are you saying that travel in this game is really so much of a barrier anymore?  There are teleports, druid rings, and (gag me) BELLS all over the world now!  Travel is virtually instant to just about any zone, so if you REALLY want to zerg and try for a revenge kill, your lamer group can be back to where you were killed at in probably under 10 minutes.

Too penal imo.

Not everyone is "actively" pvp'ing.  Sometimes they are trying to level and they run across a group and get killed.  So you are saying that solo person trying to get from point A to B, should have to revive in their city and then come back out? Only to die again to possibly that same group or another new group and have to repeat the process all over?

Each zone has multiple revive points.  We all know the best revive spot for the TG zerg fest.  I suggest you get one opportunity to revive at that spot, then you are forced to use the other revive points until you have exhausted all of them and then it can reset.

Again, not everyone is "looking" for pvp 24/7... some are trying to level and your suggestion does more harm to the leveler's then those that are just out to pvp.

Am I saying that the solo player that is just trying to get from point A to point B should revive back in their city?  Yes, actually.  This is a PvP server, not a care bear server.  Danger is an element that should be extreme here, and right now it is not.  There is zero penalty for a PvP death, and a thousand times worse, zero penalty for going after your killer hoping for a lucky kill even though you yourself were already defeated.

Nothing is worse than "winning" a fight only to have the person you just "killed" grief YOU the "winner" into leaving the zone because you are now attacked every time you engage a mob.  How about the LOSER leave the zone.  I used to play on Tallon Zek and Sullon Zek in EQ1 PvP, and we had an honor system then called "loot and scoot."  You get killed, you collect your gear and you leave the zone.  Now, I know that will never work with our current generation of players/degenerates, so my best suggestion is to force a departure from the zone with a city revive.

Zone control does not exist in EQ2 PvP, and without it, there is no risk in suicide zerg runs, and there is no reward for "vanquishing" your foe because they will right back to take another shot at you in 20 seconds.  Good luck working on your quest with that crap going on.

Believe me when I tell you that I know better than anyone that not everyone is looking for PvP 24/7.  I personally never go looking for PvP.  I AM that player that you have named.  I AM that player that is just trying to quest and level.  And what I want more than anything is a city auto-revive.  I play a Necromancer.  I am virtually helpless in PvP, yet *I* and the one asking for this.  I have zero pieces of PvP gear, and yet, *I* am the one that wants this.  I lose 95 out of 100 PvP fights, and when I lose, I depart with honor. 

*BUT!* on that rare occasion that I actually earn a win, it is like finding that shiney new Red Rider BB gun under the Christmas Tree.  And whe some lame turbo DA revives at a point only a 15 second run away from the scene of the crime, runs back, murders me, teabags me and spam laughs, it is like getting my eye shot out with my own bb gun.

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Unread 10-31-2009, 02:16 PM   #29
Neskonlith

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Many subscribers play for entertainment, and here you QQs are discussing ways to create rules to make the game less fun for the majority.  More rules = more "Arena situation" and less Open World. 

When Chuck Norris was outnumbered, did he run to the kung-fu forums to whine for nerfs against his opponents for ganging up on him?  NO!  Chuck Norris added more special effects and explosions and won!

Teren's Grasp is Freeport territory, and since you QQs cannot successfully invade and hold it, you want to find a way to convince SOE to cripple the armies of Freeport defending it.  Freeport has claimed a "castle" to defend that you QQs find too frustrating to attack, so you want it forcibly removed by SOE as an objective.

Tired of zergs?  Simply stay out of Freeport TG, and there will never be another QQ zerg again.

Want to PVP in Fens?  Go to the Fens and stake a claim - stop running, evacing and porting away when Freeport comes to fight.

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"...Gibbets, son. Nothing else in the world smells like that. I love the smell of carrion in the morning. You know, one time we had Freeport TG defended, pvp for 12 hours. When it was all over, I walked to their revive spot. We didn't find one of 'em, not one stinkin' QQ body. The smell, you know that putrescent smell, the whole writ house. Smelled like… victory..."



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Unread 10-31-2009, 02:18 PM   #30
seahawk

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Neskonlith wrote:

Many subscribers play for entertainment, and here you QQs are discussing ways to create rules to make the game less fun for the majority.  More rules = more "Arena situation" and less Open World. 

When Chuck Norris was outnumbered, did he run to the kung-fu forums to whine for nerfs against his opponents for ganging up on him?  NO!  Chuck Norris added more special effects and explosions and won!

Teren's Grasp is Freeport territory, and since you QQs cannot successfully invade and hold it, you want to find a way to convince SOE to cripple the armies of Freeport defending it.  Freeport has claimed a "castle" to defend that you QQs find too frustrating to attack, so you want it forcibly removed by SOE as an objective.

Tired of zergs?  Simply stay out of Freeport TG, and there will never be another QQ zerg again.

Want to PVP in Fens?  Go to the Fens and stake a claim - stop running, evacing and porting away when Freeport comes to fight.

I stopped reading when you said .. .Chuck Norris...

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