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In Character vs Out of Character.


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I think making the areas harder is going to only favor vets. I don't care how hard you make steel, a ranger is still gonna be able to solo it relatively easily. Increasing the toughness of the high end areas is going to make newer/near vets log off because they have Banner of Illisidar, instead of Legs of Adeptus. It is also going guarantee to increase the rift between Decked, and Competitive suits. I do not care what anyone argues there is a massive rift between competitive, and decked. I am not saying a competitive char cannot beat a decked char, but a war with 350 ac, 60/65 hit dam, and 20 saves is gonna have a pretty easy fight vs a warrior with 200 ac, 45/45 hit dam, and 15-20 saves across (given the player skill is similar between the two). By making areas harder to accesss, you are giving players who think EQ = Power a reason to log off more readily. Knowing you need 4-5 people to go to gear means alot of characters will never go on those big trips. I cant remember the last time I had a group of 3-5 that could go somewhere big. Hell, since I pinned this char I have only been to Desolation twice, and I had to go with ONE other character (Filthy decked warrior). I am not keen on everyone instantly logging off the moment they face some opposition. I say

let them keep their fat suit of armor if that is what they need to feel safe jumping into the fray.

Also as it is some newbies know the factions moderately. Enough to get into it.You start making these places MORE hostile (Blood anyone?) and you are going to have no way to learn these areas except at the heel of a decked vet, this is not the way to improve player skill/knowledge.

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I think making the areas harder is going to only favor vets. I don't care how hard you make steel' date=' a ranger is still gonna be able to solo it relatively easily. Increasing the toughness of the high end areas is going to make newer/near vets log off because they have Banner of Illisidar, instead of Legs of Adeptus. It is also going guarantee to increase the rift between Decked, and Competitive suits. I do not care what anyone argues there is a massive rift between competitive, and decked. I am not saying a competitive char cannot beat a decked char, but a war with 350 ac, 60/65 hit dam, and 20 saves is gonna have a pretty easy fight vs a warrior with 200 ac, 45/45 hit dam, and 15-20 saves across (given the player skill is similar between the two). By making areas harder to accesss, you are giving players who think EQ = Power a reason to log off more readily. Knowing you need 4-5 people to go to gear means alot of characters [i']will never go on those big trips. I cant remember the last time I had a group of 3-5 that could go somewhere big. Hell, since I pinned this char I have only been to Desolation twice, and I had to go with ONE other character (Filthy decked warrior). I am not keen on everyone instantly logging off the moment they face some opposition. I say

let them keep their fat suit of armor if that is what they need to feel safe jumping into the fray.

Also as it is some newbies know the factions moderately. Enough to get into it.You start making these places MORE hostile (Blood anyone?) and you are going to have no way to learn these areas except at the heel of a decked vet, this is not the way to improve player skill/knowledge.

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I think making the areas harder is going to only favor vets. I don't care how hard you make steel' date=' a ranger is still gonna be able to solo it relatively easily. Increasing the toughness of the high end areas is going to make newer/near vets log off because they have Banner of Illisidar, instead of Legs of Adeptus. It is also going guarantee to increase the rift between Decked, and Competitive suits. I do not care what anyone argues there is a massive rift between competitive, and decked. I am not saying a competitive char cannot beat a decked char, but a war with 350 ac, 60/65 hit dam, and 20 saves is gonna have a pretty easy fight vs a warrior with 200 ac, 45/45 hit dam, and 15-20 saves across (given the player skill is similar between the two). By making areas harder to accesss, you are giving players who think EQ = Power a reason to log off more readily. Knowing you need 4-5 people to go to gear means alot of characters [i']will never go on those big trips. I cant remember the last time I had a group of 3-5 that could go somewhere big. Hell, since I pinned this char I have only been to Desolation twice, and I had to go with ONE other character (Filthy decked warrior). I am not keen on everyone instantly logging off the moment they face some opposition. I say

let them keep their fat suit of armor if that is what they need to feel safe jumping into the fray.

Also as it is some newbies know the factions moderately. Enough to get into it.You start making these places MORE hostile (Blood anyone?) and you are going to have no way to learn these areas except at the heel of a decked vet, this is not the way to improve player skill/knowledge.

I remember when Steel was a no-go unless you had three and one was a communer.

I remember when no one would go to Blood unless there were six players.

These areas meant something then - as did getting the equipment.

Now these area's are a joke. Which is sad, because having some actual danger was pretty cool.

Everyone all still fought then, players learned to play with or without equipment. Making this the case again makes it harder to get that super suit. Keeping it? If you're that much stronger you'll get 3 v 1'd and the suit will be split up.

The difference is you won't be able to get it back in two days - which should mean the person who lost the suit is on more even footing (eq wise) with the people who took the gear ie they will have to use 'lessor' rares for a while.

I'd suppose what I'm getting at is that is should be somewhat of a challenge to get a suit of that magnitude. Not simply a four hours of solo'ing mobs.

L-A

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It also means people log much more. By increasing eq options your making eq less important be cause more is available.

No need for name calling and generalizations -Elro

I understand your point - I don't think eq is going to cure players of being sooks though :P

L-A

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I honestly feel that FULL sac's and full loots should not be allowed. I know we have blue PK to stop this from happening, however this also limits the amount of rares you can carry.

Now let me explain a bit further.

I completely understand if you beat someone who is in a god suit, and has been killing everyone for weeks, I fully understand stripping that person of their EQ to level the playing field. However I had a strange occurrence as my undead thief, that made me very angry.

I was wearing rags (chimera/teeth necklace/onyx rings) and was killed (with ease) by an avatar ranger. He was in pretty much a god suit, and still felt the need to sacrifice all of my gear. His RP was poor in my opinion, as he basically said "you can expect this to happen every time I kill you, because you are evil and I am an Avatar." I explained to him that there was no need to sacrifice all of my crappy gear after killing me without me hitting him once, to which he responded "you expect me to show you any mercy? I will do this every time I kill you, evil scum".

I just don't get why full sacs are needed if you already wreck your opponent and they are in rags. It has no RP value, and IMHO only serves to prove that you are a mean person who gets off on ruining the playing experience of others. For this reason, I feel that ALL players should have a limit to the amount of things taken from their corpse. I know the chances of this happening are slim to none, but I feel that it would make the game more enjoyable for everyone who plays. Not only would the person who died be happier, but the person who won the fight would have someone to battle again, (instead of them having to go collect more chimera/basic gear again.) Just my two cents.

IKFL

-Asares

-Charles

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I played a very successful, albeit short lived, avatar storm warrior named Exercurael. There were very few evils that could even touch me once I became a full avatar status. Killing evils, although part of the job, does not mean leaving them with nothing. It is not mercy to leave them with equipment, but who are you to assume they will return?

I never received any negative statements, punishments, or reprimand for leaving what equipment I didn't need. In fact, it benefitted me more as the character was viewed with respect from Staff and PBase alike. The avatar in question has it entirely wrong, in MY opinion. I played the vengeful, evil-hating avatar to the letter. But there is a way to do it with out being a jerk.

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These semi-flames are exhausting. Your opinions on what constitutes GOOD RP and BAD RP, about people being JERKS and WRONG, are simply opinions. The staff decides.

If you don't want to deal with an avatar, don't play an undead. I see anything like this again aimed at a current character and I'll give out a week ban. I also won't respond to PM's about this, you can put it in Prayer.

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  • Implementor

People, if you loot someone or not is a matter of YOUR choice as well as YOUR rp.

It is fully legit if someone decides to do it, though we have always discouraged full loots on newbie players. If we see this happen repeatedly we will usually see if we can find a way around it, working together with the vet and the newbie in question.

Now that we have the moderate tier, there is a way around it if you don't want to take the risk of being full looted.

That being said, there is usually a rp way around having to full loot someone, if you as the player do not really want to.

Examples:

- I can't be bothered with sacrificing all this crap, my god would laugh at me for such a poor sacrifice.

- I won't touch these tainted things so their taint does not spread on me.

etc.

If two people at the oppsite ends of the align spectrum fight, full loots are more justified than elsewhere, esp. if both happen to be a qclass/race.

Leaving things / dropping things is still ok (compare reasoning above), however giving them back things is not, as the player of Chakii mentioned in this or another thread recently. That would be a direct breach of rp.

Sidenote: I grow really tired of us having to lock threads on a very REGULAR basis lately because people are flaming others or flame baiting. Warning: If you have a problem you wish to discuss, bring it to prayer not here. Thinly veiled flames will lead to forum bans from now on.

The same applies to people who feel they need to SPAM Imms with pms about things they have already posted about on prayer or people who feel the need to molest Imms by sending them pms that concern the Imms' mortals, which is very poor taste.

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