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Old 12-03-2013, 05:11 PM
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knowom
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Join Date: Jun 2006
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Sound interesting Tabasco I like the idea of sort of player driven load balancing for team pvp. I kind of wanted to do that for DotaQuest a bit through questing and even standard farming. Your idea is nice as well though and would likely compliment a bit of what I all ready had in mind for player driven load balancing for pvp/pve within the game.

As far as what Lane is asking with this topic I think it depends on the server and it's goals. If I had to pick which I'd prefer to see it would probably be team pvp and no loot, but it depends on how the server is setup and managed in part as well. I don't find EQ to really be the type of game that was designed well in mind for item loot due to the fact that the loot itself can either be too powerful in relative terms or too hard to acquire. The end result is your going to get organized gank flash mobs that sporadically run around grieving everyone and no can really deter against worth a damn.

UO had full loot, but it was designed just casual friendly enough in mind that even newbies could band together and feel like they were making a difference. I don't see that really being quite the same situation in EQ it's a top heavy game economy where the 1% kind of dictates and rules the 99%. That's just my viewpoint on the subject, but everyone is kind of entitled to their own. If I did provide item loot I'd intentionally make loot itself more easy to obtain in general to offset rampant loot whoring player grieving. With it being team it might not be as big a concern though and with enough teams.
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