FV-PVP server prz
|
Quote:
|
Although a PvP server may be fun for some, I personally would not play on one. I love the traditional PvE play and have a blast at it, whether going to the Oasis to hunt Lockjaw or taking on the SH in Slaughter.
I had 5 accounts on the Sony live servers, but since I found this nice little home server, I have no use for those accounts anymore. I set my server up to be exactly like the live servers, just without the monthly cc bills and without player interference. Works for me :) |
I get bored way to fast with straight pve servers... Plus if someone is annoying as hell or camping a spawn constantly, it is nice to be able to go up and make em go splat :)
|
Optional PvP for me.
And not 'optional' as in 'you miss content unless you submit to PvP' (the idea of lucrative "PvP only" zones irks me). I mean totally optional, with no bearing on your PvE performance if you decide to skip over PvP entirely. I don't like PvP. I understand that there are those that do, though, and they should be able to express their need to dominate others somewhere. I just don't want to see it or be subject to it. |
PVE with PVP only when I get drunk.
|
Duh
PVP all the WAY
|
RvR.
EQ is a better game, but DAoC had a much better PvP system than any game out there. |
if only
if only you could still buff/heal and be buffed /healed after you turn in the book to priest of discord by players who choose to not pvp and vice versa we could all play on one server;)
|
Quote:
It would be nice for PVE/PVP to coexist like that, but it would be entirely unfair. All you need to have is a high level priest class to constantly heal/buff you during PVP fights and you win. Yes, the other person could technically have the same advantage, but the PVE healer cannot be attacked, so it's simply an unfair advantage. Perhaps this would work if there was an out of combat timer; say if someone flagged for PvP attacked another player flagged for PvP, the attacker couldn't be helped by any PvE players until out of combat for X amount of time. The defender could be helped until he attacked back, and then he too would have to be out of combat for a while before others could heal/buff him again. This is a very simple way to make it work, and similar solutions exist in other games. Without someway to negate the unfair advantage, I wouldn't suggest combining the two game types in the way that you've described. |
All times are GMT -4. The time now is 02:04 AM. |
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.