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  #1  
Old 10-22-2008, 12:21 AM
paaco
Discordant
 
Join Date: Jan 2005
Posts: 320
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Atm, players drop an item which is part of an evolving charm quest, every time you turn the charm plus some of those in it upgrades slightly.

I'll be doing plenty of balancing as far as resists go. ( Can't wait for that part, it should be fun ) Cause I dueled a Warrior with my Necro the other day, and I absolutely destroyed him, just chaining lifetap and a dot every once in a while. I have some changes inc in the next week or so to make melee slightly better though, well see how that goes.

PvP is currently enabled everywhere with the exception of the start zone. You can't attack there at all.

Lvl cap is 50, 51 after doing a quest. After that you can buy a limited number of aa's which I have customized.

I am going to be deleting a few zones that noone uses, to make running around quicker and to keep people closer together.

All zones are from EQ classic, with the exception of a couple made in openzone, that haven't been released yet. These will be PvP grounds with some group enconters thrown in with decent loot in it.

Race Based PvP is tough, at least for me, my coding skills are pretty limited. WTB a good coder.

I have used GeorgeS's random loot tool to spread random drops around any mob in the world rarely, including trash. So you never know what that Gnoll pup may drop.

Thanks for the suggestions Estrang
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  #2  
Old 10-22-2008, 12:31 AM
MNWatchdog
Hill Giant
 
Join Date: Feb 2006
Posts: 179
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ANYONE who knows PvP and PvP servers knows casters own melees early on, but in the long run, which is the only thing that counts IMO, melees own. Melees end up with LOTS more HP, get actual weapon upgrades and with resist, casters just plain lose out.

One suggestion is for pure casters to double or even more their effective AC in PvP.
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  #3  
Old 10-22-2008, 12:46 AM
paaco
Discordant
 
Join Date: Jan 2005
Posts: 320
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I have upped AC on the dropped caster items considerably. I will def work on balance a lot though when the time comes.
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  #4  
Old 10-22-2008, 10:18 AM
Dodie
Sarnak
 
Join Date: Jun 2004
Posts: 67
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Lol, with the current db, if he has not changed hit rate, melee's get pwned all the time, because the misssssssssssssssssssssssssss
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  #5  
Old 10-29-2008, 11:44 AM
Killawen
Sarnak
 
Join Date: Jan 2004
Posts: 66
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Perfect PvP server for me is:

-Max level 60.

-Classic, Kunark, Velious zones/drops/spells only. Pick a few zones to start you off in. Maybe have 3 zones for levels 1-20. Levels 21-40 can have 3. 40-60 can have 3. 60 can have 4. Simplicity is best.

-Any drops off a named(FBSS, Ry`Gorr armor, or whatever) is NO DROP flagged. If you pick it up off the corpse, you use it. No twinking nonsense or giving full suits of gear to X player because he is your friend. Camp it yourself.

-No Epics. Quests for epics on emu's are too short, too easy, and usually nobody can handle the balancing out of their effects.

-Keep it simple. No taking over towers, no using cards to spawn guards...that stuff is lame...like WoW lame.

-Level limit within 6 levels.

-No raiding required. Drop the raid mobs stats so that a group of 12 can take em out(and that doesn't mean 3 people in top of the line gear can trio them....like 99% of the custom servers out there). Make them tough, but not need more than 2 groups worth, ever.

-No item/token/pvp points. All that crap reminds me of the flawed EQ PvP points system. Looting is cool, but it really doesn't matter a whole lot if the gear is no drop. Tokens? I don't want to run around wasting inventory on coins.


There you go.

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