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Posted

Hello there, im creating this topic in order to ask you guys what kind of gracia epilogue server you would like to play? Right now im planning to launch a retail like server (x1) with free botting, however i heard people are looking for a pvp epilogue server. What do you think?

Posted (edited)

Nop, I won't repeat what is already said. I just told you in short version that it's not gonna work. :)

 

But well, you won't know until you try. You have been warned :P

Edited by SweeTs
Posted

Allright, so lets say i change the rates to x100, add gm shop and all that stuff, how about that?

 

P.S: I asked on the first post "what kiind of server would you like to play?" instead i get a negative unpoductive response.

 

I am open to suggestions.

Posted (edited)

Fast lvling, but there is XP loss on death. Rather than farm back to get XP, there is an item that you can purchase/manufacture that gives EXP.

 

This way you introduce a cost to losing, a direct way to influence another player by winning, but don't make it annoying in that you would have to go back to killing mobs to get back into the PvP scheme.

So players establish an infastructure where they obtain these EXP items, and ensure that they have a continuous supply to further their PvP agenda. The side which begins to financially fail loses. So, a PvP conflict isn't decided by who wins the fight because they zerged all the time, but who becomes averse to fighting after bad mouthing for an hour in local chat. Perhaps this can be achieved by the weaker side attacking the zergs supply of those EXP items, causing the zerg to be cautious about their losses, forcing the bigger side to focus on defense.

 

 

 

 

 

Right? Or you could just open a server with 100x rates and be done with it.

Edited by Epiquin
Posted (edited)

Fast lvling, but there is XP loss on death. Rather than farm back to get XP, there is an item that you can purchase/manufacture that gives EXP.

 

This way you introduce a cost to losing, a direct way to influence another player by winning, but don't make it annoying in that you would have to go back to killing mobs to get back into the PvP scheme.

So players establish an infastructure where they obtain these EXP items, and ensure that they have a continuous supply to further their PvP agenda. The side which begins to financially fail loses. So, a PvP conflict isn't decided by who wins the fight because they zerged all the time, but who becomes averse to fighting after bad mouthing for an hour in local chat. Perhaps this can be achieved by the weaker side attacking the zergs supply of those EXP items, causing the zerg to be cautious about their losses, forcing the bigger side to focus on defense.

 

 

 

 

 

Right? Or you could just open a server with 100x rates and be done with it.

From what i understand this might be a way to recycle the economy too. I like these suggestions.

 

In another note for anyone that is intrested there are a  few of reasons why i want to make a low rate x1 server.

- First, its easy to maintain, i prefer spending my time fixing a quest or something other related to the core l2 gameplay rather than to always try to "balanace" things and make a buggy mod stable as its often the case in a pvp server.

 

- Second, its better in the longterm. I hate that servers these days always wipe every few months or players leave after the first olympiad period is over just because they didnt become hero and stuff like that. I want to make something that the players can consider as a home.

 

- It will be easier for me to make low level gameplay more intresting, by adding new instances and events and stuff like that for low level players.

Edited by rstart
Posted (edited)

From what i understand this might be a way to recycle the economy too. I like these suggestions. Sure if you can pull off all the cost/effort matching gymnastics that you'd have to go through.

 

In another note for anyone that is intrested there are a  few of reasons why i want to make a low rate x1 server.

- First, its easy to maintain, i prefer spending my time fixing a quest or something other related to the core l2 gameplay rather than to always try to "balanace" things and make a buggy mod stable as its often the case in a pvp server. Fair enough.

 

- Second, its better in the longterm. I hate that servers these days always wipe every few months or players leave after the first olympiad period is over just because they didnt become hero and stuff like that. I want to make something that the players can consider as a home. Right but they probably wipe because of the fucked up economy. If you have everything and there is no potential to lose all your assets, and worse, no way to cause somebody else to lose all their assets, PvPing just becomes a slapping contest. 

 

- It will be easier for me to make low level gameplay more intresting, by adding new instances and events and stuff like that for low level players. Ok, but you did mention PvP being a focus. PvE always felt decoupled from the rest of the game, never really part of the PvP. Also how long till you get tired of making scripted content and/or instances that are also detached from the rest of the game? 

I can't responsibly agree with making a 1x server, because I cannot see the opportunity.

 

There are no doubt reasonable motivations behind making one, just don't see it as something that's convincing enough to drop all other servers and log in. The introduction of a majority of those features to a new player will be delayed by the simple principle that the player would have to get to the arbitrary level you lock your instances to, which could take weeks or months to grind towards. Then the player is faced with reviewing your custom instances, very likely non objectively or critically. So, its a gamble. If they don't like it even one bit, the obvious question for the player is whether it was worth the time and effort... And if it wasn't, then that player will lose trust in anyone trying out new things again.

 

Just a thought.

Edited by Epiquin

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