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  1. Hey Qrave! Just wanted to hit you with a suggestion. Me and Melvin (Spacepirate) have been brainstorming and thought a few things:
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  3. 1. Jedi cannot be overt how they are now. Jedi are an alpha class and should remain that way, but being a Knight and becoming overt 24/7 deters PvP in a huge way. When I killed Zae'reth being overt, there was no way for him to really beat my build (and friends since it was coordinated), but Jedi are quite alpha compared to many combat toons/hybrid combat toons. We have thought that Jedi have to be "force-sensitive overt" and a few suggestions on what that could entail.
  4. 1: Knights will be overt but other overt regular toons can attack at any time, but they won't be able to be attacked by said Knight unless they attack him. This would reduce the alpha class brigading all PvP and not focusing on the main killer of Pre-CU (which I will talk bout in a bit).
  5. 2: Knights will be BH/Jedi overt, meaning any 3xxx BH could attack them at any time as long as they are on the boards (and Jedi overt means that any other opposite Knight could attack them). The BH overt could cap out on how many players could attack one Jedi at any time (as in 5 BH's attacking or attacked within 10 mins means no one else can attack said Jedi until one of the BH's dies and it's been 10 mins etc. etc.) or you can have it uncapped and have it similar to old live where it'll be huge battles against Jedi.
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  7. These suggestions would help PvP immensely since Jedi are alpha and to it deteriorating to Jedi PvP 24/7 instead of other classes going at it.
  8. My next suggestion is to help alleviate the biggest problem (imo) of Pre-CU. Loot.
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  10. If you ever heard of games like Black Desert Online or ArcheAge, they have failed miserably (most noteworthy of failure is ArcheAge) due to the biggest problem in Korean MMO's to this day: gear being the main decider of PvP. Now due to how little variables of winning could happen in old and dated games like Pre-CU, gear was deciding factor whether you would win or lose. Of course in FPS MMOs like Star Citizen, there are many more variables involved in the chance of winning due to it relying on human reaction, muscle memory, and overall mastering of the two. For games that are tab-targeting, Pre-CU and many others, gear has always been the huge factor in winning every fight, whether it would be tapes or legendary/exceptional items.
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  12. I have one suggestion to combat this so far: make more classes viable and make a cap of exceptional/legendary weapons/ingredients match crafters. Let me elaborate on this since it's a little bit crazy. I recommend the best items and weapons be able to be crafted by master crafters, but in return make the materials cost possibly x10 more and because of this balance, you would have to scale crafted weapons with that of exeptional/legendary ingredients/weapons. Pre-CU focused on players making their own game, their own world, so crafters should be a part of this more than ever.
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  14. Looted and rare items shouldn't be the reason why weapons are powerful, it should be the crafter. You could possibly have an option to boost the weapon capability to match exceptional/legendary but having a much higher chance for failure and costly to resources. This would provide some initial difficulty but it would help even the playing field coupled with the idea of making more classes viable in combat. Gear that is farmed for weeks upon weeks shouldn't be praised for in MMOs and it hasn't. Many korean games have failed due to their PvP factor in winning is gear.
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  16. If you need me to elaborate more into this, I'll be glad to. I just feel that it's just going to be the same as it always was in PvP and will eventually make people quit PvP altogether: tapes/gear. A rebalance on classes/skills/primary and secondary defenses would eliminate the need for tapes/gear since they are very artificial.
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