new fame system - clarification needed
Anyone else not gaining infamy?
Part 1, Botched Implementation of PvP Rank Revisions:
To address some shortcoming in the recent mods to live servers, the PvP ranking system is SERIOUSLY compromised. I killed a General as a Master and lost fame. I killed Masters twice and lost fame. Others have told me they have lost fame when killing someone and I know someone who was deranked from killing someone in fame range. Aside from that, others think that if you don't engage first, you'll get fame if you kill them in such a scenario (and they tell me they've thoroughly tested this, despite my informing them of my circumstance).
Here are screenshots of the kills.
Here I killed a General level 80 Ranger and lost fame.
http://img25.imageshack.us/img25/39...4/eq2000069.jpg
Here, I was dueling a level Master 80 XXXXXXXXXX and gained no fame. I hit first in this fight.
OMMITTED (due to player request)
Here, I was dueling a level Master 80 XXXXXXXXX and gained no fame. He hit first in this fight.
OMMITTED (due to player request)
Part 2, PvP/PvE Crit Mit Gear:
As an aside, I URGE YOU to PLEASE equalize PvP critical mitigation gear with TSO x 4 raid gear. PvPing for THREE HOURS a DAY, 5 days a week, most players average only 10 void tokens. With 775 tokens required to get a full set, that's 108.5 days if a player is able to maintain consistency in PvPing 5 days of the week for 3 hours each day (where most won't, due to raiding, questing, doing TSO instances, real life obligations, etc). The amount of effort required to obtain this set is EQUAL TO or MORE DIFFICULT than raiding for high end loot, especially in lieu of how strategies are given away as frequently as we breath on EQ2Flames.
Increase the potency of the gear to have +spell/ca damage totals that match x 4 TSO raid gear, ensure the crit/DA/uniquity of set bonuses are just as significant on each set. There's no reason x 4 TSO raid gear should get a 5 set bonus and haste on gauntlets and PvP gear shouldn't, especially when PvP should be such a focus on a PvP server.
Part 3, Issues with Evasion, Need for Innovation:
Heavily consider implementing cyclical objectives to draw PvP away from a reliance on zonelines, evasion, evacuation, and group stacking. Put PvP writ agents at these goal areas and only allow turn-in's at them, and not at those in the city. Flag different zone objective centers to be group vs group, solo vs solo, or raid vs raid (where, if you step within a 800-1,200 meter radius [to be finalized], you remain attackable but unable to defend yourself). See my post "READ: On Fixing EQ2 PvP for other ideas on specifics. Implementations like this go a long way in increasing content longevity/variety/diversity, and more methods of gameplay allow a greater sample of the population to find their niche.
Part 4, Miscellaneous Issues:
Evacs -
All the evacuations that were modified don't work once you're engaged, yet class evacuations do. This makes most of them useless. The smokey vials of escape, the carnivorous plant evacuation, the locket of escape, the unstable void tunnel, all of them shouldn't engage you when you try to use them after being engaged. The only problem was that a couple of them evacuated you when engaged in combat, which shouldn't be.
Disengaging -
Brigands safehousing below 50% health make it so you dont get credit for killing them (neither with your PvP rank or for PvP writs) and Troubadors or Coercers charming people lets their encounter disengage. When Coercers or Troubadors do this below 50%, they can make you not get credit if you manage to kill them after the charm wears off. For the charm, a simple fix would force their encounter to remain engaged i if anyone had made an offensive maneuver (within the last 45 seconds) against the target that is being subdued by the charm. For safehouse, the Brigand should be forced to automatically engage in PvP after they arrive at their safehouse location.
Server transfers -
With EverQuest II no longer in its prime, being 4 + years old as it is, players should be alotted more optioning and liberty when it comes to what playstyles they like to enjoy. On Nagafen, one guild dominates because those that are dedicated to PvP success make the move to increase their targets and be part of the experience Onyx has had in raiding EQ2 for over two to two and a half years now. In having old names dissipate (such as Darkhand), forging an iron grip on the reigns of the server have been extremely easy. Opposing forces typically require 2 x as many players to combat the combination of maximized itemization and organization found in this guild.
If PvE players, or guilds, could be transferred, it would attract new blood to the PvP servers, ensuring that the same old forces weren't out ganking other forces like nothing, as the factions could be revived with competitive forces. As it is, those looking to be successful always try to either go Exiled or join the old, full rosters of faction guilds that consist of players without the dedication to victory. Discounts could be given to guilds that transfer their entire raid force ($10 per toon instead of 50), alts included, requiring 24+ for such a rate. Transferring 12-23 at a time would give the rate of $20 per toon, transferring 6-11 would give the rate of $30 per toon. Transfers would be limited to once per week, for each individual chracter.
Please, give these critical areas of the game serious attention, as the formulation of such prior points was done in order to pursue an enlivening and invigoration of the PvP environment. Thank you for your time, and might I hope that you look to honor the loyalty your players have to such a respectabe, open community as the one we have here. God bless. ;]
- The Gnome of Gnomes