What things attract?
Depends which revision
What things push players away?
Lack in staff and combat system
What aspects could be improved?
Depends what you're failing in
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What do you look for in a PvP based server? I'm looking for something that is fun and lasts instead of fun and gets boring.
What things attract?
What things push players away?
What aspects could be improved?
What PvP rules should be applied and what systems should be in place?
What things attract?
Depends which revision
What things push players away?
Lack in staff and combat system
What aspects could be improved?
Depends what you're failing in
Another thing, what PvP rules should be applied and what systems should be in place?
I imagine that a lot of people have rosy and good feelings for combat as it is, but RS PvP is inherently flawed. Because it is so easy to slip in and out of danger zones like Edgeville PvP, mage and ranged are at a disadvantage. There is no distance to close because combat occurs within 5-10 squares from safety. This doesn't give much room for mages or rangers to perform their roles. This naturally gives melee an advantage because their weakness no longer exists.
Another thing that RS PvP suffers from is itemization. Ranged got to be a bit better in combat, but it didn't solve the initial problem ^ there. They just gave better itemization to ranged to better handle the overpoweredness of melee. This defeats the point of the triangle because suddenly ranged isn't molested by melee (as it should be). So now you have 1 strong class, 1 meh class, and one weak class that gets stomped by both. The weak class is obviously magic. There is not a single time that you will find a mage fighting with just magic. Magic is all utility in PvP atm. Part of it is due to itemization of mages.. they have nothing. The other part is it is just weak on its own.
2 Problems to solve:
- Ability to easily get out of PvP zone, which minimizes risk for melee
- Itemization for mages which increases their strength without making utility stronger (which would make it stronger paired with melee/ranged)
Solutions:
- Timers on getting out, maybe edgeville ditch, once you jump in, must wait 30 sec before escaping (maybe allow tp, which could be blocked)
- Arena style combat but more dangerous (BH was insane, you have to admit)
- Tie strength in power and utility for mages in their items. Different robes or something
- Reward autocasting (impossible to achieve for someone swapping like melee/mages do)
Just a few quick ideas
Bumpity.
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