Oh sorry, guess i haven't been playing EL for nearly 4 years, much of that time as an active PK'er in both arenas and KF, at times tagless, at times in big guilds, small guilds, underdog guilds, dominating guilds... i must've dreamt it all, my bad.
My concept of PK includes equal parts 1-vs-1 and group battle fighting, and everything i've said applies to both.
That's the problem. You've played as a PKer, so I guess all you want is some slash'n'bash action, while on the PK server there's still harvesting and mixing, not only PKing. That's where your concept of PK server is ill. Seriously, it should be named PvP Server (and be free to play with no multi
I think on a server where the goal is for there to be a lot of PK, that is enjoyable for the majority of people who would partake in it, it's imperative that the achievable upper limits on char strength be reachable in a relatively short period of time.
The goal is to be able to PK, not to be able to PK everyone, and that's reachable in a relatively short time. There will always be stronger players than you or me. Especially if they invest more time and/or $ into developing their chars. As for the mixers/harvesters, most of them don't mind being PKed every once in a while. They usually hate being chased or camped for by much stronger players, who can just as easily pick more equal targets.
This trend is already set by the a/d cap, which greatly indicates that what i'm saying is at least somewhat how the server is meant to be even from day 1... the problem is just that the a/d alone only makes up part of the melee combat strength... having the a/d cap but not the other stuff i describe just makes the server feel like a half-done-job.
I don't think and never said people should be in uber low end gear. I mentioned removing stuff like dragon armors, as you did.
No, but you said it should be replaceable in a short period of time, which implies it's low-end gear, at least up to iron set. Players will never be even from day 1. Some will have better gear, some will have better skills, others will have different builds and fight in team battles and so on and so forth. As for server being half-way-done, you describe what the server would look if you were creating it. Unfortunatelly, it's Radu in this case, and he implements what he sees to suit best. We should address him with all our comments and suggestions in this topic, not each other.
How does the pace of which people can replace said broken/lost items have any impact on how competitive the actual combat is?
I'm talking replacing from 0 - not taking into the consideration the amount of gcs or raw ingredients they have at the time. If you take a week to replace an item, you PK less, train less, so you become rusty compared to other PKers who don't break their items or take yours, and thus they might become stronger, un-even compared to you.
CTF style PK games.
PK wars for some form of region control.
Even PvE activities that are actually fruitful and fun.
Again, you forget other skills. No offense, but this isn't QELServ, where there's only combat. That's your concept of a PK server, while in this case it actually isn't. More fighters -> more mixing/harving needed -> more protection needed -> more teamwork -> all the activities you said, at least most of them.
Guild wars has an extremely short character development cycle, yet they retain a playerbase thousands and thousands of times bigger than that of EL... i don't think it's me who's not thinking outside a box.
Guild wars have different character builds included, while from your point of view everyone is even and everyone can PK everyone. If the server was PK-only, the items needed should be attainable from PKing, quests, NPCs, PvE. And I mean all items. Think about how much time you would need to get gcs to buy the SRS, HEs, rings, other potions you need for PK? And the armor/weapons. If there's no OA exp after A/D cap, there's no point in killing mobs just for gc, at the very least it would bore you to death. The OA exp and ability to further improve your character is a bonus for the never-ending Feros/DCW bashing. Taking into considerations there's regular cooldown on items, you wouldn't be able to farm Yetis and above with A/D/OA cap and no nexus buying.
Foremost; The most simple and unarguable fact is: the PK server as it stands does not attract, nor retain many players.
I agree. That's what this thread is for. For ideas to improve it, not to flame the current playerbase/lack of it. Which actually includes you, so-called PKers, who tried the server and left, thus adding to the lack of PK action/playerbase. Flaming on yourself ftl. I know, sounds a bit stupid, but here's some thinking out of the box for ya.
not @Korr: I believe most of the concerned players agree that the legal multi, no-cooldown and uber strong items need to go. That's what we should concentrate on, not redo or remove the server altogether. Improve. Read the topic.
EDIT: ...and the server should be free to play, if the multi was made illegal of course. The 5$ lost per account wouldn't have much impact if the players buy more items from the shop as the playerbase increases. /EDIT
@Korr: maybe it's just the history between us that plays a role here, but we're actually talking about the same things, each of us forgetting some points on which we both agree, but still argue pointlessly. Again, let's take it all to Radu, not each other.
Edited by DHT, 11 January 2010 - 08:59 PM.