View Single Post
  #6  
Old 08-09-2015, 06:43 PM
Gustoo Gustoo is offline
Planar Protector

Gustoo's Avatar

Join Date: Mar 2012
Location: The side of Bristlebane
Posts: 5,896
Default

Quote:
Originally Posted by Sirken [You must be logged in to view images. Log in or Register.]
srs question,

why do you think that a new pvp server would end up any different than the current pvp server after a year?

(this is not in RNF for a reason. if you dont have anything to contribute, don't post here)

<3
Sirks
I will try to list some of the most important reasons, and will try to begin the list with the reasons that most people can agree with, and end the list with reasons that are based on my experience, expertise, genius, and my background as a climate change sociologist.

1. Rough start:

A: The server had a rough start for several reasons. First, the beta was very long and there was never a pre-determined launch date until fairly close to that date. Enthusiastic players slowly faded away and by the time the permanent server was announced, a lot of players were not following the forums and didn't come back until weeks or months after the launch. By this time, the server had already began down its unfortunate path.

The new server would not have a beta and it's timeline and launch date (and the date of expansions) should be pre-announced well ahead of time so people could plan and have a good time.

B: The original ruleset was the sad result of some secret "dream pvp ruleset" committee and was a gross hodge podge of rallos and tz/vz rules. It was a FFA server that had a +- 8 level PVP range, with coin loot, and EXP loss on PVP death, in addition to (unless it was added later) random unlimited PVP range zones where max levels could kill level 30's grinding exp.

This unfortunate and poorly thought out rulset had several sad results:
I. Level 10 players could farm level 2 + players for coins for spells. This was the
best way to get spell money
II. Griefers thought the EXP loss on death was hilarious, but normal people now
had an enormous incentive to avoid PVP, with absolutely zero incentive
to engage in PVP to defeat their mighty foes (PK's).

C: The Holocaust / Nihilum debacle: Holocaust was banned, Amelinda was found guilty of treason against the realm, Nihilum reigned for years and was ultimately also banished, somewhat validating Holocaust's early claims of corruption.

We can only hope that something like this won't happen to the fresh server in such an egregious manner.

2. Later bad ideas:

A: Accelerated EXP: this helped a top heavy server become even more top heavy. This is fine for the people that think everquest is all about level 60 and collecting all of the all/all +5 to all stats items from raids, but for casual players it makes the world unhappy and dead, with no one spending any time in newbie zones and a significant portion of the population logging on for raids only. The server economy is also junky as a result, since there is no one with any use for lower end (but still good) items. I give them away for free if I can actually find someone to use them, or sell them to merchants.

B: PVP resist code: this is still a big point of contention, but the best thing we can hope for is the closest resemblance to live as possible with no attempts at "balancing" outside of early live changes like making "fear" spells not force players to suicide off of buildings or into hot lava, and making pets draw aggro from guards to the pet owner when PVPing near guards. People used to complain about this way too often, but it seems to have settled down a bit.

C: T staff: this baby was insanely powerful for way too long and resulted in many cry babies.

-------------------------------------------------------------------------

The above explains some of the things that brought the current server to it's present state.

I feel the following will result in a more successful server.

1. Leave the present server as is, but turn it into a true Vallon Zek / Tallon Zek server replica and implement some teams. Some people will be bummed for about 1 week, and then everyone else will be happy to have a new experience and enjoy classic style teams. Some people love teams and will be happy to be a part of this new experience. OR you can just leave the present server as is, in no-mans-land so that the "Status Quo" guys can be happy. This will probably result in a dead server at some point.

2. Make the new server an actual Rallos Zek replica ("project 1999, classic everquest") which means a +-4 level pvp range with item loot and full coin loot that starts at level 1. The only change from classic is that we can disable the looting of held items right from the beginning because Fists are not meant to be used by melee characters in everquest besides monks, and looting a warrior's sword makes him way too weak.

Why have item loot?

A. We already have a server without item loot and it is marginal at best.
B. With slow EXP, and item loot, people are encouraged to enjoy the game at lower levels. Certain classes enjoy certain advantages at certain levels, so in a sense you can choose an alternate character path that terminates at level 10 (for a rogue murderer) or level 30 (for an SK murderer with high damage weapon) or level 16 for a wizard (melee still quite weak, and avoid dealing with level 10 rogues)

Item loot is not a problem for low level players, these players wear the garbage gear they get wherever they are grinding, and this gear has almost zero value.

Rich players we do not have to worry about. Players think twice before running around at level 10 with a fungus tunic, which is great because a low level player with such an item is somewhat absurd. If the fungus tunic gets taken from a player with a level 60 already, it isn't a big deal. This makes it fun because people that don't like to grind to level 60 and camp items can still try to gang up or otherwise find a way to assassinate twink players and steal their items.

It makes the low level game a lot of fun. It makes twinks more interesting because of the adrenaline of losing your ikky regen, and the adrenaline of finding another player with something worth looting.

Some crazy guys say "it makes it so so sad for lowbies" but this is not true. If you care about a lowbie you can give them 100PP which will buy a melee a full suit of banded, Lowbies learn to deal with murderers and only with item loot do they have any chance of retribution. With the present system, Twink PK's can only be avoided. There is no reason to challenge them and no chance of reward. The punishment of your group being broken up and your EXP being destroyed is far greater than the loss of your piece of ringmail.

When item loot is around, groups are encouraged to stick around and focus on killing the twink, since he is worth killing. It is a fun challenge that makes up for the loss of stable exp grinding.


-----------------------------------------

We know several things for sure

1. Item loot isn't for everyone
2. Item loot makes the low level PVP experience way better
3. We already have a non item loot pvp server
4. A lot of people from blue and hopefully from outside our current playerbase will be willing to play a classic rallos zek server for several reasons:
A: Because they want to experience the classic era, the best most balanced and
beautiful era of the game.
B: Because they want to be a part of a fresh server from the beginning, and all
that that implies.
C: Because they have already experienced the game in a non rallos zek way and
will be willing to try everquest in one of it's most interesting, challenging, unique
and dynamic formats. A level of intensity and fun that is not seen on any modern
game, or any current emulated offering.


The new server will benefit greatly from the knowledge and experience gained by the P99 staff and players throughout the RED99 server's history. It will have a better start and benefit from a more classic ruleset that really offers meaningful differentiation from both Blue 99 and all current MMO's.
__________________
Discord PVP Server:
Quote:
Originally Posted by Rogean View Post
Lost but not forgotten.