Quote:
Originally Posted by greatdane
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I played on red99 at launch and I think three things contributed to its failure:
1) It had no teams, leading to a situation where the server was won from the start by whomever happened to make the most hardcore guild. With teams, players have something to fall back on. No single guild can defeat an entire third of the playerbase; or if they can, they deserve to win. Without teams, noone can realistically work together outside of guilds, so the most tryhard crew just wins by default as they face no meaningful opposition. Teams make it so that everyone has a homeland, at least. There's a reason all PvP games worth mentioning have some form of team dynamic. Without teams, anyone who isn't the best of the best just quits.
2) It had a really bizarre, broken and profoundly unclassic resist system. It's been a lot of years now, but I seem to recall that among other things, it was made so that root did not have a chance to break on DD or ticks. If root landed, it was max duration guaranteed. There were various other "custom" resist checks as well. Everquest PvP isn't particularly balanced, but it helps a lot if melees can feel comfortable that 120ish MR usually protects them from spells that would just cause them to be incapable of fighting back. Red99 lacked that.
3) The devs launched the server and then just left it completely to its own devices. It did in fact have rules, but they weren't enforced at all. I recall Holocaust monks just training all day, literally, just a schedule of systematic training. I got three friends to start playing, and all three quit again because they got trained six times in an hour. Noone was administrating the server in any way whatsoever. They launched it and turned their backs on it, leaving the VZTZ degenerates to turn it into a griefing fiesta that most people quickly opted out of.
Without repeating those three problems, I think a PvP server would do just fine. As we know, an EQ server needs a healthy start in order to grow into something worth spending your time on. I have no notion if any of the aforementioned issues were ever fixed, but the fact that 80% of the population quit inside two months meant that nobody wanted to jump in and give it a shot post-launch. It was dead from that point on.
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This is all on point. One thing I know that in kunark and velious live if you had 100mr it was very hard to root you and if it did land it would probably break pretty quick.
I think there will need to be resists adjusted for each era to keep casters in the game because when people start rolling with 200 resists a lot of spells have zero chance with OG resists. Yeah there were some good problems with red99 resists.
It also had a tiered pvp range that was a bit confusing
It also had exp loss from pvp death a griefers dream
It also had actual GM corruption amelinda that hurt the balance between Holocaust and nihilum right when they both needed to have a chance.
There were a lot of players in pre kunark it’s a real shame that our server tanked so bad. I think it should come back after green hits velious for like 6 months and people are wondering what’s next. Green was a big launch and it doesn’t make sense to distract from it yet. Let it become full blue and let pvp be the next modified semi custom timeline s server