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#1
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Seeing as big as the playerbase is for a private server I was wondering if anyone else would be interested in going red.. Sure it's got flaws and what not but it could also be fun.. Not sure if there was a post on this earlier I searched various topics and got nothing.
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#2
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I mean, I keep hearing how hardcore PvP is in EQ (even though I thought it more readily resembled dysfunctional ballet), and yet you guys have to ask if a bunch want to go red like you're all afraid to dip your toe in first. Go red, they will come. Or they won't, and you have your answer and an interesting story to tell your group mates. | |||
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#3
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OK, you first.
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#4
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Quote:
""Then in 2001, one of the greatest social experiments in multiplayer gaming history went live. The Sullon Zek EverQuest PvP server was launched. The one rule on Sullon Zek was that there were no rules. The level restrictions on PvP combat were removed, training and corpse-camping became legitimate tools of war, and GM's took an entirely “Laissez affaires” attitude toward players grievances. Sullon Zek was to become one of the most ruthless, savage displays of antisocial humanity to ever exist in an online game, drawing the most competitive, committed players from the EverQuest community to a single battlefield. Those playing on Sullon suffered incredible levels of torment and frustration, lost months worth of achievements in a matter of hours, and spent endless nights in combat against relentless and merciless foes. Yet speaking with players who fought and died on the fields of Sullon Zek, one finds their appreciation for the server, their sense of accomplishment about battles both won and lost, and their desire to return to be unanimous. As barbaric as Sullon Zek was, it was the greatest PvP server to yet exist in a multiplayer MMO. Those players who were less skilled were quickly identified and shunned by groups. Players who found themselves without a group were at the mercy of both the enemy factions, and EverQuest's group-centric content. These players struggled, fell behind, and left the server. Even classes who could perform well solo would quickly discover that finding powerful armor and weapons required slaying monsters and completing quests which required groups. The end result was that Sullon Zek became a collection of some of the most experienced players the EverQuest community had to offer, those without the requisite skills or knowledge to be useful simply did not survive. In addition, many of the creatures which dropped the most the most powerful items involved incredibly long and complicated fights, in which any interference from PvP combat would spell certain doom for the entire raid. This meant that every piece of PvE content on Sullon Zek was hotly contested, any attempt to kill a significant dragon or other monster would quickly become a battle of wills, over who had the requisite commitment and dedication to persevere through endless hours of exhaustion for the chance at a single piece of equipment. The lack of governance on Sullon, combined with the brutal, relentless, and antisocial players it attracted, gave the server an intensity of experience which created the greatest PvP environment in the history of MMO's. The server offers a myriad of lessons for both developers and players alike. It shows that affording players the opportunity to inflict severe, meaningful loss and frustration on opposing players is one of the best ways to promote vicious, large scale PvP. Players will kill other players regardless of reward, as long as they are assured that their opponent has suffered a meaningful, life-draining defeat. Also in evidence with Sullon is that the type of players attracted to such a PvP environment tend to be utterly merciless. This gives rise to extreme rivalry's between players and factions, and makes the PvP combat even more meaningful. Combining such a battlefield with a PvE environment which is entirely non-instanced and “up-for-grabs” makes PvP and PvE nearly indistinguishable. - edited out the parts that made no sense | |||
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Last edited by wehrmacht; 04-03-2011 at 04:24 AM..
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#5
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Nobody except noobs went red on real EQ servers back in 1999-2001.
Because, as in the above quote, a PvE environment which is entirely non-instanced and “up-for-grabs” makes PvP and PvE nearly indistinguishable. My EQ1 guild from 2000 still exists (though we've long since left the game). We were based in GMT+10 (Australia) time zone, meaning we were the most hated raiding guild on the server because we stole the US guilds' spawns while they slept, and there was nothing they could do about it except try to stay up late and KS us. In other games we've played on PvP servers, but there was no need in EQ1. | ||
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Last edited by Tale; 04-03-2011 at 05:55 AM..
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#6
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Quote:
Yeah. Sounds about right. | |||
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#7
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I tried getting people interested in turning red a few months back while waiting for kunark, there was no interest in it.
There is still no interest in it, except for the 5 guys that spam the server 100x a day trying to get their own red99 instead of just turning red. Some people just can't handle the competition when you're not allowed to train a whole zone and call it "pvp" Hopefully one day there will be a red99, and aaaaaalllllll of this pvp bs goes away. /dreams | ||
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#8
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i believe red99 would not allow training.
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#9
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i forsee at least 200 people at launchday of red p99 (if not more). blue population is just scared to lose numbers on blue p99, thats why they are against red
__________________
Mitic<Transatlantic Nihilum> | |||
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#10
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