Quote:
Originally Posted by loramin
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Man, I'm not even in this fight, but that was a wall of disingenuous arguments!
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It isn't disingenuous to argue that player behavior requires a certain amount of controls be used. This is true even outside of game, with the forum bans and discord having slowmode/bans. During the greengrocer alt spam years back, players were told by staff that they could train any of his newly created characters to prevent him from spamming EC, because he would do it at all hours of the day when staff couldn't be on due to rl obligations. We were specifically allowed to prevent him from having more interactions with /ooc, /auction, and /shout because people didn't like trying to /ignore the long confusing names of his new characters every hour on the hour.
It isn't disingenuous to argue that alt armies parked at nearly every raid target create overcrowding the moment that target spawns. Players desync semi-regularly because of this. People can conceivably have or have access to more level 60 characters than there are raid targets in the game world, as opposed to the 8 characters and sole account most players had in classic.
By it's very nature, a PVE server "dictates less interaction with other people on the server simply because people don't like" PVP. Similarly, those who like PVP don't all like the same PVP. That's why there were different servers with different rulesets. We don't have that luxury here, so we have to try our best to compromise. The hardcore players have received the lion's share of content for years. Their concern may very well be that if they give an inch, the casuals will take a mile. This would be a legitimate concern if they weren't dealing with casuals who have little to no interest is dedicating the time required for daily/weekly forays into ToV, PoG, etc.
https://web.archive.org/web/20000306....cgi?read=1205
Quote:
Posted By: DarkHelm Da Bad of CC
Posted On: 1:54 p.m. 27/2/1999
Subject: PvP server
This is taken from an interview with Brad Mcquaid and PC ign:
BM: Several ways, really. First, the PK switch which
allows players to choose whether they want to be
involved in Player vs. Player combat is turning out to
be a HUGE success. We launched Phase 4 with 5
regular servers and one unrestricted PvP server. So far,
less than five percent of Phase 4 testers have chosen to
play on the PvP server, and the majority are choosing to
play non-PK on the regular servers. Clearly, the players
have spoken loud and clear on this issue.
Also, EverQuest is a very group oriented game. We allow the
players to form groups and guilds, and to share
experience and loot, and to communicate globally. By
creating a more cooperative game, players are finding
both the need and desire to work together with others
and not just perceive another player as a target or a
victim. ItÂ’s really refreshing to see.
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