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Old 09-23-2019, 02:22 PM
Gustoo Gustoo is offline
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  #2  
Old 09-23-2019, 06:53 PM
Nagoya Nagoya is offline
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EQ PvP in a nutshell: people having fun at the expense of someone else's fun and calling it fun for everyone cause that's how you remember it.

Can't make this shit up ^^
Thanks for reminding us why EQ PvP will never really be a good thing, unfortunately.

(PS: I'm 100% for having a new pvp server for you guys to have an illusion of fun (and/or real fun whatever) none-the-less, sounds good in my book go for it ^3^)
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Old 09-23-2019, 06:58 PM
loramin loramin is online now
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Quote:
Originally Posted by Nagoya [You must be logged in to view images. Log in or Register.]
EQ PvP in a nutshell: people having fun at the expense of someone else's fun and calling it fun for everyone cause that's how you remember it.

Can't make this shit up ^^
Thanks for reminding us why EQ PvP will never really be a good thing, unfortunately.

(PS: I'm 100% for having a new pvp server for you guys to have an illusion of fun (and/or real fun whatever) none-the-less, sounds good in my book go for it ^3^)
This is why the next Red P99 server needs to be teams!

PvP attracts griefers ("killers" in the Bartle taxonomy of player types). If you have all vs. all PvP (in any game), those griefers will direct their attention to the most vulnerable, ie. low level characters. This naturally discourages server growth (see Red).

But with any kind of team-based PvP, that killer/griefer energy is channeled. Instead of the griefer being a reason to quit the server, the griefer just becomes another villain for the players of the other team to defeat.

There's a reason why successful MMOG PvP is team-based (WoW, DaoC, etc.)
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  #4  
Old 09-23-2019, 11:55 PM
Nagoya Nagoya is offline
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Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
This is why the next Red P99 server needs to be teams!

PvP attracts griefers ("killers" in the Bartle taxonomy of player types). If you have all vs. all PvP (in any game), those griefers will direct their attention to the most vulnerable, ie. low level characters. This naturally discourages server growth (see Red).

But with any kind of team-based PvP, that killer/griefer energy is channeled. Instead of the griefer being a reason to quit the server, the griefer just becomes another villain for the players of the other team to defeat.

There's a reason why successful MMOG PvP is team-based (WoW, DaoC, etc.)
I did enjoy Warhammer: Age of Reckoning quite a lot and I understand what you mean.

However, as the other poster said, EQ PvP, team or not, is often zone line ganking or killing someone camping something, etc. It is not only the team or no team, but the very design of the game that doesn't make for a very healthy PvP in my opinion.

And I like the vibe of an EQ PvP server believe me (we had fun with Shrub for a tiny bit on that Rallos Zek server eh! Hi Shrub /o/) - but I always feel that in the end the game wasn't meant for this.

That being said, I have like 7 toons on Red, and if there is a new PvP server on Project 1999 I will probably play as well [You must be logged in to view images. Log in or Register.]
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  #5  
Old 09-25-2019, 12:04 AM
Vizax_Xaziv Vizax_Xaziv is offline
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Quote:
Originally Posted by Nagoya [You must be logged in to view images. Log in or Register.]
I did enjoy Warhammer: Age of Reckoning quite a lot and I understand what you mean.

However, as the other poster said, EQ PvP, team or not, is often zone line ganking or killing someone camping something, etc. It is not only the team or no team, but the very design of the game that doesn't make for a very healthy PvP in my opinion.

And I like the vibe of an EQ PvP server believe me (we had fun with Shrub for a tiny bit on that Rallos Zek server eh! Hi Shrub /o/) - but I always feel that in the end the game wasn't meant for this.

That being said, I have like 7 toons on Red, and if there is a new PvP server on Project 1999 I will probably play as well [You must be logged in to view images. Log in or Register.]
I played PVP-teams back on Live and I can say that it also has alot to do with both the game being so gear-dependent as well as being purely non-instanced. At MOST you have two "top-tier" guilds battling it out over the best raid mobs/gear who in turn go and use that gear to grief the far lesser-geared players.

Ultimately one of those two guilds ends up winning out gaining a monopoly on all the best items and locking anyone else out from competing w/ them in PVP.
  #6  
Old 09-25-2019, 03:09 PM
Olidaen_Delacroix Olidaen_Delacroix is offline
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Yay, can't wait !
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Old 09-24-2019, 04:05 AM
Videri Videri is offline
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Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
PvP attracts griefers ("killers" in the Bartle taxonomy of player types).
Wow Loramin, very interesting! I had heard of some kind of four-quadrant taxonomy, but I hadn't read into it much. It seems as though there is a competing four-quadrant model, as well. I might start a thread about this.

Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
If you have all vs. all PvP (in any game), those griefers will direct their attention to the most vulnerable, ie. low level characters. This naturally discourages server growth (see Red).

But with any kind of team-based PvP, that killer/griefer energy is channeled. Instead of the griefer being a reason to quit the server, the griefer just becomes another villain for the players of the other team to defeat.

There's a reason why successful MMOG PvP is team-based (WoW, DaoC, etc.)
Hmm, food for thought.
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Old 09-24-2019, 11:05 AM
loramin loramin is online now
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Quote:
Originally Posted by Videri [You must be logged in to view images. Log in or Register.]
Wow Loramin, very interesting! I had heard of some kind of four-quadrant taxonomy, but I hadn't read into it much. It seems as though there is a competing four-quadrant model, as well. I might start a thread about this.



Hmm, food for thought.
Yeah, I'd love to see a separate thread on it.

I think that that "meta-MMOG design" stuff is fascinating, and really helps you understand why games succeed or fail. Ance once you start thinking that way (in terms of groups of players and what they're each looking to experience in their game) it seems painfully obvious in retrospect: of course the successful games are the ones that create a place where every different type of player can play and have fun in their own way.

I don't necessarily think the Bartle taxonomy is the best or anything, but I do especially like their take on the "Killer" archetype, because I think it explains so much (though certainly not everything) about why WoW/DaoC/SWG/etc. succeeded with PvP and EQ didn't.
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  #9  
Old 09-24-2019, 12:58 PM
honeybee12874 honeybee12874 is offline
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Quote:
Originally Posted by Videri [You must be logged in to view images. Log in or Register.]
Wow Loramin, very interesting! I had heard of some kind of four-quadrant taxonomy, but I hadn't read into it much. It seems as though there is a competing four-quadrant model, as well. I might start a thread about this.
Just checked it out, I'd never heard of it either! I'm trying to decide whether I'm a Socializer or an Explorer. I'll be looking out for a separate topic on this! [You must be logged in to view images. Log in or Register.]
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  #10  
Old 09-23-2019, 07:21 PM
Riiyan Riiyan is offline
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Can we get some type of donation feedback prior to server releasing? Like are we on track with the current donations to procure new equipment? Is this going to be a problem at current donation rates?
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