Quote:
Originally Posted by Ciderpress
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Well, by my memory there were many servers, and some of the PVE servers had lower pops than the Zek's, at least for a period of time. I don't think it's quite the same. There was clearly more of an appetite for a pvp ruleset. I think the nature of the average player is much more griefy on a free emu server than it was when the game was new and people had to pay monthly for access. The stakes were higher.
I've seen green approach 1k players as recently as this year during bonus xp, and there were still only like 20 tops logged into red, which is only 2% not 10.
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This is probably true and it could be examined from multiple angles I'm sure. 10% of the total playerbase would be an ideal number to shoot for. Red has been decreasing over the years due to a number of factors. First impressions can make or break some things and EQ servers are no different. Red screwed up majorly when it first launched with PVP deaths causing exp loss. Resist code has
never been coded correctly, or classic... which turns out is a big part of PVP, lol. Bowquest was never a thing in classic days, Line of sight for spells was never classic. The nerf of many clickies which were strategic in PVP. The list could go on, etc. etc.
Also, the ruleset itself needs to be reviewed. It's sort of a Rallos Zek ruleset, but not entirely. Item loot was left out, which actually is detrimental in many ways. It allows the creation of the super twink with no way to stop them. No item looting also contributes to the death of the anti-pk / pk dynamic which was seen on RZ.
Bottom line, Red needs some attention and changes in order to at least get back to that 10%.