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![]() Over the past few years there has been much speculation and anticipation over the launch of a new server. While much of the excitement is rooted simply in the prospect of having a totally fresh start, there is also considerable potential for expanding gameplay through custom rulesets which differ from those currently existing on Blue and Red. The three major rulesets I've seen proposed are:
1) Teams PvP - Most likely race or deity based 2) Green/Recycle - Server with a built in sunset/wipe feature after "X" amount of time 3) Purple - A hybrid Blue/Red server with PvP limited within certain parameters (i.e. restricted by time/zone to coincide with competitive raid target spawns) All three of these rulesets have pros and cons. Teams, for example, has the most potential for fun and interesting gameplay, but is also the most likely to suffer low population over the long term. Green would always provide a fresh start around the corner, but this would also have a negative impact on players' long-term investment in the server (meaning population would peak at launch and precipitously decline as the reset neared). And Purple offers an interesting dynamic, but is in a sense the most radical of the three, having never been implemented (to my knowledge at least) in any live or emu server. It could be a great compromise, or it could turn out to simply result in the worst aspects of both Blue and Red. That being the case, I have been thinking about a new ruleset and would like to get some community feedback on it. I call this new ruleset: PvE+ The fundamental goals behind the PvE+ ruleset: 1) Remain as Classic as possible, with a focus on the spirit rather than the letter of Classic 2) Implement solutions to address the problems with P1999 gameplay that have become apparent over the life of the project (most notably endgame overcrowding) 3) Promote pro-social and cooperative behavior between players while retaining avenues for healthy competition between guilds 4) Require minimal implementation of custom resources by the developers and minimal policing of the playerbase by GMs/Guides 5) To whatever degree is possible in a game as thoroughly explored/fully known as EQ is to most of us, recreate the feelings of danger and excitement that we experienced when first adventuring in Norrath years ago So how exactly does PvE+ propose to achieve those goals, and how does it differ from other rulesets? To put it as simply as possible: PvE+ proposes to make the PvE content of the game much more difficult. And this goes much further than simply buffing the HP and damage output of mobs. PvE+ is about creating a world that is more hostile to the individual player. The overall effect of PvE+ would therefore be to: 1) Greatly promote cooperation between players in order to ensure survival and enable leveling 2) Reduce the overall speed of leveling 3) Increase the difficulty of obtaining rare items 4) Make the world feel larger and more dangerous 5) Discourage soloing and excessive twinking PvE+ is necessary because we've become too good at EQ. The game has, in a sense, been fully "solved". Our mastery over the game has resulted in a gameplay experience that has become stagnant, predictable and which, while mostly Classic in the mechanical sense, is far from the classic feel of Everquest. Original EQ was an extremely difficult game, but a large amount of that difficulty was due to unfamiliarity with the game's mechanics and content. Now that both the mechanics and content of the game have been fully explored, the only avenue we have for recreating the Classic feel while retaining Classic content and mechanics is therefore to ramp up the difficulty setting. Specifics of how PvE+ proposes to make the game more difficult (as you read through these suggestions, pause to consider the deeper implications each would have on gameplay):
The overall effect of the PvE+ ruleset is to shift the focus of gameplay away from the level and loot treadmill it's degenerated into today and toward a more classic experience: struggling to make your way through a dangerous world, and being forced to rely heavily on friends and strangers to successfully do so. Enhanced difficulty makes every accomplishment in the game more meaningful. Leveling itself is supposed to be difficult. It should not be easy to get to level 30, much less level 50 or 60. Climbing the level ladder should entail increasing risk, difficulty, teamwork and itemization requirements. The PvE+ server is not intended to be an endgame raiding server. It's not meant to be a leveling treadmill that deposits you at 60 into the midst of 40 other people where you just show up as "a_warm_body_00" and collect loot easily over time. It's an adventuring server. The goal is to make the entire game (from levels 1-60, from Blackburrow to Sleeper's Tomb, from a decaying skeleton to Tunare) an ever-increasing obstacle course where you must carefully balance risk vs. reward. Note that the vast majority of the suggested changes contained in the ruleset are essentially just tweaks to existing gameplay mechanics. This is not a custom ruleset that drastically alters classic EQ gameplay. The gameplay itself would remain essentially unchanged from what it is now, it would simply be more difficult and carry greater risk. Feedback: What do you think of the PvE+ ruleset? Suggestions: What ideas would you add to the PvE+ ruleset to enhance gameplay and increase difficulty? Longwinded effortposts encouraged. Bonus points if it's somehow even longer than this one. | ||
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