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The QUESTION: How do you keep people interested in EQ Classic after all content has been throughly explored?
The ANSWER: Player versus Player (PvP). Now before you cast down your judgement please read the explaination and implementation.
The REASON: PvP adds a human element that is unpredictable and unstable. This is why many people love MMORPG's and Multiplayer first person shooters.
The IMPLEMENTATION: Since EQ is not really a PvP game we should not pretend it is. Instead, we should give players the freedom that EQ is famed for, but with consequences. A player should be able to kill any other player, but the killing blow rewards a negative faction hit. The amount of the faction hit is based off the level of the victim to the attacker. The attacker of a equal level victim would only receive a small faction hit (ie. -10 faction hit to Ranger's guild). The attacker of a victim with a great level difference would receive a huge negitive faction hit. (ie. lvl 50 player kills lvl 5 player, thus receives -450 faction hit to Ranger's guild.) In this instance, I based the negitive faction hits off the equation (player level X 10). Of course a designer would change the number to suit what is needed for the server.
The faction is based off the class note a player turns into his guildmaster when his character is created in the old world. Any positive faction gains from that class note would indicate the negitive faction hit a player would receive. For example, Human Rogue in Qeynos gains +corruptguardsofqeynos, +unseenhandofcircle, etc when turning in his class note. Any player who kills this Human Rogue from Qeynos would then see a faction loss of -corruptguardsofqeynos, -unseenhandofcircle, etc. This gives designers just a few factions to work with and ties the player to his class guild/city.
The only hits that matter in this design are the initial blow and killing blow. The initial PvP blow flags someone as PVP Aggressive for 5 minutes. The initial blows would include, but not limited to melee strikes/misses, spells/resists, etc. During this time the attacker can be killed without a negative faction hit. However, if the player flagged as PVP Aggressive is not engaged in PvP combat for 5 minutes, then he returns normal state. Two people flagged as PVP Aggressive would neither receive a faction hit upon the killing blow. The PvP Aggressive flag would persist through death, but if you stay dead for 5 minutes then you'd return to a normal state. You'd be able to know someone was flagged as PVP Aggressive because their name would be red instead of normal color. In order to help simplify a already complex code, only the killing blows (either through melee, spells, dots) would receive negative faction hits.
When in a group/raid you cannot be attacked/harmed by members of your group/raid.
There is no reward for killing other players. Rewards only further enhance griefing. The system I propose is not to support PvP, but to allow freedom of PvP if a player chooses. There is no faction gain for killing players as this would make coding easier.
If you are in a Arena there is no negative faction hit or PVP Aggressive flag.
The PROBLEMS: This of course is my vision of a EQ World, and it has since release in 1999. I know that such a coding would be beyond complex and something that SOE would not invest in. However, I can dream can't I? I'm sure there is all sorts of flaws in my idea beyond difficult coding/bugs. I would be willing to take any helpful thoughts, but there is no need to point out that it isn't going to happen. I already know, but I wish to sleep and dream awhile longer.
Honos the Dreamer
PS. You can also join in the dream of just a EQ Classic server at the offical forum located here:
http://forums.station.sony.com/eq/posts/list.m?start=1335&topic_id=30225�
Past: EQ, EQ2, DAoC, SWG, WoW, LotR, VG, WAR, GW, GW2, Rift
Present: The Elder Scrolls Online
Future: Everquest Next