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With Player Vs. Player Combat making its way into EverQuest II very soon, the developers have sent out this release as a kind of explanation of what we can look forward to. For more information on EverQuest II, click here.
As you may already know, Player-versus-Player combat is coming to EverQuest II! It is currently planned to launch simultaneously with Kingdom of Sky, the second EQII expansion. PvP will take place on new PvP-ruleset servers named after famous dragons in Norrath. Everyone will have the opportunity to start fresh on a PvP server and be a part of the escalated conflict between Freeport and Qeynos. The launch of PvP will see dedicated Player-versus-Player ruleset servers for our US, UK, DE, and FR servers. There will be two US PvP servers, one of which will be Exchange-enabled. Now that we have the basic facts straight, let's explore how our PvP-ruleset worlds will work, shall we? Gameplay Nowhere in Norrath is safe, so be on your toes. While you are relatively safe within the protective walls of your home city, you'll have to watch your back nearly everywhere else (see "City PvP"). Let's get that adrenaline pumping! Communication and Interaction Regardless of the language you choose to speak in--be it draconic, oggish, or otherwise--members of the opposing city will be unable to understand what you communicate in /say. Similarly, anything said in /auction, /ooc, and /shout channels will only be seen by members of the same alignment (good, evil, betraying). Things you CAN NOT do across alignments:
Combat Here is a general outline of how combat-related effects are changing on a fairly broad scale. Note that the changes that are described below only have to do with PvP combat, as PvE combat on PvP servers functions the same as on Standard-ruleset servers. Taunts and Hate Reduction Spells that reduce hostile hate or lower your position on a creature's hate list can force players to completely lose their target. Examples would include a Scout's Evade or Templar's Placate. Melee Combat Control Spells Other Upon zoning, players will be immune from PvP combat until they initiate a hostile action or move. No need to worry about zoneline campers as long as you don't make yourself vulnerable. A separate inspection option has been included on PvP servers that will allow players to view how Spells and Combat Arts perform in PvP combat (you will access this in the right-click context menu). Death and Rewards Rewards for engaging in and triumphantly winning a PvP conflict vary depending on how the kill took place. Rewards and definitions for kill types follow. Honorable Kills: Any kill of the opposing alignment that was first engaged while the target had greater than 80% health. The first group or player that engaged will receive experience, status, and faction. Neutral Kills: Any kill of the opposing alignment that was first engaged while the target had greater than 50% health. Neutral kills result in moderate faction gain, but do not reward experience or status. Dishonorable Kills: Any kill of the opposing alignment that was first engaged while the target had less than 50% health. Dishonorable kills result in a loss of faction with both your alignment and the opposing alignment. Losing enough faction will cause you to fall out of favor with your alignment, and will restrict or remove any access to the rewards system. The Kill List: Honorably killing another player will place them on a list tied to your character, designed to reduce friend farming and griefing. Any Honorable subsequent kill of the same player will result in a neutral kill until you have killed 10 other players. Neutral and Dishonorable kills have no effect on the list. PvP Rules Players under level 10 are protected from and cannot initiate PvP combat. While some players will be ready to have at it swords a-swingin' and spells a-flyin' from the get-go, others will need to familiarize themselves with their character a bit before joining the fight. Players cannot openly engage in PvP within their city walls under the same rules. This currently refers to both Freeport and Qeynos main zones, districts and villages. PvP within the city walls is handled in the form of City PvP Flagging, which is outlined in the section below. For the opposing alignment, players' names will have a red outline indicating that they are a valid hostile target. Any players +/- up to 8 levels are valid targets, and their names will appear as a color based on the level difference:
You cannot attack any player that cons grey unless they attack you first. As previously mentioned, when you zone you will be immune to PvP combat until you either move or initiate a hostile action. Conversely, you will be unable to attack someone who has just zoned until they either move or perform a hostile action. City PvP
PvP: Coming Soon to EverQuest II |
Cheers,
Jon Wood
Managing Editor
MMORPG.com
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[quote]Originally posted by Stradden
[bYou will hunt and battle with members of the opposing alignment to gain experience, status, faction and titles.[/b][/quote]
Experience for pvp?
Should be intresting to see if it works out.
nice rules.
need to watch how it wil roll out, as in theory its sound excellent.
Wolfang, the lvl 50 Guardian of Splitpaw - EQ2.
SuRfer of Werner - Planetside
I was considering that from an RP point of view (reckon there will be any RP? There so needs to be an RP-PvP server added too..) but I've only ever played Qeynos side, and know Qeynos inside and out. And I'm thinking we're going to need every advantage we can get. I know literally nothing about Freeport side, and don't fancy learning the place on the PvP server hehe.
Plus I'm going Ranger, my main's class. *evil grin*
That's going to be a LOT of fun (well.. saying that now before we find out how the PvP skill rulesets will be different from PvE).
"(The) Iraqi people owe the American people a huge debt of gratitude." - George W Bush.
Oh. My. God.
In America I have bad teeth. If I lived in England my teeth would be perfect.
Im with ya brotha
Im gunna be on non-exchange server, my name will be Obadno naturally, i cant wait to mezz charm a mage, and make him attack a high level gaurd on my Coercer
The new EQ2, better than ever befor !
don't click this link...
I can't image RP becoming prevalent with such a ruleset. Can't talk to the opposition? I can understand if you had to switch to "Common", or some other language to communicate, but no communication at all? You won't see opposing /shouts? That's kinda weird. You'd think you'd at least hear them yelling, even if you didn't know what the heck they were saying. There's room for common, run-of-the-mill, RP with your own faction and such; but you can never have that "traitor", or diplomacy, or just temporary alliances to defeat another common foe. Sadly, the rulesets games have been implementing of late severely restrict RP. But I'm just a geek.