PvP has been a topic we've been discussing quite a bit on the team for the past few months, and it's time we start talking about it openly.
While it's true that we wanted to focus purely on PvE for the launch of EverQuest II, PvP has always been a direction that we've wanted to expand into when the time was right.
We've had a number of ideas for ways we could introduce PvP. Some weeks ago, we ran a poll on the boards asking what kind of action would interest people the most. The majority indicated they'd first want to see us bring PvP to separate servers containing a distinct ruleset.
One of the potential plans that we were fond of fit well with that sentiment, and we've been expanding on it for the past few weeks.
We think it's the best choice for EverQuest II, and we're glad to see that most everyone agreed. After all, EverQuest II has the perfect setting for it. A post-cataclysmic world with factions bitterly divided. Qeynos vs Freeport . Good vs Evil. We couldn't ask for a better setting for this kind of gameplay.
Expect more details to surface soon in the PvP Forums. For now, here are some of the concepts we've been developing:
There will be two new, separate PvP Ruleset servers to begin with. One will most likely be Exchange-Enabled, the other will not. We will have the ability to add more of either kind when the need arises.
One huge concern is that no one wants PvP balance to ever impact PvE balance. There will not be PvE combat nerfs because of PvP. We have separate controls for what goes on in PvP. Since this is a piece that we knew we'd need no matter which direction we went, this is something we've already implemented.
This is strict good vs. evil. You're only grouping with others of your alignment, and opposing aligned PCs highlight to you the same way that NPC encounters would. If you're betraying or don't have a city to call home, you're an Exile, and a target for everyone.
PvP will not be restricted to specific zones. It will take place all across the world of EverQuest II. Fight in dungeons, fight out in the wilds, defend your town, or attack the opposing side.
EQ2 will be introducing the concept of Honorable, Neutral, and Dishonorable victories. Honorable victories are where the rewards lie.
The first of the rewards for defeating your city's enemies include: Status and Standing with your PvP faction.
Additionally, we would like to include adventure experience rewards. While exceptionally difficult, it would be theoretically possible to level up purely by defeating other players in combat. This is a concept that we are working hard to be able to include, and hope that we are able to prevent friend-farming enough to where it is a concept that can see the light of day.
Once you earn PvP standing, you can buy valuable and useful items from your faction's merchants. This is real, desirable equipment, not just tokens, trophies, and trinkets, though we will be trying to include these as well for flavor. You wouldn't be able to dress yourself head to toe in them, though, as Adventuring and Crafting still play an important role in this ruleset.
Stay tuned to the forums in the coming weeks for more information on both the ruleset and how you can help playtest it on the PvP beta server.
It's time to heat up the cold war.