EverQuest II rejuvenates PvP with a new seasonal server

    
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Can PvP spark the fires of excitement for EverQuest II’s community? Daybreak is hoping so, as the studio is bringing back the Nagafen server on February 5th to focus on player vs. player combat.

The free-for-all, factionless, and free-trade PvP server is building upon lessons learned from Daybreak’s Deathtoll server. It’ll be a progression server of sorts, offering three-month “seasons” that start with the base game and go up through the first couple of expansions. Daybreak is making things more interesting by allowing players to earn unique titles and special armor and adding in-game scoreboards. Daybreak said that players will earn the most XP by downing other gamers rather than mobs.

“We are rebalancing early game itemization and implementing custom rulesets that will allow for tailored itemization on unique servers,” Daybreak said. “This means we can tune the content to more closely resemble original PvE and PvP combat. We are bringing the stats closer to how they were at launch so that items complement PvP and do not ‘make or break’ anyone’s experience.”

Interested? As with most all of Daybreak’s special server types, you’ll need to have a subscription to access it.

Source: EverQuest II. Thanks Freddy and Wilhelm!

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agemyth 😩

Well, as much as PVP in EQ2 baffled me the times I experienced it I know there are people who love/loved it at some point.

I’m sure there will be plenty to complain about when we get the server, but this already sounds like more than I would have expected. Seems like an interesting expansion cycle through the early days which I assume is where most of the PVP nostalgia is from.

“We are rebalancing early game itemization and implementing custom rulesets that will allow for tailored itemization on unique servers,” Daybreak said. “This means we can tune the content to more closely resemble original PvE and PvP combat.”

Some actual forward-looking design decisions there to benefit a variety of potential alternate ruleset servers.

I hope PVPers find some things to enjoy in it.

Swifty
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Swifty

So saddening where the game is today…Another re-hash of old content. Also PvP has no place in an MMORPG with levels and gear tiers. Just pull the plug already.

oldandgrumpy
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oldandgrumpy

Yet another attempt at PvP in EQ2. I predict it will meet the same fate as the previous one.

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Phubarrh

So yeah, I’m one of those idiots who gave in and bought the lifetime sub. Now, when is that next progression server due?

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Bruno Brito

So, it’s a PK game? Meh. I’m sure it must be awesome with the 10y+ lack of balancing.

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Arktouros

EQ2 launched with no PvP what so ever. Most of us old PKs back then thought it was pretty much the sign of things to come as progressively more carebear games got more and more attention and most games started rolling “Zero Consequences” PvP (IE: You lose nothing when you die).

However when they did release PvP in EQ2 down the line I have to admit it was one of the best systems I had ever experienced. Each class was split separately from PvE allowing you to have powerful abilities that mattered in PvE but weren’t a one shot nightmare for PvP. Even basic PvE features like taunt and detaunt worked in PvP letting tanks force you to target them and detaunts to disable targeting. It was all very interesting and a good crew of people could really punch up. We had level locked characters at 31 and were able to regularly take out level 50+ players.

Unfortunately a lot of the F2P parts really took away from the fun of the game and we lost interest in it. Things like inability to upgrade skills without paying made for huge disparity in combat and what was an unexpectedly beautiful, balanced experience basically disappeared during the transition.

kjempff
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kjempff

Interesting.. well I don’t care much for pvp, but I would never have thought eq2 and pvp to be a match. How far did the pvp-pve split go ? Were there separate pvp gear as well ?

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Arktouros

There was no separate gear but there were strict PvP level restrictions. So you could only PvP within +/- of your particular level, if memory serves it was 8 levels. So a lot of character building was trying to pick where you could get the next level of gear and still reach the maximum number of targets. A very common one was 31 because you could reach the 24’s who were there to reach the 16’s and it was a new level of equipment (until they changed crafted gear to be every 10 levels) but still be under the reach of the 40’s. I believe post 50 anything went and the zones like the desert expansion (forget names) were a nightmare of being 50 and getting hell camped cause of max level players out there.

As mentioned most of the crafted gear was used for twinking purposes. I remember spending a huge amount of time gathering trying to get rare procs for rare materials and there was vibrant economy based around crafting as a result. I believe they eventually added PvP gear but we had lost interest by that point and simply put our maxed out crafted gear perfect for our level was simply superior in every way.

All the skills were individually split. So something like Ice Comet that did like 10k damage in PvE would only do a maximum of 1k in PvP. This prevented things like the stealth classes from one shotting you with their big nuke attacks. This kept things very, very balanced since each skill in the game was individually balanced out including things like healing. Racially wise if you wanted a different race you could always faction hop on over doing the faction switch quest.