[MUD-Dev2] Meaningful Conseqences

Kiztent kiztent at gmail.com
Mon Feb 1 20:45:28 CET 2010


On 1/31/10, Michael Chui <saraid216 at gmail.com> wrote:
> On Fri, Jan 29, 2010 at 5:49 AM, Matt Owen <jaruzel at jaruzel.com> wrote:
>> the game is pretty much
>> controlled by the long term players, with new players having less
>> opportunities to thrive.
>
> I don't quite understand this. WoW is just as "controlled" by long term
> players who are established and reliable components of a raid as EVE is
> "controlled" by long term players who have established themselves as
> fixtures in alliances. What's the difference?

End game content in WoW is open to anyone who can find 9 (or 24)
fellow travellers who feel like trying the content with them.  I can
actually do random instances and get up to T9 gear without any friends
or guild or anything.

In EVE, the 'gateways' to 'end game content' are controlled by the
current people (players) in charge of them.  There's a lot of politics
and change surrounding that, but the upshot is, if you want to play in
0.0 (where the 'good' rewards are) you need to be in an alliance
that's already in 0.0.  If not, you will be mercilessly PKed (and
there's non-consensual PvP in all the 0.0 space) until you stop going
there.

The equivalent for WoW would be if all the instances, raids and badge
vendors were in territory that automatically PvP flagged you AND were
constantly patrolled by the top guilds in the server whose sole goal
when not raiding was to prevent anyone else from raiding and buying
upgrades.

EVE is really not for the faint of heart.

Chris~



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