![]() I think that there are still some Action modules with PvP support that are popular Badlands, Dungeon Eternal X, Heart of Winter. Even then it would be an uphill battle to draw people to the server, probably almost impossible to draw them away from their current server. I think to get people interested in pvp again you would have to make a major overhaul to the formula. If you can't have exciting large scale pvp you can still have regular pvp. People that still regularly engage in pvp do so on other servers through things like arenas and sparring. While it also encourages social interaction and group formation to create one-sided pvp situations with no real risk and only fun for those in favor.Ħ. Obfuscation of pvp with phrases like cvc teaches people to think of pvp as bad. Hence features like pvp and permadeath are shunned by most players.ĥ. Risk aversion is encouraged and nurtured on many servers. There are better games for competitions between players and nwn is really old now, people know it inside and out.Ĥ. The same logic applied to movies: Avatar is the best movie ever made? Probably not.ģ. Possibly because some people talk as if popular equals the best nwn has to offer. People that dislike a popular server often say they dislike nwn. Heavily time-invested communities, friend groups, signal boosts from devs/press, low barrier to entry, they're the primary factors to success.Ģ. For many people this overrides everything else. People on multi-player want a larger population, low population = dead. There are a couple of reasons that I'll list in order of how important they are to making the decision not to play on a pvp server.ġ.
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