I see posts on the WoW forums all the time begging for a "hardcore" server, but each nerd has his own definition of what a hardcore server is, and each one likely harbors the fantasy that they would be the baddest dude, and of course would never be the victim.
Could this be why "Hardcore" servers start off with high populations that eventually dwindle so low that developers lose interest in supporting them?
Blizzard has never stated a desire to create any sort of special rules server, but people keep asking, and not without reason. Almost every popular MMORPG has had some sort of special rules server tailor-made for difficulty, especially in regards to PvP.
World of Warcraft is known for copying the successful traits of other MMORPG's, so I think we can get a good idea if they will make a "hardcore" server by looking at past "hardcore" servers for other games.
Here's what I got for Everquest:
Rallos Zek
Launched: '99
Why?: The developers caved in to community demand. Originally players on any server could choose to be "PvP Flagged" or not, but once a PvP-only server came out all the players who wanted to be PvP simply went there - which effectively ruined the "PvP Flag" idea.
The special rules: Free for all, players within 4 levels of one another could kill and loot one item from their victim.
What was it like?: Though chaotic random killing was somewhat common at low levels, PvP at higher levels was quite rare. This could be because items were difficult to obtain, and losing one caused much grief. High level PvP was mainly used as a way for one guild to intimidate and control another, purely political - if it was used at all. High level random player killers were usually outcast from the community, making it nearly impossible for them to attend raids.
Was it successful? (in terms of player population): Initially yes, but after a few months, no. Though compared with other PvP servers, yes, it's population was equal to or greater than the rest on average.
Sullon Zek
Launched: '01 (this was the first Everquest server billed as "Hardcore")
Why?: Probably because the development read enough whiney posts by "Hardcore" pvp'ers and finally listened to them.
The special rules: It was called the "no rules" server, but that referred to player's actions. The hard-coded rules gave players 3 teams to choose from, each seperated by religion. There were no level limits on PvP, though you could not kill players on your own team. Players within 5 levels of each other would lose experience on death. There was nothing to be gained by killing other players. Players on opposite teams could not cast beneficial spells on one another.
What was it like?: PvP was common and random at all levels. If a player could kill you, they usually would. The teams were horribly lopsided, though all teams were able to achieve high level raiding guilds, one team clearly dominated the others.
Was it successful?: Initially yes, it had more players than any other server, but after a few months, no. Its small community loved it dearly, but it was the least popular server in Everquest - until Discord anyway.
Discord
Launched: '03 (?)
Why? Some sadistic asshole on the dev team must have been pretty influential. Discord was billed as a temporary contest to see who could survive in the most brutal server for Everquest in anticipation for an upcoming expansion pack, "Gates of Discord".
The Special Rules: Permanent character death, even if the character died due to NPC's. No teams. No guilds. Other players could loot every single item off of a dead player. The winners (the players who were still alive and had the most kills) were allowed to keep their character and move it to a server of their choice.
What was it like?: Pure chaos. If you got past level 10, you were an amazing player. The excitement of knowing your character's death was permanent made every little fight - even against monsters, exciting. However, death was almost inevitable and the penalty so harsh that it was tough to muster the will to start over again.
Was it successful?: Like all experimental servers it was wildly popular at first, and then the numbers dwindled. In the case of Discord, the numbers fell to all-time lows in its final weeks, with only 200 to 300 players on at a time. (normal Everquest servers had 1,500 to 2,000 players on at a time)
Can anyone fill me in on other games with HARDCORE servers? I think we could get a good idea of the odds of seing one in World of Warcraft if we had a bit more info from other MMO's.
DAoC?
Asheron's Call?
Anarchy Online?
Could this be why "Hardcore" servers start off with high populations that eventually dwindle so low that developers lose interest in supporting them?
Blizzard has never stated a desire to create any sort of special rules server, but people keep asking, and not without reason. Almost every popular MMORPG has had some sort of special rules server tailor-made for difficulty, especially in regards to PvP.
World of Warcraft is known for copying the successful traits of other MMORPG's, so I think we can get a good idea if they will make a "hardcore" server by looking at past "hardcore" servers for other games.
Here's what I got for Everquest:
Rallos Zek
Launched: '99
Why?: The developers caved in to community demand. Originally players on any server could choose to be "PvP Flagged" or not, but once a PvP-only server came out all the players who wanted to be PvP simply went there - which effectively ruined the "PvP Flag" idea.
The special rules: Free for all, players within 4 levels of one another could kill and loot one item from their victim.
What was it like?: Though chaotic random killing was somewhat common at low levels, PvP at higher levels was quite rare. This could be because items were difficult to obtain, and losing one caused much grief. High level PvP was mainly used as a way for one guild to intimidate and control another, purely political - if it was used at all. High level random player killers were usually outcast from the community, making it nearly impossible for them to attend raids.
Was it successful? (in terms of player population): Initially yes, but after a few months, no. Though compared with other PvP servers, yes, it's population was equal to or greater than the rest on average.
Sullon Zek
Launched: '01 (this was the first Everquest server billed as "Hardcore")
Why?: Probably because the development read enough whiney posts by "Hardcore" pvp'ers and finally listened to them.
The special rules: It was called the "no rules" server, but that referred to player's actions. The hard-coded rules gave players 3 teams to choose from, each seperated by religion. There were no level limits on PvP, though you could not kill players on your own team. Players within 5 levels of each other would lose experience on death. There was nothing to be gained by killing other players. Players on opposite teams could not cast beneficial spells on one another.
What was it like?: PvP was common and random at all levels. If a player could kill you, they usually would. The teams were horribly lopsided, though all teams were able to achieve high level raiding guilds, one team clearly dominated the others.
Was it successful?: Initially yes, it had more players than any other server, but after a few months, no. Its small community loved it dearly, but it was the least popular server in Everquest - until Discord anyway.
Discord
Launched: '03 (?)
Why? Some sadistic asshole on the dev team must have been pretty influential. Discord was billed as a temporary contest to see who could survive in the most brutal server for Everquest in anticipation for an upcoming expansion pack, "Gates of Discord".
The Special Rules: Permanent character death, even if the character died due to NPC's. No teams. No guilds. Other players could loot every single item off of a dead player. The winners (the players who were still alive and had the most kills) were allowed to keep their character and move it to a server of their choice.
What was it like?: Pure chaos. If you got past level 10, you were an amazing player. The excitement of knowing your character's death was permanent made every little fight - even against monsters, exciting. However, death was almost inevitable and the penalty so harsh that it was tough to muster the will to start over again.
Was it successful?: Like all experimental servers it was wildly popular at first, and then the numbers dwindled. In the case of Discord, the numbers fell to all-time lows in its final weeks, with only 200 to 300 players on at a time. (normal Everquest servers had 1,500 to 2,000 players on at a time)
Can anyone fill me in on other games with HARDCORE servers? I think we could get a good idea of the odds of seing one in World of Warcraft if we had a bit more info from other MMO's.
DAoC?
Asheron's Call?
Anarchy Online?