07-25-2006, 03:48 PM
I don't know if this has been written about. It's an old, core concept dating back to Vallon Zek.
In EQ, there was no real PvP death penalty which meant there was really no way to "win" a PvP battle. For example, when fighting for control of an area, it really didn't matter who won or lost the fight. Control ultimately fell to whoever gave up last. You could kill someone 50 times in a row and still "lose" the battle simply because you ran out of time and needed to log off, never having gotten to reap any benefits from your successful PvP because you had to spend all your time fighting the same person over and over and over.
EQ did sort of have one death penalty, though: corpse retrieval. When you died, all of your loot stayed on your corpse and you had to go pick it back up. Without your loot, you were pretty useless.
The guild I was in at the time was called "Da Bashin' Iggles". The original players all had "iggles" somewhere in their game. Squiggles. Quiggles. Wiggles. Diggles. Etc. I was Slamz. ... Well, I joined them after the fact.
Anyway, we were all pretty serious about PvP. We didn't like the fact that victory was meaningless. We thought that if you defeated someone in a fight for control of an area that you ought to win control through that victory.
To arrange this, we (Diggles?) invented....The Iggles Treatment.
Technically, I think it was frowned upon by the GMs but they rarely commented on it, since we always gave people an easy way out:
We will let you loot your corpse and get your stuff back if you agree to leave this area.
If you refuse to accept this agreement, we will kill you before you finish looting and then you'll have two corpses.
If you accept the agreement, loot your stuff and then break the agreement by attacking us, then you're not getting your stuff back until we get bored of killing you.
And we didn't bore easily.
The real reason the Iggles Treatment worked, in fact, is that we were perfectly content to stand there and kill someone for 2 hours straight if they refused the agreement or broke it. Many a jolly conversation with GMs involved us describing the rules to the GM while simultaniously continuing to kill whoever it was that sent in the complaint.
The Iggles Treatment survives still to other games, generally referring to the justified corpsecamping of another player.
For example, if a Hunter in WOW just will not leave you alone but instead keeps reviving and attacking you, it's time for Igglestreatment: everyone drops what they're doing and dedicates themselves to corspecamping the Hunter until he goes away.
Igglestreatment is about the rights of players to police themselves, creating their own rules to make a game playable where the game designers left a gaping hole that threatens to make the game unplayable.
In EQ, there was no real PvP death penalty which meant there was really no way to "win" a PvP battle. For example, when fighting for control of an area, it really didn't matter who won or lost the fight. Control ultimately fell to whoever gave up last. You could kill someone 50 times in a row and still "lose" the battle simply because you ran out of time and needed to log off, never having gotten to reap any benefits from your successful PvP because you had to spend all your time fighting the same person over and over and over.
EQ did sort of have one death penalty, though: corpse retrieval. When you died, all of your loot stayed on your corpse and you had to go pick it back up. Without your loot, you were pretty useless.
The guild I was in at the time was called "Da Bashin' Iggles". The original players all had "iggles" somewhere in their game. Squiggles. Quiggles. Wiggles. Diggles. Etc. I was Slamz. ... Well, I joined them after the fact.
Anyway, we were all pretty serious about PvP. We didn't like the fact that victory was meaningless. We thought that if you defeated someone in a fight for control of an area that you ought to win control through that victory.
To arrange this, we (Diggles?) invented....The Iggles Treatment.
Technically, I think it was frowned upon by the GMs but they rarely commented on it, since we always gave people an easy way out:
We will let you loot your corpse and get your stuff back if you agree to leave this area.
If you refuse to accept this agreement, we will kill you before you finish looting and then you'll have two corpses.
If you accept the agreement, loot your stuff and then break the agreement by attacking us, then you're not getting your stuff back until we get bored of killing you.
And we didn't bore easily.
The real reason the Iggles Treatment worked, in fact, is that we were perfectly content to stand there and kill someone for 2 hours straight if they refused the agreement or broke it. Many a jolly conversation with GMs involved us describing the rules to the GM while simultaniously continuing to kill whoever it was that sent in the complaint.
The Iggles Treatment survives still to other games, generally referring to the justified corpsecamping of another player.
For example, if a Hunter in WOW just will not leave you alone but instead keeps reviving and attacking you, it's time for Igglestreatment: everyone drops what they're doing and dedicates themselves to corspecamping the Hunter until he goes away.
Igglestreatment is about the rights of players to police themselves, creating their own rules to make a game playable where the game designers left a gaping hole that threatens to make the game unplayable.