View Full Version : Rep Your City + Class Variance
Lowlife
11-10-2013, 07:55 PM
http://oi44.tinypic.com/25srhpi.jpg
Aenor
11-10-2013, 07:57 PM
It's Rep Yo City
Lowlife
11-10-2013, 08:03 PM
I altered your city selection a bit, thoughts?
Aenor
11-10-2013, 08:17 PM
Kunark at launch ruins my immersion. Newts need shaman.
Lowlife
11-10-2013, 08:18 PM
Kunark at launch ruins my immersion. Newts need shaman.
That is end state, no kunark at launch.
Neuts only faction with druids/bards at the loss of Shaman.
No other team has trackers.
Kelsar
11-10-2013, 08:29 PM
missing classes on sides.
Lowlife
11-10-2013, 08:29 PM
missing classes on sides.
each team is missing races, too.
thats the idea.
Bazia
11-10-2013, 08:31 PM
no bards on 2 of the teams
that'll work out
SamwiseRed
11-10-2013, 08:55 PM
gratz on a team setup worse than the last lol
Lowlife
11-10-2013, 08:58 PM
gratz on a team setup worse than the last lol
hey im trying here :3
SamwiseRed
11-10-2013, 08:59 PM
keep at it, you'll eventually see the light and realize sz was the best setup. also realize multiple devs spent months balancing the teams the best they could. this was pre luclin so we are still talking about the same verant core who gave us the game we play and love.
Lowlife
11-10-2013, 09:01 PM
bro, you need to let go.
its been said that isn't happening.
SamwiseRed
11-10-2013, 09:15 PM
sirken said that but he is a gm. unless hes above nilbog nothing is certain.
Vexenu
11-10-2013, 09:35 PM
I believe Sirken said he was opposed to training and no level range PvP, not SZ deity teams. Correct me if I'm mistaken.
I'll paste my criticism of this proposed ruleset from the other thread:
So basically, you propose:
Evil team has no bards.
Neutral team has no feign death classes and no Shamans.
Good team has no bards.
So you fuck over the Good team, the weakest team, exactly like you do the Evil team by giving them no Bards. And the Neutral team has no buffs or pulling capability.
So you basically don't want any faction to be able to raid? Have you even thought this through? I don't think you have. I'll tell you what would happen under these rules: endgame guilds would all roll Neutral for Bards, then make Good or Evil sub-guilds to do their pulling with Monks and SKs, with Cleric and Shaman tag alongs to keep them alive. Depending on how much intra-team competition they got, they'd also PK their fellow Neutrals with their sub-guilds to cockblock them.
By restricting core raiding classes, you basically just necessitate cross-teaming, even on a hard-coded server. It would become a mess and turn the server into a joke very quickly.
This is exactly what I'm talking about when I say that people haven't thought their the implications of their custom rulesets nearly as much as the EQ Devs did when devising the SZ deity-based teams, and this is why using a ruleset based on SZ is the best option by far for one major reason: it is a known entity. And being known, we know its weaknesses, and can correct them proactively with minor tweaks that are largely behind the scenes.
Vayder
11-10-2013, 10:20 PM
You've made sure each team has clerics and warriors but only given one team bards...
SamwiseRed
11-10-2013, 10:25 PM
ya i dont even...
It's just so jacked up ... it might actually work!
Honestly, considering what we now understand and are able to utilize against this content, I would think more people would be up for a real challenge on a server like this. This certainly presents a challenge to ALL teams that makes teamwork/unity a more viable option towards success.
Yea, it's gonna be a hell of a lot tougher taking Naggy down without a Bard. Especially since the Neuts just showed up with a whole gang of em. Better put those bastards down before they steal your mob. And evil WOULD be stealing the kill, but they dont have a tracker and had no idea about it until the commotion started and leaked out.
This sounds more fun than anything I've seen on any EQ server since 2005. Cmon people, I thought we wanted a hardcore server. Make the PVE as hardcore as the PVP
Lowlife
11-10-2013, 10:34 PM
^
Vexenu
11-10-2013, 10:42 PM
The problem is that TMO/Nihilum ultra hardcore types would just crossteam like I outlined, thus shitting all over the challenge intended by this ruleset and ruining the server in the process by forcing crossteaming to compete with them.
Dullah
11-10-2013, 10:44 PM
Only option for a decent balanced teams is players choosing their team without it being related to their race or deity. A simple /jointeam 1-3 command upon character creation and login would be ez. Player shouldn't be able to exp or even move until they've selected their team.
tomato2
11-10-2013, 11:05 PM
bla bla yet another teams thread
no one cares
your opinions do not matter
move on
Pitborn
11-11-2013, 12:41 AM
bla bla yet another teams thread
no one cares
your opinions do not matter
move on
Greegon
11-11-2013, 12:58 AM
good team has wood elf bards?
Potus
11-11-2013, 01:05 AM
Every team should have every class.
Greegon
11-11-2013, 01:10 AM
yea i like the idea of good races vs evil races vs neut with humans being able to be on all 3
Bazia
11-11-2013, 01:42 AM
2 teams not having bards and attempting dragons/gods in classic is fucking retarded
just saying
evil always was advantaged having starting cities close to raid zones.
Potus
11-11-2013, 03:53 AM
Best to make 3 teams and split the evils up onto each team. Ogres and Dark Elves hate each other big time anyways, if you do the Dark Elf ambassador quest you see why.
Fawqueue
11-11-2013, 04:10 AM
Only option for a decent balanced teams is players choosing their team without it being related to their race or deity. A simple /jointeam 1-3 command upon character creation and login would be ez. Player shouldn't be able to exp or even move until they've selected their team.
As it's already been mentioned in this thread, the developers of this game put their heads together and after serious discussion came to the conclusion that teams were better when they interacted with lore and had purpose, perfectly balanced or not. If the original creators of this game, who put in a lot of effort into making these team servers work, had decided against randomly selecting a number at character creation I'm pretty sure we can assume it's because it's a horrible idea.
Things don't have to be identical to be balanced. You and I don't live in the same city, work at the same company, or hang out with the same people. You might be taller, hate sports, and be really into vegan living. We're probably complete opposites, but when it comes down to the important things I bet there is a similar balance in what we want and how we live in-general. This same concept applies to how a teams server with differences can still be balanced and enjoyable. They don't need to be identical in order for them to function on par with each other.
That being said, I don't think bards and shamans can be restricted to just one team though. Which is probably why the SZ deity-based distribution worked.
If "you" and "your" friends just want to join any team with no consequence then there is a server already for you to play on. Team99 not for you
Lowlife
11-11-2013, 08:28 AM
If "you" and "your" friends just want to join any team with no consequence then there is a server already for you to play on. Team99 not for you
+1
Kelsar
11-11-2013, 08:53 AM
each team is missing races, too.
thats the idea.
No, I mean you're dumb. Bards can be on every side and have always been able to be on every side.
Druids can be on newt and good.
Shamans can be on every side.
Tassador
11-11-2013, 10:17 AM
Miami 305
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