View Full Version : ATTN: Devs/GMs
Faerie
03-02-2014, 04:30 PM
Have the teams already been decided? I still have an idea or two to throw out there.
Squire
03-02-2014, 04:37 PM
yeah i'd like to hear what team compositions the devs have narrowed down
Something'Witty
03-02-2014, 05:22 PM
http://cdn.uproxx.com/wp-content/uploads/2013/09/sunny-gunfevertoo-hot-2.gif
Faerie
03-02-2014, 07:04 PM
I sent Alecta a looong PM. Hope he has the time to read it!
fiegi 8.0
03-02-2014, 07:07 PM
thought teams99 was dumpstered months back?
Faerie
03-02-2014, 07:08 PM
thought teams99 was dumpstered months back?
Why? Was there some Dev/GM post about this??
Squire
03-02-2014, 07:16 PM
it was placed on hold until velious develeopment and launch had been completed.
having said that all of sirkens most recent posts mention "3 team pvp" atleast twice, the most recent trf and the next one center around this concept, which is also supposed to be the breakdown of the teams server. so, while that could literally be a coincidence, i think the staff are in the earliest phases of getting people excited about team style pvp and perhaps renewed dialog on the topic as velious grows closer.
Fawqueue
03-03-2014, 03:29 AM
I'm pretty sure they decided to go with the 3-team approach. Those teams being: The Staff, The Neckbeards, and The Non-Factors.
Bazia
03-03-2014, 05:51 AM
teams was a troll it hasnt been referenced by staff in like a year
Sirken
03-03-2014, 05:57 AM
where do you guys get this information?
we said publicly that we wanted to focus all time, energy, and man power to velious, and that we would not revisit T99 until after Velious was up.
that being said, its very much going to be a thing, and Faerie, to answer your original question; no. nothing has been set in stone
Bazia
03-03-2014, 06:00 AM
exactly as of now it does not exist nor are you guys requesting information about it
so theres no point in threads about it
Sirken
03-03-2014, 06:17 AM
at a minimum, myself, derubael, and alecta still read those threads and if we see good ideas we jot them down for when the time to discuss comes.
p99 pvp confirmed not forgotten ;)
Humerox
03-03-2014, 07:52 AM
The main idea for team servers were to give people the chance to group and work together more in low pop. You guys have already given incentives with the PnP for red to grow.
Taking that into consideration, splitting PvP players with two servers would be a bad idea, imo. The reasons I argued for teams in the past are now moot.
The best thing you can do is to work on a group experience modifier. We saw some serious interest until the global modifier was canned. STILL think that was bad timing.
Meh. :cool:
Bazia
03-03-2014, 08:10 AM
Sirken has farmed so much faction I'll just take his word for it.
Just use SZ teams without the retarded ruleset imo.
dethbringre
03-03-2014, 08:47 AM
The best thing you can do is to work on a group experience modifier. We saw some serious interest until the global modifier was canned. STILL think that was bad timing.
Meh. :cool:
I also agree with this.
Fawqueue
03-03-2014, 09:50 AM
The main idea for team servers were to give people the chance to group and work together more in low pop. You guys have already given incentives with the PnP for red to grow.
Taking that into consideration, splitting PvP players with two servers would be a bad idea, imo. The reasons I argued for teams in the past are now moot.
The best thing you can do is to work on a group experience modifier. We saw some serious interest until the global modifier was canned. STILL think that was bad timing.
Unfortunately the one thing the staff can't fix, no matter how many changes they make to code or policy, is reputation. And Red has a stinker of a reputation. The state of the server today is probably better than it's ever been, but it's completely overshadowed by the negative image that's been created over it's history. This is where the interest in Teams is important. Likely a lot of the same people on Red now are going to end up there in some capacity, and in the end it may not feel much different. But to those players who simply won't even give Red a second thought, that clean slate looks mighty appealing.
Squire
03-03-2014, 10:27 AM
Unfortunately the one thing the staff can't fix, no matter how many changes they make to code or policy, is reputation. And Red has a stinker of a reputation. The state of the server today is probably better than it's ever been, but it's completely overshadowed by the negative image that's been created over it's history. This is where the interest in Teams is important. Likely a lot of the same people on Red now are going to end up there in some capacity, and in the end it may not feel much different. But to those players who simply won't even give Red a second thought, that clean slate looks mighty appealing.
I agree. They said teams would be hyped, promoted, etc for a while before launch, that helps. Likewise, the Red server has had a tumultuous ride until maybe 6 months ago? I mean think about it, "NO MORE BETA! LAUNCH!", Lovely's wanding to victory, the Holocaust scandel, Starwars time, Nihilum in general etc. Throw it all in a blender. Yeah, bad rep to outsiders.
New box, more pop, more pvp, more fun.
Having said that, SIRKEN give us a tidbit to theorycraft over regarding how the 3 teams might be broken down
Azure
03-03-2014, 10:31 AM
at a minimum, myself, derubael, and alecta still read those threads and if we see good ideas we jot them down for when the time to discuss comes.
p99 pvp confirmed not forgotten ;)
Teams99 going to be so badass and yes 3x teams is what the people want, its what the people will get!!!!!!!!!!!!!!
Set in stone or not, I know how these wonderful people think. Leaning towards that other guy who was not Aenor prob being what they picked, but might take a suggestion or two from Aenor and throw their own twists on it.
Humerox
03-03-2014, 10:41 AM
Unfortunately the one thing the staff can't fix, no matter how many changes they make to code or policy, is reputation. And Red has a stinker of a reputation. The state of the server today is probably better than it's ever been, but it's completely overshadowed by the negative image that's been created over it's history. This is where the interest in Teams is important. Likely a lot of the same people on Red now are going to end up there in some capacity, and in the end it may not feel much different. But to those players who simply won't even give Red a second thought, that clean slate looks mighty appealing.
I thoroughly agree regarding reputation. A "teams" server isn't going to correct that. Not in the least.The only thing that's going to correct reputation is the enforcement of PnP, the disposal of toxicity, and word-of-mouth. Since we have until after Velious release something may be accomplished. Time will tell.
Given that, if teams were introduced the red server would need to close. Whether merger into the new server or forcing players into rerolling new toons - there will never be sufficient population or interest to support two simultaneous red servers. Period. IMO the better solution is to continue on with FFA. Velious offers a lot more room for competition...and availability of gear to the average player.
Squire
03-03-2014, 11:00 AM
I thoroughly agree regarding reputation. A "teams" server isn't going to correct that. Not in the least.The only thing that's going to correct reputation is the enforcement of PnP, the disposal of toxicity, and word-of-mouth. Since we have until after Velious release something may be accomplished. Time will tell.
Given that, if teams were introduced the red server would need to close. Whether merger into the new server or forcing players into rerolling new toons - there will never be sufficient population or interest to support two simultaneous red servers. Period. IMO the better solution is to continue on with FFA. Velious offers a lot more room for competition...and availability of gear to the average player.
I disagree, the teams server is what got me to try Red.
Humerox
03-03-2014, 11:09 AM
You're an exception, bro. ;)
Still doesn't change the fact that two red servers won't fly, and a "new" red server isn't going to change MOST people's ideas regarding reputation.
Squire
03-03-2014, 11:24 AM
So who wants to be on the good and or elf team with me? :D
Teams99 will drain all other servers to zero!
Mac Dretti
03-03-2014, 12:17 PM
Have the teams already been decided? I still have an idea or two to throw out there.
can this poster be banned for creating an ATTN: Devs/GMs thread just to write 2 sentences asking about a nonexistent server
what a serious waste of staff's time
Faerie
03-03-2014, 12:53 PM
Thank you, Sirken.
Azure
03-03-2014, 01:16 PM
vs Lingerie
Squire
03-03-2014, 02:00 PM
http://blogs.citypages.com/gimmenoise/Prince_Dave_Chappelle_Blouses.jpg
rollin5k
03-03-2014, 02:39 PM
I started mostly cause teams and stoked for teams
sprinkle16
03-03-2014, 11:08 PM
nothing has been set in stone, no fucks have been given and teams99 was just a troll that you fucks ate for dinner while they chuckle and lol at the forums and tards who play here.
Faerie
03-03-2014, 11:43 PM
The main idea for team servers were to give people the chance to group and work together more in low pop. You guys have already given incentives with the PnP for red to grow.
Taking that into consideration, splitting PvP players with two servers would be a bad idea, imo. The reasons I argued for teams in the past are now moot.
The best thing you can do is to work on a group experience modifier. We saw some serious interest until the global modifier was canned. STILL think that was bad timing.
Meh. :cool:
There are still tons of bluebies (according to my research) that are eagerly awaiting the teams server in order to try out pvp. Heartbrand may have turned over a new leaf and he may be running a quality famliy-style raiding guild, but the other established high-end guilds (except maybe FoH) are still busy breaking the rules and earning bans. A fresh start with a greater ratio of bluebies to PKs could really be what it takes to foster a less toxic pvp environment. If the bluebies aren't just blowing hot air about wanting to participate in pvp, then I imagine a teams server done properly (pnp heavily enforced from the start, etc.) would have a higher population than Red99.
I think Sirken said that Red and Teams would eventually be merged together, with the players of the less toxic ruleset server winning out. So we would only be split until Teams caught up to Red on the timeline, I guess.
With the teams still not being set in stone, I'm gonna post what I'd like to see because it beats doing homework.
3 teams: evil, neutral, good
Evil: Bertoxxulous, Cazic Thule, Innoruuk, Rallos Zek
Neutral: Brell Serilis, Bristlebane, Karana, Prexus, Solusek Ro, The Tribunal, Veeshan
Good: Erollisi Marr, Mithaniel Marr, Rodcet Nife, Quellious, Tunare
Barbarian shaman and warriors given the option to worship Mithaniel. Human monks given the option to worship Veeshan (even though it doesn't matter too much with my proposed teams, because agnostic human would be neutral... more options not a bad thing!).
Agnostic characters would have their race determine their team.
Evil agnostic races: Dark elf, iksar, Ogre, Troll
Neutral agnostic races: Erudite, half elf, human
Good agnostic races: Barbarian (would allow barb rogue on good), dwarf, gnome, halfling, high elf, wood elf
Main reason for doing this ^ is to give good team more options. On SZ they were the most limited in terms of race/class combinations. Neutral team would still retain a lot of their uniqueness, being the only team with shorty priests and hybrids. Good team would gain shorty pure melee and int casters, as well as barb rogues. Neut team would not lose out on any race/class combinations.
I like that good/neut would not have SK/necros, and evil wouldn't get druid, paladin and ranger. If the devs really believed that each team NEEDED all of the classes though, this could be done with...
Human/half elf druids/rangers of Bertoxxulous
Human/half elf paladins of Rallos Zek
Human/erudite/gnome necromancers/SKs of Veeshan/Solusek Ro
and uhm...
Agnostic high elf SKs/necros? Kinda goes against lore not having a god and all, but not quite so much as a Mithaniel SK would lol.
There! Relatively balanced teams. Since evil still has the advantage of SKs and big races, I think I'd make their team FFA, so they can attack each other. Would help on Kunark release with "the iksar problem". Maybe good/neut teams should be allowed some limited xteaming, like being able to group and only being able to cast beneficial spells on grouped players of the opposite team. Guilds must be team specific.
Other ruleset musings: Training must be illegal. PnP must be enforced from the start, with bad guys being banned right away and not allowed much chance to appeal. Crossteaming except where allowed by the server should be a very long suspension, with some system in place (probably phone thingy they're playing around with) in place to ensure that players only have characters on one team. Toxic players always removed.
Item loot... I'd like to see it, but if it scared the bluebies away then it's not worthwhile. Would rather see item loot implemented on Red, there aren't really any bluebies that play here anyway. Item loot + FV no drop rules would be sooooo cool! ...Guess I could go either way on item loot.
Seems like a cool server to me. Kind of a hybrid teams/FFA server, which would keep things interesting and allow people the safety of a team when they feel they need it.
dethbringre
03-04-2014, 12:18 AM
I never played teams on live, but I definitely like the Deity base split. Whenever I did play live an that was always the ruleset I was most interested in playing anyway.
Humerox
03-04-2014, 01:03 AM
Good stuff.
I was always in favor of teams. I'd reroll and play a new server. My biggest concern is generating the interest. IF we are to go that route I personally think the current server would need to be shut down to allow the new one to flourish.
Promotion of the new server would need to be huge...events and staff involvement would need to be at a maximum. If it were me, I'd bring in a boatload of volunteers to GM events and be readily available to the playerbase.
Trying to sustain both at the beginning would be a mistake...IMHO.
Bazia
03-04-2014, 03:02 AM
I stand with Mac Dretti on this one.
Squire
03-04-2014, 09:35 AM
i personally prefer racewar to deity war.
just somthing more appealing about a group of halflings, gnomes, and dwarves spotting a stray ogre and swarming him, vs omg a tunare worshipper whos name is a different color. doesnt seem as satisfying.
racewar also promotes regionalism, whereas deitywar is less cohesive. instead of the qeynos/halas region being the defacto stronghold of the men, through which others must penetrate to get a hero bracer, do a hole raid for epics, or access vox, its just whatever.. theres some bertox ranger slapfighting a karana one, and the good team is hiding in halas and even that isnt secure, like on sz.
which has drawbacks as well. promote regionalism later atthe cost of sweet blackburrow level 6 pvp, which is some of the most fun ive ever had in a mmo.
Kergan
03-04-2014, 11:50 AM
You can't just go adding diety choices to classes/races. There are potentially game imbalancing issues that could come up that we aren't thinking about, maybe making a diety specific item usable by a class that makes it OP'd, faction on a class that isn't supposed to have it or making certain class quests not completable for faction reasons, etc.
We learned from SZ that an evil based team will be the best option if nothing else is done. If you search through the plethora of threads on this topic you can find the reasons which include better starting areas, better stats, better team only class choices, etc.
Honestly, the only way to make this fair is you spawn teamless with a red book, blue book and green book in your inventory and you choose your team by which book you turn into POD...exp locked until you do it. Or just make 2 books red/blue and a third faction you start on that is FFA to everyone (so you could stay on the FFA team if you wish).
I feel the panic of the existing lvl 60 characters. Teams99 is still coming and will make their existing characters useless!
Kergan
03-04-2014, 12:14 PM
I feel the panic of the existing lvl 60 characters. Teams99 is still coming and will make their existing characters useless!
Uh, why? I think a lot of us who missed out on the early days would enjoy playing "vanilla" again, and they'll eventually be a merge where all characters end up in the same place.
Uh, why? I think a lot of us who missed out on the early days would enjoy playing "vanilla" again, and they'll eventually be a merge where all characters end up in the same place.
I saw plenty of hysteria about FFA possibly changing to teams
Kergan
03-04-2014, 12:24 PM
I saw plenty of hysteria about FFA possibly changing to teams
Guess I missed it. R99 is a teams server already nothing will change. Even if it does change to hardcoded teams how does that make a character worthless?
Squire
03-04-2014, 12:41 PM
You can't just go adding diety choices to classes/races. There are potentially game imbalancing issues that could come up that we aren't thinking about, maybe making a diety specific item usable by a class that makes it OP'd, faction on a class that isn't supposed to have it or making certain class quests not completable for faction reasons, etc.
We learned from SZ that an evil based team will be the best option if nothing else is done. If you search through the plethora of threads on this topic you can find the reasons which include better starting areas, better stats, better team only class choices, etc.
Honestly, the only way to make this fair is you spawn teamless with a red book, blue book and green book in your inventory and you choose your team by which book you turn into POD...exp locked until you do it. Or just make 2 books red/blue and a third faction you start on that is FFA to everyone (so you could stay on the FFA team if you wish).
false, this only aids existing guild structures and negates the support network for new players which teams is intended to foster. denied.
Faerie
03-04-2014, 02:50 PM
i personally prefer racewar to deity war.
just somthing more appealing about a group of halflings, gnomes, and dwarves spotting a stray ogre and swarming him, vs omg a tunare worshipper whos name is a different color. doesnt seem as satisfying.
racewar also promotes regionalism, whereas deitywar is less cohesive. instead of the qeynos/halas region being the defacto stronghold of the men, through which others must penetrate to get a hero bracer, do a hole raid for epics, or access vox, its just whatever.. theres some bertox ranger slapfighting a karana one, and the good team is hiding in halas and even that isnt secure, like on sz.
which has drawbacks as well. promote regionalism later atthe cost of sweet blackburrow level 6 pvp, which is some of the most fun ive ever had in a mmo.
4 team racewar is more fun from like 1-30, I agree. Starting in Gfay was awesome, fighting off the hordes of dwarves and gnomes for our right to xp in CB and UR. But the game as a whole needs to be considered, and deity teams do make more sense from a roleplaying perspective. The teams will set up in certain areas still, though. I'm pretty positive that Faydwer on SZ was like a good vs. neut battlefield, kinda like how it was short vs. elf on VZ. Not sure why anyone would even want to start in the Qeynos area when you could be an elf or gnome.
I guess if the devs felt really strongly about fostering team safety from the start, they could just have deity play a larger role in determining start location. Good/neut team humans start in Qeynos, evil team Freeport or even Neriak... but the idea of Bertox/Cazic human/erudites being a minority in Qeynos area sounds so cool. idk
You can't just go adding diety choices to classes/races. There are potentially game imbalancing issues that could come up that we aren't thinking about, maybe making a diety specific item usable by a class that makes it OP'd, faction on a class that isn't supposed to have it or making certain class quests not completable for faction reasons, etc.
We learned from SZ that an evil based team will be the best option if nothing else is done. If you search through the plethora of threads on this topic you can find the reasons which include better starting areas, better stats, better team only class choices, etc.
Honestly, the only way to make this fair is you spawn teamless with a red book, blue book and green book in your inventory and you choose your team by which book you turn into POD...exp locked until you do it. Or just make 2 books red/blue and a third faction you start on that is FFA to everyone (so you could stay on the FFA team if you wish).
The Mithaniel barbarians and Veeshan monks were from SZ ruleset, to give good team shaman and neutral team monks. Probably wouldn't be an issue since there wasn't on live. I'd rather not see evil paladins and good necros, that was just a suggestion in case the devs were somehow thinking every team needed every class.
People get too caught up in things being fair, imo. Nothing is ever fair in EQ, and while there are steps that can be taken to reduce the unfairness at some point you gotta just go with it. Each team getting every race/class combination makes no sense, and cheapens the unique feel of the teams. If everyone is so afraid of evil team being overpowered, then a simpler solution is taking away their bards imo.
Something'Witty
03-04-2014, 04:28 PM
Unfortunately the one thing the staff can't fix, no matter how many changes they make to code or policy, is reputation. And Red has a stinker of a reputation. The state of the server today is probably better than it's ever been, but it's completely overshadowed by the negative image that's been created over it's history. This is where the interest in Teams is important. Likely a lot of the same people on Red now are going to end up there in some capacity, and in the end it may not feel much different. But to those players who simply won't even give Red a second thought, that clean slate looks mighty appealing.
Hmm, that is one of the first good posts about teams99 in a long time. I think everyone can agree that red's rep is, well, not good to put it mildly. A new PvP server has the potential to attract new players, but to summarize a key point same players = same atmosphere, which I think will lead to the same reputation and a similar population.
When, if ever, teams99 is launched, the GMs will have to be on patrol 24/7 to enforce the PnP rules. Otherwise the same toxic players that helped sully red99, will be back to do the same on teams99. After all, some people just like to throw rocks at trains.
http://www.clickypix.com/wp-content/uploads/2013/09/its-always-sunny-in-philadelphia-quotes-1-0034.gif
http://alexandragetsreal.files.wordpress.com/2012/12/sunny.gif?w=540
Gaffin 7.0
03-04-2014, 04:30 PM
didnt read
Squire
03-04-2014, 05:07 PM
the roleplaying population is so low on red, or blue for that matter that rp implications should absolutely, positively, take a back seat to all other considerations. sorry faerie.
Kergan
03-04-2014, 05:27 PM
false, this only aids existing guild structures and negates the support network for new players which teams is intended to foster. denied.
How exactly does it do that? Major guilds will not stay on the FFA faction...just being able to do AE groups alone is worth picking one. You're picking a team at character select or right after, what difference does it make?
Squire
03-04-2014, 05:33 PM
you can aoe with your racial or religious group unless in guildwar id imagine. likewise random, selectable teams just hardcode ourcurrent guild landscape. hardcoded az, hardcoded nilly, hardcoded rd. i, personally, support a team composition in which choices and sacrifices play a part. one team might have to be bardless, another shamanless, another may have subpar racial selection for tanks, etc.
being bardless, for instance, changes the game for evils, but wouldnt really impact the evils traditionally disproportionate population. people will still roll iksar monks, troll sks, ogre warriors, and darkelf casters. but this provides incentive for other to play on teams traditionally underrepresented alignments, like good or elves. the elf shortie alliance lacks sks and monks, but people still want to be woodelf bards, assling druids, etc.
ideally id like to see three race based teams consisting of...
*********************
evil: ogre, troll, iksar, de (no bards, pal, rng, dru, but best stated and most popular races)
good: barb, human, eru (fewest races, least played races, but all classes)
neut: dwarf, gnome, halfling, woodelf, highelf, halfelf (most races, popular races, no monk, no sk, no shm)
**********************
Kergan
03-04-2014, 05:34 PM
4 team racewar is more fun from like 1-30, I agree. Starting in Gfay was awesome, fighting off the hordes of dwarves and gnomes for our right to xp in CB and UR. But the game as a whole needs to be considered, and deity teams do make more sense from a roleplaying perspective. The teams will set up in certain areas still, though. I'm pretty positive that Faydwer on SZ was like a good vs. neut battlefield, kinda like how it was short vs. elf on VZ. Not sure why anyone would even want to start in the Qeynos area when you could be an elf or gnome.
I guess if the devs felt really strongly about fostering team safety from the start, they could just have deity play a larger role in determining start location. Good/neut team humans start in Qeynos, evil team Freeport or even Neriak... but the idea of Bertox/Cazic human/erudites being a minority in Qeynos area sounds so cool. idk
The Mithaniel barbarians and Veeshan monks were from SZ ruleset, to give good team shaman and neutral team monks. Probably wouldn't be an issue since there wasn't on live. I'd rather not see evil paladins and good necros, that was just a suggestion in case the devs were somehow thinking every team needed every class.
People get too caught up in things being fair, imo. Nothing is ever fair in EQ, and while there are steps that can be taken to reduce the unfairness at some point you gotta just go with it. Each team getting every race/class combination makes no sense, and cheapens the unique feel of the teams. If everyone is so afraid of evil team being overpowered, then a simpler solution is taking away their bards imo.
Using SZ as your reasoning for anything is a bad idea. That server was fun, but ultimately a horrible failure. The team populations were horribly unbalanced, and the no GM intervention crap never really let us see how things would work out if basic PNPs were enforced. It also started in Velious with Luclin soon after, and I am assuming this new server will be progression based.
I do agree in a sense with each team being unique adding some "flair". But if you're going to code in imbalance from the start you're setting yourself up to fail. As you mentioned, plenty of that is done by design (i.e. ogre warriors having way better stats than a wood elf), no reason to add more with team layouts.
Squire
03-05-2014, 01:58 AM
Those teams aren't terrible honestly. I'd play there. Not sure how people would respond to the teams, could be the Nihilum types all roll human team even though humans are lame.
They probably would. At the end of the day its still a team of erudites and humans, with tons of Iksars, Ogres, High Elves, and Dwarves etc to contest them.
rollin5k
03-05-2014, 02:21 AM
i like that squire . No b.s. Geography based too
Squire
03-05-2014, 02:42 AM
i like that squire . No b.s. Geography based too
yup.
http://oi57.tinypic.com/ay43k.jpg
Squire
03-05-2014, 02:54 AM
and make the human team ffa due to early geographical and long term class advantages.
Bazia
03-05-2014, 02:56 AM
i would say its got a disadvantage in the amount of races available
Squire
03-05-2014, 03:00 AM
i would say its got a disadvantage in the amount of races available
elf/shorties lack monk, shaman, sk.
evils lack bard, druid, ranger, paladin.
humans have access to all classes, but have shitty (except rogue) and limited race selection.
the ffa thing was just another attempt at balance and to keep ffa enthusiests engaged on killing lets say nihilum types that would roll human due to class selection. just a tacked on after thought. but i dig it.
Squire
03-05-2014, 03:05 AM
Your teams all have early geographical advantages. Elf team gets ALL of Faydwer (Halflings kinds screwed but they can take the boat :P), iksar gets all of Kunark.
thats part of the intent behind teams to a point, to allow for a built in support network for players, however one must think of incentive for players to control opposing teams terrain, or disputed areas like fp. while cb and blackburrow pvp is awesome, player retention for high level pvp is more crucial.
dwarves are going to want loot from guk. barbarians are going to want loot in solb. everyone wants kunark loot, pvp will happen, but more will be there to have it if people are making buddies in crushbone, and can get off the ground semi-unmolested but without imposing lame 'no pvp before level x' rules. if a group of dwarves want to take the boat at level two to fight some humans, go for it.
while geographical dispersion and a terrain based newbie buffer is less 'red' than we have now, it also is a philosophy that makes for a better population than we have now, and id rather forgo cb pvp now, to have it in seb later personally.
racial teams, as opposed to deity teams, also renews the importance of languages and geographical control. likewise, a system that encourages regionalism could breed three or more race based ec tunnels.
raitheon
03-05-2014, 12:02 PM
I'm pretty sure they decided to go with the 3-team approach. Those teams being: The Staff, The Neckbeards, and The Non-Factors.
Go team non-factor!
Bamz4l
03-05-2014, 12:59 PM
everytime u login it should place u on the team with the lowest number of online players
Squire
03-05-2014, 01:06 PM
Your teams all have early geographical advantages. Elf team gets ALL of Faydwer (Halflings kinds screwed but they can take the boat :P), iksar gets all of Kunark.
Well, actually the evils only have Cabilis and OT (Yeah I circled all of Kunark on the MS Paint map, but I mean they're not controlling the whole continent) and the shorty/elves have FV. Humans have nothing on Kunark.
raitheon
03-05-2014, 01:18 PM
About Roleplaying:
You're already playing a 15 year old game; likely on a PC built either by you or the local Bestbuy nerd. You play in a land of dragons and unicorns and Roleplaying is the point which is TOO much for you? Is it really so difficult to throw in a few thees and thous and cut out the 'rolfstompedlol' bullshit? Try it out. It’s fun.
As for teams - glad that 3 teams are confirmed. I can see the pros and cons of both Deity and racial teams.
I'd suggest keeping each team unique in some way. Each team should have strengths and each should have weaknesses. This is where true checks and balances can come in. I don’t believe giving all three factions all classes to be very engaging. It seems lazy. We certainly shouldn’t give all factions the same races either for the same reason.
Race plays just as important a role as class as they each have their benefits and detriments adding to the class (a troll shaman vs barb shaman comes to mind). I believe it should be added to the list of consideration. We also should remember that when we go race based; we’re eliminating some of the evil character’s detriments (not being accepted in most cities).
It goes without saying that each faction should have their own language starting off. I’d recommend either turning off direct tells or OOC, but not both. That way some organization could be set. I’d also feel that OOC should not be serverwide.
Perhaps parsing /who to your faction only. That way you don’t know if you’re running into a bee’s nest. (this would eliminate the need for /anon or /rp) – That way when Faction1 and Faction3 are on their way to Trak they don’t know that the other is on their way as well.
An interesting note; Enchanters/illusions working as intended as illusions with either a shorter timer or a greater chance of failing midway through the illusion. Have see invisible see through illusion – or add a spell which does this as well.
There are several ways we could split teams. Each of these could be their own type of split or a combination.
Classes – each faction gaining some benefit of a class only they can choose. (Monk, Shaman, Necro, Paladin, SK, Druid, Bard come to mind)
Alignment- No ‘good’ SK’s or necros, no Evil Paladins (although you could argue evil paladins with evil clerics), Neutral Monks, druids, rangers make sense.
Races – Without running over what has already been pointed out with other races; what about Iksar being the FFA race? They ostracize themselves and wouldn’t fit in to ‘evil,’ ‘good’ or ‘neutral’ categories. Perhaps a second pull, besides FFA, to this group would be the release of additional classes that were hardcoded later on (beast master comes to mind)? *Note, the last part is REALLY stretching it – I know.
Terrain/Location – this plays a huge factor on how early someone gets into PVP. There are multiple schools of thought here. Personally I like the idea of early PVP (short races vs. elves come to mind as an example). PVP is paramount and there should be the threat of PVP even at level 1.
Population – population shouldn’t play too much of a factor. Although most people gravitate to darker races on the current PVP server; if granted enough incentives for the other factions this should balance out.
Faerie said it best: there is always going to be one dominant group that rises to the top. I have a suggestion for this. If it becomes overwhelming; perhaps two of the factions could ally and attack the third overpowering faction? Perhaps incentives could be given for this?
For any server to really work direct involvement from management is going to be paramount. But at the same time the COMMUNITY needs to assist in taking care of itself. Shunning toxic players; stepping up and policing policies when staff is overwhelmed; in force if need be.
Kergan
03-05-2014, 01:53 PM
Any combination that restricts bards from a team is a horribly bad idea. There are serious PVP implications with never being able to run as fast as a bard, and just as many PVE implications not having resist songs and shit on some encounters.
Squire
03-05-2014, 02:12 PM
Any combination that restricts bards from a team is a horribly bad idea. There are serious PVP implications with never being able to run as fast as a bard, and just as many PVE implications not having resist songs and shit on some encounters.
Yup, but there will still be an abundance of people that roll on that team.
Faerie
03-05-2014, 02:17 PM
Any combination that restricts bards from a team is a horribly bad idea. There are serious PVP implications with never being able to run as fast as a bard, and just as many PVE implications not having resist songs and shit on some encounters.
Bards are a key class, yes. That's what makes it a detriment. But dark team raided on live, and I'm sure they could raid here too if people actually rose to the challenge.
Anyway, it was just an idea. There are other options, if people are wanting to cut down the overpowered evil team some.
Bamz4l
03-05-2014, 02:26 PM
do what that one server did and allow dark-elf bards
rollin5k
03-05-2014, 02:34 PM
It just needs to be above all simple and classic like squire laid out. No complicated crap. And as long as teams have balance to some extent any pvp implications won't matter
Squire
03-05-2014, 03:03 PM
Bards are a key class, yes. That's what makes it a detriment. But dark team raided on live, and I'm sure they could raid here too if people actually rose to the challenge.
Anyway, it was just an idea. There are other options, if people are wanting to cut down the overpowered evil team some.
This. Despite class disadvantages I just can't see people like Colgate rolling human monk or Chewie making an Erudite SK because of it, and that goes for ALOT of people.
Will Nihilum and the like attempt a coordinated Human uberguild? Probably. But they'd still be outnumbered by the other two teams, but with class limitations reduce Evil hegemony, and a huge number of races in an elf/shortie alliance provide balanced populations there as well. The only class that can FD on the shorties is Necro, for instance, but they get bards and druids, something Evil lacks, but Evil will have Troll SKs, Ogre Warriors, Iksar Monks, etc.
I think its pretty balanced. Any way you slice it, there will be one disproportionately powerful team, might as well make that occur at a cost of races, stats, starting area, etc. Speaking of Chewie... human uberguild with bards and shit, go into guk and fuck with all of the Evils cockblocking your FBSSes because its full of Chewie's all-troll FoH Guk Brigade.
Tradesonred
03-05-2014, 03:05 PM
If i ever quit the forums, ill sure be coming one last time to have a chuckle at how teams split the pvp population, puttin the final nail in the red99 coffin to then fail miserably because teams is alot more dev attention intensive than a FFA server, attention they didnt have time for. And that of course this was all in the feedback provided to devs on the forums.
Imago
03-05-2014, 03:08 PM
EQ was never meant to be balanced, the way WoW and so many other MMOs are these days.
Team doesn't have a bard? Deal with it. Sacrifice some STR gear on the tank for more MR gear, placing a higher priority on current era loot.
I think it would make the game much more enjoyable. PVE Raiding is too easy the way it is currently, we know the ins and outs of each encounter backwards and forwards. Why not add a variable?
raitheon
03-05-2014, 03:08 PM
Ignore the trolls; stay on topic. Lets make teams great.
raitheon
03-05-2014, 03:10 PM
EQ was never meant to be balanced, the way WoW and so many other MMOs are these days.
Team doesn't have a bard? Deal with it. Sacrifice some STR gear on the tank for more MR gear, placing a higher priority on current era loot.
I think it would make the game much more enjoyable. PVE Raiding is too easy the way it is currently, we know the ins and outs of each encounter backwards and forwards. Why not add a variable?
Seconded. We're here to foster PVP not PVE. The encounters are so incredibly easy when people have had 15 years to theorycraft the crap out of them.
Tradesonred
03-05-2014, 03:11 PM
Ignore the trolls; stay on topic. Lets make teams great.
Yeah im trolling, sure. Rogean doesnt have 10mins to come fix red but staff going to make the time needed to come and play with balance each time a hard coded team starts getting OPd. Dont worry im not here to derail, just drive-by commenting.
Squire
03-05-2014, 03:12 PM
EQ was never meant to be balanced, the way WoW and so many other MMOs are these days.
Team doesn't have a bard? Deal with it. Sacrifice some STR gear on the tank for more MR gear, placing a higher priority on current era loot.
I think it would make the game much more enjoyable. PVE Raiding is too easy the way it is currently, we know the ins and outs of each encounter backwards and forwards. Why not add a variable?
Great point. Not having an unstunnable ogre warrior, or a bard, or a druid for certain ports and relying solely on wizards, or not having shaman buffs/slow or monk to FD pull on ones team changes PvE dynamics a great deal too, adding a whole different layer to what teams can provide. The same old content will require a new approach depending on the team. The racial breakdown also eliminates more mundane changes to address content like "no necros/corpse summon on good team so we have to add them to paladins" because all teams have access to things like CoH from mages or corpse summon from necros, but lack more.. interesting raid components.
Kergan
03-05-2014, 04:02 PM
Anyone who cares about end game PVP or PVE is not rolling on a team without bards. It's just not a class you an restrict access to and have a decent server. SKs, necros, druids, rangers, paladins are honestly the 5 most useless classes for end game PVE. Necros have some use with DMF/summon corpse/mana pumping but the lack of those isn't going to ruin your raid. Druids offer ports and nothing else another class can't do better. SKs/paladins can tank shit but a warrior with mallet is still far superior. Rangers aren't needed for anything.
Restricting access to those classes wouldn't do much, especially if they add summon corpse potions restricted to the non evil teams - which I'm pretty sure was stated by staff would be done.
Not quite sure why people ask for the SZ ruleset either. It is a proven failure.
HippoNipple
03-05-2014, 04:16 PM
Min/maxers can play their bards, then. If evil team ended up being the least advanced in pve content maybe I'd join. Always kinda wished I'd been dark team on live, and raided as a pro purist.
No one is asking for the SZ ruleset... that would be terrible, with trains and all.
It doesn't take a min/maxer to not want to deal with a bard in an outdoor zone on a pvp server.
Faerie
03-05-2014, 04:19 PM
It doesn't take a min/maxer to not want to deal with a bard in an outdoor zone on a pvp server.
For what it's worth, I want evil team to have bards. The suggestion to not allow them bards only came up because people were going on about evils being OP. Best solution is to make evil team FFA imo.
Faerie
03-05-2014, 04:26 PM
Chewie's scared he might make a friend or two ;)
Kergan
03-05-2014, 05:16 PM
Chewie doesn't want friends? Too late YOU GOT ONE.
Squire
03-05-2014, 07:01 PM
lol lotta wishful thinkers sayin my name in this thread like i would play some blue-ass teams server
keep dreamin!
if they merge u will lol
sprinkle16
03-05-2014, 07:22 PM
there Is no teams server, why are you idiots still talking about it
raitheon
03-05-2014, 08:09 PM
there Is no teams server, why are you idiots still talking about it
So evils with bards. Evils also being FFA - this would make sense in a purely 'chaotic evil' sort of situation.
But then you kind of segregate the group to two factions instead of three. You'd have the FFA crowd and then the non FFA crowd. Evil would have access to all classes at that point; but the problem is that good would be lacking necromancers and SK's.
Clark
03-06-2014, 09:47 AM
yeah i'd like to hear what team compositions the devs have narrowed down
Tecmos Deception
03-06-2014, 09:54 AM
This may sound like a dumb question, but what exactly is the point of a teams server when there already is this server?
It's not like this server isn't basically divided into teams by player choice already, and it seems like a teams server without sufficient population (so like... at least double current red, maybe 3x?) would be horrible since there wouldn't be the groups around that you'd pretty much need in order to go explore "enemy territory" dungeons or whatnot.
I guess I can see teams having a non-hardcore appeal, since people can get their xp on in relative safety in their team's territory? Seems like the fresh start is probably more what blue/new/casual players would be interested in than the new rules /shrug
Mac Dretti
03-06-2014, 11:24 AM
teams is a different playstyle
you grow up in your teams' newbie area so you aren't getting ganked by lvl 4 mage pets and it creates a nother minigame of zone control and working with people your not guilded with
presumably more balanced 1/3 vs 1/3 vs 1/3
would be fun, but splitting pvp population is an awful idea and we saw half the pop disapear when it was announced as a first thought
rollin5k
03-06-2014, 11:24 AM
The feeling of being on a team is cool. If you ever payed on live you'd know how cool out was for evils to be invading gfay or something. Like a turf war.
And of course easier at first you always have your team to back you up. And a fresh start
HippoNipple
03-06-2014, 11:41 AM
queued CB battlegrounds is another plus to having teams
HippoNipple
03-06-2014, 12:02 PM
In all honesty it was pretty fun back on live. It was always a lot of fun being behind enemy lines and unlike RZ everyone on the other team was pretty much KoS. That isn't really an issue with red99 and I doubt this community will really bring the atmosphere teams did back in the day. Just like this community doesn't bring the atmosphere others wanted on RZ.
It is just another attempt to bring back something people want from 1999. What it does provide though is a fresh server which is something that is always a lot of fun. Coupled with the possibility of doing things different this time around like item loot, fixed bugs from the start, correctly coded resist system. People that like FFA or Teams can look forward to that.
Gaffin 7.0
03-06-2014, 01:25 PM
teams is gay, RZ for life
Faerie
03-06-2014, 03:11 PM
This doesn't really have anything to do with the thread up to this point, but I always thought Vah Shir should have been elf team (and had monk class) on VZ and TZ. And near the end of EQ, frogloks totally should have been short team.
Shaman for all teams that way, plus elf monks.
Squire
03-06-2014, 03:29 PM
I sent Sirken a PM with my idea about racial teams with this image..
http://oi60.tinypic.com/51diiv.jpg
His response was
that image is pretty much exactly where staff is at, although we have a plan in the works to ensure that the pecks/elves have something to replace the shaman slow.
we'll give more info on teams after velious. right now thats where all the devs are focused.
<3
Sirks
runlvlzero
03-06-2014, 03:50 PM
I'm going to guk and shouting this while ur in zone, I remember doing that b4, musta have made u real mad :P
nilzark
03-06-2014, 03:54 PM
Are you saying Racism is fun?
Nirgon
03-06-2014, 04:00 PM
Teams was a failed experiment, like the discord server. Sorry if you liked either.
Kergan
03-06-2014, 04:01 PM
Nirgon, curious on your opinion...
Do you think a player on blue who has never really done EQ PVP is more or less likely (or the same) to try a teams server vs a FFA server?
Mac Dretti
03-06-2014, 04:20 PM
Are you saying Racism is fun?
LOL
Juhstin
03-06-2014, 04:36 PM
Stop with the Teams talk. There's 3 teams now and just forcing teams would already reduce PvP for a dead server.
HippoNipple
03-06-2014, 04:44 PM
Stop with the Teams talk. There's 3 teams now and just forcing teams would already reduce PvP for a dead server.
Whatever can be done to funnel PvP into guk for those sweet legacy items I'm for.
Tubben
03-06-2014, 07:04 PM
Teams will just be an dead server. At start, there will be alot online, 3 month later the server is dead. There arent just enough people who want to play red, and splitting them even more wont do any good.
Clark
03-06-2014, 07:24 PM
where do you guys get this information?
we said publicly that we wanted to focus all time, energy, and man power to velious, and that we would not revisit T99 until after Velious was up.
that being said, its very much going to be a thing, and Faerie, to answer your original question; no. nothing has been set in stone
Sweet. Glad you guys are thinking smart about it as well. Was absolutely beyond ridiculous that they released blue epics soon after Red99 release. Hurt the population more than anything. Not to mention guards/npcs not protecting people in towns. Bogus.
Faerie
03-06-2014, 07:25 PM
How can you give shorts and elves slow, I wonder?
Tinkered devices maybe? :P
jestingoff02
03-06-2014, 07:51 PM
where do you guys get this information?
we said publicly that we wanted to focus all time, energy, and man power to velious, and that we would not revisit T99 until after Velious was up.
Dudes, if you guys would pay attention you whould know everything there is to know, item loot and a server merge. Everything you need to know!
jestingoff02
03-06-2014, 08:01 PM
shirts vs skins
Chewie I love and hate you atvthe same time, im guna get that frog crown from your frog king one day
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