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wts
08-11-2015, 03:28 AM
http://i.imgur.com/XN7uEUx.jpg

Human team:

Qeynos
Surefall Glade
Halas
Erudin
Paineel

Evil team:

Neriak
Grobb
Oggok

Elf/shortie team:

Rivervale
Kaladim
Kelethin
Felwithe
Ak'Anon

Contested city:

Freeport

The following race/class/team combinations woud be allowed to start in Freeport that are not part of the human team:

Human bard (Evil team)

Human monk (Elf/shortie team)

Barbarian shaman (Elf/shortie team)

There would be no customization (such as trainers or spell vendors added to Freeport) to make Elf team shaman viable. If you walk around Halas saying "I like faries and midgets," you get exiled. If this is the combo you choose to play, then finding a way to get spells and training is your problem.

If you are an Elf team shaman, the names of all Human team members will appear red to you and vice versa. Same for Evil team bards and Elf team monks. Anyone creating a character in Freeport should receive a message stating that Freeport is a contested city and characters from all three teams can be created there so that they are warned of the possibility of low-end PvP within their starting city.

Following are optional rules that could be implemented for the Classic era, then removed according to a timeline similar to the removal of item loot on Vallon and Tallon Zek:

1. Item loot

Single item loot existed on the teams PvP servers until June 22, 2000 according to this (http://www.zlizeq.com/Game_Information-Servers_and_Versions), shortly after the release of Kunark on April 24, 2000. A similar timeline for Teams99 would be completely classic.

2. Rep Yo City

The majority seem to want hard-coded teams, and the above setup provides that by dis-allowing guilding and grouping across team lines. However, Rep Yo City is a great compromise between the failed Sullon Zek experiment (fully-hard-coded teams) and the vastly more-popular Race War ruleset (soft coded teams).

Players would still be restricted from grouping and guilding across team lines, but would be PvP+ against players that start in a different city. In other words, Human team players who start in Paineel would be PvP+ against Human team players from Erudin, Qeynos, Surefall Glade and Halas.

I suggest that the city-based PvP component be removed around the same time item loot is removed. On Vallon Zek, the teams fought among each other for a time before settling into a light vs. dark dynamic that lasted until shortly before the Zek merge. This would allow for a similar "Wild West" feel during the early stages of Teams99 before settling into a more-rigid Sullon-style teams structure as the server ages.

Sirken has stated that his non-classic ideas to work around missing classes for the various teams were shot down. The above contains no non-classic elements. Bards were allowed to play on the Evil team and human monks could pick Good or Neutral on Sullon Zek. Basically, this is like a Sullon-style server where, instead of the good and neutral teams sharing starting cities while the evil team leveled in safety, it offers starting-city safety everywhere except Freeport, where characters from all three teams can start.

I also highly recommend a 5-level spread for PvP. Four levels is too restrictive and opening it up by that one extra level would make a huge difference in the amount of available PvP.

BardPop
08-11-2015, 04:09 AM
I highly recommend a SZ style rule set for a teams server, bite the bullet and accept unlimited level range. It worked on sz it could work here, and I'll explain why.

Or the alternative is we could choose to have a server where 1 team has 0 trackers and 0 bards. Doesn't sound like a good idea, only worked out on vallon/tallon because of x teaming. Xteaming for those not familiar let those on the other team group and buff each other.But here we want the teams hardcorded, so that leaves us the options of VZ?TZ with hardcoded teams or SZ. I think that if you leave one team with no bards they will get destroyed mass pvp, the addition of sks and necros will not make up for whole groups of other classes having selo speed during pvp. Unless you like shooting fish in a barrel pvp this isn't for you.

On the other hand there is SZ, which was so successful that at one point it had over 3000 people. The first problem some people think of when they think of SZ is low level griefing.
Low level griefing with SZ rules wouldn't be so bad here because the population is so much smaller, and a high level could easily go to a noobie zone and kill the griefers to get them. Which leads me to another point, the server would need to have no lns. If you want to bring back teams pvp (and if it has to be classic, sz is the only option, unless you want one team with no bards/no trackers to lose all the time) then you want to keep all the elements that made the server successful in place.

Allow me to explain why the removal of Lns would help the teams server: Removal of lns keeps the griefers at bay because griefers don't have a real pvping mentality, they don't play for fair pvp they play to play to kill those who are weaker then themselves, no grief player wants to be griefed because it defeats the whole point of griefing in the first place, easy kills with no risk to themselves. If you tell them they have play with the assumption that they can be killed by someone even higher then themselves and be unable to get their corpses none of them will play. Sz worked very well this way in controlling the griefers because everyone knew if someone was a big enough douchebag they could just be corpse camped forever, sometimes until rot, which did happen.Most of the time a player might just be denied their corpse for a matter of hours but in rare cases it was for days or until rot. Griefers like easymode, they can't handle hands off pvp where they themselves can be griefed. So in this way I think a teams server with classic SZ rules could police itself, given that our server population pool is small enough that we can all name the griefers of red off the top of our heads, opposed to SZ where they were inumerable.

The one thing I would change is the train policy, it would need to be changed to make training not allowed, this server just has to many hardcore players for that part to stay in.

wts
08-11-2015, 04:24 AM
I highly recommend a SZ style rule set for a teams server, bite the bullet and accept unlimited level range. It worked on sz it could work here.

It did not work. Sullon Zek was a massive failure and by far the least populous of all Everquest PvP rulesets. They just got through reducing an 8-level spread to a 4-level spread for PvP. I don't know why people think they're now going to roll with a 60-level spread for PvP.

Or the alternative is we could choose to have a server where 1 team has 0 trackers and 0 bards.

Maybe read the post before responding next time? All three teams have bards.

DRAGONBAIT
08-11-2015, 04:46 AM
....yeah why not? put 60 lvl range, you know what will happen, box will be empy there will be 1 dominating clan of assholes who griefed everyone else off the box and 1 year from now we will ask for a wipe and a good ruleset since the start but devs will ask us, "if we wipe now what you think will be different?".

PD: everything

Blackbilly
08-11-2015, 05:26 AM
http://i.imgur.com/XN7uEUx.jpg

Human team:

Qeynos
Surefall Glade
Halas
Erudin
Paineel

Evil team:

Neriak
Grobb
Oggok

Elf/shortie team:

Rivervale
Kaladim
Kelethin
Felwithe
Ak'Anon

Contested city:

Freeport

The following race/class/team combinations woud be allowed to start in Freeport that are not part of the human team:

Human bard (Evil team)

Human monk (Elf/shortie team)

Barbarian shaman (Elf/shortie team)

There would be no customization (such as trainers or spell vendors added to Freeport) to make Elf team shaman viable. If you walk around Halas saying "I like faries and midgets," you get exiled. If this is the combo you choose to play, then finding a way to get spells and training is your problem.

If you are an Elf team shaman, the names of all Human team members will appear red to you and vice versa. Same for Evil team bards and Elf team monks. Anyone creating a character in Freeport should receive a message stating that Freeport is a contested city and characters from all three teams can be created there so that they are warned of the possibility of low-end PvP within their starting city.

Following are optional rules that could be implemented for the Classic era, then removed according to a timeline similar to the removal of item loot on Vallon and Tallon Zek:

1. Item loot

Single item loot existed on the teams PvP servers until June 22, 2000 according to this (http://www.zlizeq.com/Game_Information-Servers_and_Versions), shortly after the release of Kunark on April 24, 2000. A similar timeline for Teams99 would be completely classic.

2. Rep Yo City

The majority seem to want hard-coded teams, and the above setup provides that by dis-allowing guilding and grouping across team lines. However, Rep Yo City is a great compromise between the failed Sullon Zek experiment (fully-hard-coded teams) and the vastly more-popular Race War ruleset (soft coded teams).

Players would still be restricted from grouping and guilding across team lines, but would be PvP+ against players that start in a different city. In other words, Human team players who start in Paineel would be PvP+ against Human team players from Erudin, Qeynos, Surefall Glade and Halas.

I suggest that the city-based PvP component be removed around the same time item loot is removed. On Vallon Zek, the teams fought among each other for a time before settling into a light vs. dark dynamic that lasted until shortly before the Zek merge. This would allow for a similar "Wild West" feel during the early stages of Teams99 before settling into a more-rigid Sullon-style teams structure as the server ages.

Sirken has stated that his non-classic ideas to work around missing classes for the various teams were shot down. The above contains no non-classic elements. Bards were allowed to play on the Evil team and human monks could pick Good or Neutral on Sullon Zek. Basically, this is like a Sullon-style server where, instead of the good and neutral teams sharing starting cities while the evil team leveled in safety, it offers starting-city safety everywhere except Freeport, where characters from all three teams can start.

I also highly recommend a 5-level spread for PvP. Four levels is too restrictive and opening it up by that one extra level would make a huge difference in the amount of available PvP.

We're getting closer to something we could roll with. I'm not sure how interfaction fighting between cities would work out, i never played teams on live. With teams there will be less targets to pvp, i think this warrants the bigger 8 level range. Not sure item loot would be good in the long run for the server. Maybe item loot sub 40 so twinks are vulnerable but later than that the neckbeards will be decked out in planar no-drops with a lot less to lose than the casual in his smr. For a fresh server i'd like to see xp back to normal for the start at least.

tldr pras the duke

Blackbilly
08-11-2015, 05:49 AM
Has any server done region-based teams?

example 2 teams.. this is a rough example, plz excuse bad photoshop

http://i41.tinypic.com/23l12ck.jpg

West side:
Erudites
Barbarians
Humans - Qeynos
Half Elves - Qeynos
Dark Elves
Ogres

East side:
High Elves
Gnomes
Dwarves
Trolls
Wood Elves
Half Elves - Kelethin
Iksar

Freeport - Point of contention. Humans spawning here can ally to either side.(?)

Just curious how this would play out.


--bump with nilbog's idea for teams server--

wts
08-11-2015, 06:39 AM
Ugh WoW PvP NOOOooooooooo........

LostCause
08-11-2015, 06:49 AM
bloods and crips yall.

Swish
08-11-2015, 06:51 AM
Ugh WoW PvP NOOOooooooooo........

Quiet
08-11-2015, 07:02 AM
cant wait to join this server, cross team with 100 of my pals and then eliminate / grief competition off through continuous bind camping. Server will last about 2 weeks. Yaawww

wts
08-11-2015, 07:24 AM
Sounds so scary, guess I better go blue. I'm afraid of PvP.

heartbrand
08-11-2015, 08:01 AM
The problem with teams is shown in every teams game to date. WoW had to finally allow faction crossing for pvp because of the large team imbalance. People like to be on the strongest and winningest team. Hasn't red99 taught that lesson to people?

wts
08-11-2015, 08:20 AM
So your basic argument is, teams can't be perfected so stop trying?

DRAGONBAIT
08-11-2015, 08:33 AM
if u want hardcoded teams look at daoc, best of all NOONE will argue that. 3 teams, contesting for the big raid zone. i dont know how can this be done on everquest but u have it there, some kind of fight over the citys, and the citys gives u acces to raid zones etca, if u want to hard code something, look into daoc plz. no fkn clue how that work on eq tho, im more into doing as it was back on live. tallon zek. point

phacemeltar
08-11-2015, 09:36 AM
halflings should be on human team and it should be neutral, rep aligned

Neno
08-11-2015, 01:40 PM
3 teams dumb and don't work in EQ.

1 team just ends up being the independent candidate that won't ever win but still sucks away the votes causing a team that could be a proper contender from actually obtaining that goal. So either a smaller good team will weaken a more powerful neutral team VS evil or a smaller neutral team will weaken a more powerful good team VS evil.

Good vs Evil makes sense from a game play point of view but Neutral is stupid because the players on that team don't actually act according to that term.

If neutral players cared about being neutral they would refrain from aggression unless provoked or they would seek to tip the scale of balance from one side to "balanced"
which means they would just end up fighting alongside good more then likely. But no one actually cares about that shit and it just turns into a 3 way death match where the victor is decided early on and the other 2 teams not only contend against each other but also end up smashed to pieces any time the greater team rolls up.

vt/tz was good in theory but the top guilds all ended up x-teaming which led to a lot of retarded situations like not being able to kill an enemy healer because he was technically on your "team".

2 hard coded teams is the only way to go otherwise you can just keep playing on red because it is exactly how a 3 team server would end up here.

SamwiseRed
08-11-2015, 02:05 PM
I don't think you know what neutral means, at least in the teams concept. SZ was the only ruleset and team setup that made any sense. 2 hard coded teams is retarded. It means one team will most likely dominate from server start to end like what Red99 has been from the start.

Sosa_Chamberlain
08-11-2015, 02:10 PM
Eq browser teams 2026

Gnomegrown2
08-11-2015, 02:12 PM
Today, 03:28 AM

deadlycupcakez
08-11-2015, 03:01 PM
DAoC - three teams and worked?

DRAGONBAIT
08-11-2015, 06:16 PM
DAoC - three teams and worked?


who is this saying daoc worked? 3 teams working really? heh...seriously, ask anyone who knows about mmorpg pvp. 3 teams is the way to go, not 2, not 4, 3.

BardPop
08-11-2015, 06:22 PM
Sz was actually a very successful server for many years. It lasted through kunark, velious, luclin, pop, and then ended in late GoD. Back then each expansion had a year between it, so thats 5 expansions. Up until GoD the population was fine, but sometime doing GoD all pvp servers had their populations drop drastically. They ended up merging them not just to help sz but to help the others as well who were also skating on 'thin ice'. As someone who played it though sullon zek was a fine server up until the end, when wow changed everything. The other teams were still trying to compete even at the end, they were not dead at all.

Zlain
08-11-2015, 06:39 PM
3 teams i think would be the ideal thing, again anytime you talk teams though it's gotta be hard coded. people will need to go through the reroll process if they want to be on a different team otherwise xteaming just ultimately turns the server into the same as red is now. 1 zerg to rule them all.

rollin5k
08-11-2015, 07:59 PM
That's a good point. Hard coding would at the least deter guild flip flopping and encourage some competition with out rerolling.
I think the exp should go back to normal and level range be higher as well

Circa.
08-11-2015, 08:04 PM
who is this saying daoc worked? 3 teams working really? heh...seriously, ask anyone who knows about mmorpg pvp. 3 teams is the way to go, not 2, not 4, 3.

This, by FAR the most pvp fun I've ever had in any mmo was DAoC hands down.

wts
08-11-2015, 08:52 PM
3 teams dumb and don't work in EQ.

Totally agree, which is why I support Rep Yo City, which starts off with 14 teams.

SZ was the only ruleset and team setup that made any sense.

I guess that's why Race War needed two servers? Because it didn't make any sense?

SamwiseRed
08-11-2015, 08:56 PM
what does having 2 servers have to do with making sense lore wise? why would halfling and half elf druids of karana be kos to one another. They are both neutral druids? Wars are generally faught over beliefs but I guess there are racial wars as well. It doesn't make sense in EverQuest because every conflict mentioned in lore is deity driven (not race alone.)

wts
08-11-2015, 09:10 PM
I understand your point now. Sullon Zek certainly made the most sense from a roleplaying standpoint, but it created a huge imbalance in favor of the evil team by allowing them safety in their starting areas that good and neutral didn't have. That initial starting zone safety has been mentioned repeatedly by the developers during chats that discussed a potential teams setup, and I believe this is more important to them than roleplaying consistency.

Snapple
08-11-2015, 09:42 PM
lore is gay

SamwiseRed
08-11-2015, 09:43 PM
everquest is homosexual in nature. ofc the lore is gay.

hammbone
08-11-2015, 10:27 PM
what does having 2 servers have to do with making sense lore wise? why would halfling and half elf druids of karana be kos to one another. They are both neutral druids? Wars are generally faught over beliefs but I guess there are racial wars as well. It doesn't make sense in EverQuest because every conflict mentioned in lore is deity driven (not race alone.)

What I read: OMG PVP VIOLATES LORE AND MAKES NO SENSE!!! I MEAN WTF WHY DO THIS BECAUSE IT DEFIES LORE!!!1

SamwiseRed
08-11-2015, 10:38 PM
What I read: OMG PVP VIOLATES LORE AND MAKES NO SENSE!!! I MEAN WTF WHY DO THIS BECAUSE IT DEFIES LORE!!!1

drugs?

HappyTr33z
08-12-2015, 03:09 AM
seems like xteaming is the only real problem with most of these ideas. Just account ban the xteamers or delete their chars. Fuck em I want to try EQ teams!