Toomuch |
08-16-2010 08:49 PM |
Quote:
Originally Posted by Humerox
(Post 117848)
SZ style rules sans teams...
I mean...the first time I logged into RZ it was like PK! PK! PK!, in shout. I was like...yah, ain't that the point?
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Yeah... imo the problem is the "sans teams" part. Hardcoded teams made it so there was no other bullshit that people could create to stop you from pvping. And on SZ there wasn't any bullshit crossteaming either (for the most part anyways, sometimes there were short term truces or even alliances, but you couldn't heal each other or group or anything). I agree the training on SZ was dumb, especially with the pussies who couldn't do it without macroquest. I think that's the only time I ever agreed with Crazycloud :) Haha! I, as well, by the way, would go to a Sullon-ish type server in a heartbeat, pvp is where it's at... even if it can't be perfectly balanced. As long as intelligent attempts are made at fairness and the server is moderated decently to constantly purge hackers, it would be an absolute blast :D. Although I would suggest one change to the old Sullon ruleset: Good Vs Evil, period. None of this neutral crap. Neutral team PC's shared too much space with Good team PC's, while the evil team could do whatever the hell they wanted untouched forever (and on top of this, they VASTLY outnumbered good and neutral combined anyways).
Oh and another thing, unless it was coded so that you could not use any offensive abilities on your guild mates, it wouldnt be the same. I'm not sure if it was like that on rallos, but as I understand it, it wasn't. PVP on a large scale often calls for AE spells, like ae tash or PBAE nuking at a zoneline. FFA ruleset kills that :(
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