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Noselacri 11-09-2013 08:40 PM

There's still no real reason to restrict classes. What possible purpose would it serve?

Rec 11-09-2013 08:44 PM

It serves the purpose of breaking up the super leet people who want to play these other classes. You want them all on the same team again stick to ded99.

Vexenu 11-09-2013 09:17 PM

Quote:

Originally Posted by Noselacri (Post 1179600)
There's still no real reason to restrict classes. What possible purpose would it serve?

It adds flavor to the game, makes team choice more meaningful, and adheres to the game's lore (an important but undervalued consideration).

It's also classic.

And in practice it's just nice to have actual differences between the teams. Makes the server feel like more of a war rather than just a random assortment of people killing each other for no apparent reason.

The class differences result in tactical and strategic differences as well, which is most notable with the Evil team's lack of Druids. Without Druids, Evils must rely on Wizards for ports and Shamans for SoW. This makes them considerably less mobile than Goods and Neuts, who can get both from a Druid (especially since Druids, being one of the best classes on a PvP server, are everywhere). Meanwhile, Evils get large races and SKs to compensate, making them better in a straight-up fight but considerably less effective at hit and runs. There is a nice balance present despite the teams not being equal.

It's an interesting dynamic that's worth preserving.

Fawqueue 11-09-2013 09:35 PM

Quote:

Originally Posted by Vexenu (Post 1179653)
It adds flavor to the game, makes team choice more meaningful, and adheres to the game's lore (an important but undervalued consideration).

It's also classic.

And in practice it's just nice to have actual differences between the teams. Makes the server feel like more of a war rather than just a random assortment of people killing each other for no apparent reason.

The class differences result in tactical and strategic differences as well, which is most notable with the Evil team's lack of Druids. Without Druids, Evils must rely on Wizards for ports and Shamans for SoW. This makes them considerably less mobile than Goods and Neuts, who can get both from a Druid (especially since Druids, being one of the best classes on a PvP server, are everywhere). Meanwhile, Evils get large races and SKs to compensate, making them better in a straight-up fight but considerably less effective at hit and runs. There is a nice balance present despite the teams not being equal.

It's an interesting dynamic that's worth preserving.

This completely. One of the more interesting aspects of choosing to play in a competitive teams setting is balancing your advantages and disadvantages against both your competition and the game content. You need to have consequences to your choices or they aren't meaningful.

Some games do this through differences in weapon choices (like many shooters) or rock-paper-scissor ability distribution (like League of Legends). But a game where everything is identical across the board means my team decision was based on random selection and indifference.

Guild Wars 2 is a great example of how boring giving every team identical classes can be. The PvP was fun for about a month. I want to enjoy teams99 longer than that.

Lowlife 11-09-2013 09:45 PM

deny evil bards, thank me later.

Sirken 11-09-2013 09:54 PM

mostly a lot of really great posts/ideas in this thread, ill be lurking quietly

Lowlife 11-09-2013 09:57 PM

Quote:

Originally Posted by Lowlife (Post 1169256)
Evil faction starting cities

1. Grobb
2. Oggok
3. Neriak
4. Paineel
5. (Cabilis eventually, 3-6 months of Classic, 3-6 months of Kunark.)

Good faction starting cities.

1. Rivervale
2. Halas
3. Felwithe
4. Kelethin
5. Qeynos

Neutral Starting Cities

1. Surefall Glade
2. Kaladim
3. Erudin
4. Ak'Anon
5. Freeport

Neuts least appealing team initially due to lack of Shammies, so by giving them Freeport, Erudin, and Surefall you've allowed them default control over early important transportation choke points for balance purposes. All major docks/shipping areas including both side of Ocean of Tears (if not that entire zone as a result) as well as Erud's crossing would be under neutral control, giving them an additional level of attractiveness for players despite lacking Shm, as Evils lack Bards but will by default carry a robust population, whereas the Good team is the most balanced class-wise. Neuts will also, at the least, have the easiest time completing several Epics including Warrior.

No rallos bards, no weird deity barb shamen.

Castigate 11-09-2013 10:52 PM

Rather than no Rallos Bards, why not move Rallos to Neutral? Pretty sure it would give them access to both SK and some of the big guys, without actually removing anything aside from bards from Evil. To balance the gains you could either drop Karana or Tribunal to good which would kick Rangers/Druids, or Shamans off their team. If nothing else it seems like it would end up creating interesting dynamics.

For reference the original SZ teams as far as I've been able to find:
The Good Alliance consists of: Erollisi Marr, Mithaniel Marr, Rodcet Nife, Quellious, Tunare
The Evil Alliance consists of: Bertoxxulous, Cazic Thule, Innoruuk, Rallos Zek
The Neutral Alliance consists of: Brell Serilis, Bristlebane, Karana, Prexus, Solusek Ro, The Tribunal, and Veeshan.

Maybe someone else could adapt it better, I really only suggest this because I'd like the teams to feel unique, but still manage to attract players.

SamwiseRed 11-09-2013 10:56 PM

trying to balance eq pvp is impossible

balancing teams just as impossible without making it a custom disgrace to the world of norrath. you are tampering with 14 year old lore. its like re writing the hobbit. its a sin and should be punished by death.

Greegon 11-09-2013 10:58 PM

Quote:

Originally Posted by SamwiseRed (Post 1179796)
trying to balance eq pvp is impossible

balancing teams just as impossible without making it a custom disgrace to the world of norrath. you are tampering with 14 year old lore. its like re writing the hobbit. its a sin and should be punished by death.

sam so damn wise


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