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Old 07-29-2013, 07:09 AM
Rahkim Rahkim is offline
Large Rat


Join Date: Jul 2013
Posts: 6
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I'd vote 3 teams, Sullon Zek style, minus the legal trains.

The evil team DID have a big advantage early on, due to their population and the location of their cities relative to some important early dungeons (Guk, everything in Lavastorm, etc).

The other teams will be able to eventually put up a fight though, as anyone who played in Black Crown, Black Prophecy, or Tides of Wrath on the original server could tell you. Plenty of my coins (item looted when you killed someone, which could be turned in for a summon corpse potion) came from the top evil team guild. The 1-shot AA abilities given to SKs, necros, and wizards (which were more common on the evil team, as their only porters) and train-locking access to the elemental planes is the only thing that limited the viability of the newt/good guilds on live. The good team actually had the most guilds in post-AoW content when i quit.

There would be a decent amount of raid targets of varying difficulty, able to support multiple mid-high end guilds. Without AAs, and content being eventually locked at Velious, this could develop into a great, competitive server, even with an easier start for the evil team.