Which is what teams would help with, providing safety/pub groups where people tend to work things out and work together better than FFA. A scaling group experience bonus, REMOVING the 200% so people are actively looking to add numbers to their groups to make it faster, regardless of what class/lvl.
Teams is classic, RZ policed itself in a different era of gaming - it WILL not and HAS not worked here. Current exp bonus favors people PLing solo, or playing solo classes. There is still no incentive to group here, and a lot of the classes create more of a burden than help, and get snubbed.
We tried FFA with logical assumptions, and we tried no variance in the same fashion - THESE THEORIES WERE WRONG, that doesn't mean the idea of EQpvp is dead.
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