Quote:
Originally Posted by Stasis01
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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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Teams does have the advantage of some form of protection against griefing, but theres no way to balance which side of teams gets stronger. If you dont like most of the people that rolled on your side of the team, or your team is losing, well, tough shit, youre stuck there.
We never really had a good FFA ruleset to begin with, they patched it in much too late and after the dices were already loaded in Nihilum`s favor.
I would totally agree on group xp bonus, but i think you need to attain a certain level of population before it gets patched. If theres a group bonus and no solo bonus, and its hard to find a group, it doesnt help.