Quote:
Originally Posted by Glasken
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Teams are alignment based from level 1. There will be some limitations due to this limitation. That is part of the allure of team pvp.
That and playing a Rallos Zek worshiping Wood Elf Warrior. Just to confuse the hell out of pvp combat with lighties.
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Yes this. Also it makes it so only evils get ogre warriors. I love that because it makes the min-maxers heads' spin and show's how ridiculous they are when guilds with gnome warriors are doing the same content they always insist you need ogres for. Under SZ rules every team gets every class, as they should, but not every team gets every race. And that's what makes it fun.
I appreciate your thread, Zuranthium, but please don't present it as some universally accepted ruleset that everyone likes. You had a few people who liked it but not everyone does. Other people have perfectly valid suggestions to make and now is the time to make them.
No experience manipulation. On a three teams pvp server there are different incentives to play on different teams no matter how lopsided one team gets, and you don't need skewed experince bonuses in addition. You might get an unintended consequence like one of the anticipated low pop teams winding up the lopsided team.
No manipulation of the classes. No FV gate hammer. No artificial level cap. None of any of this "EMU playground" crap. It's too heavyhanded and doesn't remotely resemble anything that was ever on a live PvP server. No one will play on a server like that.
Fix resists, go with a straightup SZ ruleset, with no level limits for pvp past the 1-6 one, training allowed, no item loot, and velious at release and it will be a winner. That's all you need.