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Old 09-05-2013, 03:39 PM
Vexenu Vexenu is offline
Planar Protector


Join Date: Feb 2012
Posts: 1,219
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Quote:
Originally Posted by Weekapaug [You must be logged in to view images. Log in or Register.]
Oh, and do a search here on these forums or any other EQ forums you can find and see how many people found the SZ ruleset to be "deeply flawed."

Because you two are the first I've ever seen. I, frankly, have a hard time believing either of you even played there.
I played on SZ as Spinfusor, Iksar Monk of <Da Bashin' Iggles>, and anyone who played on SZ during the classic era would most likely remember that name. I was the only Monk ranked on the PvP leaderboards for quite awhile and got most of those kills solo and in my 40s, without the help of an epic, Fungi or a T-staff. I say that not to brag (truly that would be a rather pathetic thing to brag about all these years later) but to simply establish that I have a pretty strong understanding of EQ PvP. I would prefer my ideas stand on their own merit rather than attempt to impress people with my EQ PvP e-credentials from over a decade ago, but since you doubt my bona fides, there you go.

And yes, as much as I enjoyed SZ I must admit the ruleset was deeply flawed. The server suffered due to the lack of team balance. The entire Good team was basically a running joke to the rest of the server, and Neutrals faced significant disadvantages to the power of the Evil team. As much fun as SZ was, it could have been better, and my hope is that any new server that attempted to resurrect SZ would make the small adjustments needed to improve SZ's rules.

And really, I'm not claiming my suggested ruleset is perfect. But I've certainly put a lot of thought into it. I didn't just pull it out of my ass one day. I didn't just decided to propose putting in an FV hammer because I thought it sounded cool, and that goes for the other changes I proposed as well. They are all there for one, simple reason: to attempt to create a more balanced distribution among the teams, measuring both by total team population and among the subset of hardcore, endgame focused players.

There is only one chance to launch a new PvP Teams server, so the devs have to get it right. Red 99 suffered an awful launch made worse by organized griefing, and the server never recovered. We're in a different environment now than we were when SZ was launched on live. Using the same formula from back in the day would produce different results today due to much greater player knowledge, free accounts, etc... In order to produce even something as good as classic SZ, you would therefore need some small degree of modifications. The vanilla ruleset would simply have its weaknesses exploited by griefers and powergamers, and the server would fail hard. I don't want to see that happen, because with a few simple tweaks, the SZ ruleset could be revived to produce an awesome server all these years later.