Thread: Custom teams
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Old 11-10-2013, 09:31 PM
Vexenu Vexenu is offline
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Join Date: Feb 2012
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Quote:
Originally Posted by Lowlife [You must be logged in to view images. Log in or Register.]
Evil will never have a shortage of players even if denied bards. Look at how many fucking SK twinks are being rolled on Red atm. Its the good and neutral teams that need help.

Make neutral the only team with bards, rangers and druids but deny them monks and shamen, necros and SKs

give good barb shamen, dwarf paladins, human monks etc a well rounded selection of classes
So basically, you propose:

Evil team has no bards.
Neutral team has no feign death classes and no Shamans.
Good team has no bards.

So you fuck over the Good team, the weakest team, exactly like you do the Evil team by giving them no Bards. And the Neutral team has no buffs or pulling capability.

So you basically don't want any faction to be able to raid? Have you even thought this through? I don't think you have. I'll tell you what would happen under these rules: endgame guilds would all roll Neutral for Bards, then make Good or Evil sub-guilds to do their pulling with Monks and SKs, with Cleric and Shaman tag alongs to keep them alive. Depending on how much intra-team competition they got, they'd also PK their fellow Neutrals with their sub-guilds to cockblock them.

By restricting core raiding classes, you basically just necessitate cross-teaming, even on a hard-coded server. It would become a mess and turn the server into a joke very quickly.

This is exactly what I'm talking about when I say that people haven't thought their the implications of their custom rulesets nearly as much as the EQ Devs did when devising the SZ deity-based teams, and this is why using a ruleset based on SZ is the best option by far for one major reason: it is a known entity. And being known, we know its weaknesses, and can correct them proactively with minor tweaks that are largely behind the scenes.