Quote:
Originally Posted by Lowlife
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this becomes the options for guilds like Nihilum, and essentially negates all other team options as inferior. why be on the western team with your dwarf warrior when you can be on the red team and have all races/classes and have an Ogre tanking your raids etc?
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As per the map east team has Troll Warriors... they actually make very good Raid tanks...
The Red team is so lets say... 2/3 server rolls west.. and 1/3 rolls east... and on West team there are 2 strong guilds that are competing for content... if they cannot come to an agreement... or start training each other... one can flag red... Invite a few friends from West Team and kill them...
On the other hand... RED team has no starting cities and is KOS in all of them... maybe have a mechanic where there is some PVP sickness or minor Exp loss after PVP death that can only be cure by hailing a certain NPC in one of your Teams Cities... So the advantage is to stay on a team... but another very viable option is to go red if you dont like how it is shaken out...
How do you think people on Evil Team on Sullon Zek felt about being essentially locked out from the cutting edge content by members of their own team? SO with this ruleset.. there is never an excuse to train members of your team... you always have the option to leave....
This solves that....Makes it to where the advantage is to stay on a starting team... but in some instances it might make sense to go red... even if just for a time period...
Just make sure there is a lockout period of at least a week ( 3 weeks would be better) and make it somewhat expensive to rejoin your team ( have to farm NPC heads, Turn in Plat, and at least one full EXP sacrifice... )