Quote:
Originally Posted by DrScience
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Yes, this is what will happen. Everyone will join the easiest path to victory (ie getting full no drops), essentially reducing all risk to them in future pvp fights; while small groups/guilds who do not join or recruit big zergs will be forced to PVP with full droppable gear. The cycle will viciously continue until everyone is apart of {INSERT ZERG GUILD NAME} and the population goes into the toilet bowl.
The odd thing is that you would advocate adding more items to the no drop list, versus removing no drops all together (outside of epics/plane of air haste belts/jboots/etc), which would stop this terrible cycle of 1 guild recruiting everyone in sight to overwhelm the server. After a certain number of players, skill goes out the window and it doesn't matter who you're up against, 20 cannot beat 60, especially if those 60 are now in full no drops.
I really hope a GM has seen my posts on this topic, as it will make the server unplayable after give or take 3 months.
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How is everyone going to end up in the same guild on a server with three hardcoded teams? I think your focus on preventing a zerg guild would be justified with an FFA server (as we have seen on Red) but is not really relevant on Teams. Much more important is considering various ways to ensure the teams are as balanced as possible with relatively even population distributions. This would almost ensure the existence of 3 competitive endgame guilds who would be constantly fighting each other.