Thread: ATTN: Devs/GMs
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Old 03-04-2014, 02:50 PM
Faerie Faerie is offline
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Quote:
Originally Posted by Squire [You must be logged in to view images. Log in or Register.]
i personally prefer racewar to deity war.

just somthing more appealing about a group of halflings, gnomes, and dwarves spotting a stray ogre and swarming him, vs omg a tunare worshipper whos name is a different color. doesnt seem as satisfying.

racewar also promotes regionalism, whereas deitywar is less cohesive. instead of the qeynos/halas region being the defacto stronghold of the men, through which others must penetrate to get a hero bracer, do a hole raid for epics, or access vox, its just whatever.. theres some bertox ranger slapfighting a karana one, and the good team is hiding in halas and even that isnt secure, like on sz.

which has drawbacks as well. promote regionalism later atthe cost of sweet blackburrow level 6 pvp, which is some of the most fun ive ever had in a mmo.
4 team racewar is more fun from like 1-30, I agree. Starting in Gfay was awesome, fighting off the hordes of dwarves and gnomes for our right to xp in CB and UR. But the game as a whole needs to be considered, and deity teams do make more sense from a roleplaying perspective. The teams will set up in certain areas still, though. I'm pretty positive that Faydwer on SZ was like a good vs. neut battlefield, kinda like how it was short vs. elf on VZ. Not sure why anyone would even want to start in the Qeynos area when you could be an elf or gnome.

I guess if the devs felt really strongly about fostering team safety from the start, they could just have deity play a larger role in determining start location. Good/neut team humans start in Qeynos, evil team Freeport or even Neriak... but the idea of Bertox/Cazic human/erudites being a minority in Qeynos area sounds so cool. idk

Quote:
Originally Posted by Kergan [You must be logged in to view images. Log in or Register.]
You can't just go adding diety choices to classes/races. There are potentially game imbalancing issues that could come up that we aren't thinking about, maybe making a diety specific item usable by a class that makes it OP'd, faction on a class that isn't supposed to have it or making certain class quests not completable for faction reasons, etc.

We learned from SZ that an evil based team will be the best option if nothing else is done. If you search through the plethora of threads on this topic you can find the reasons which include better starting areas, better stats, better team only class choices, etc.

Honestly, the only way to make this fair is you spawn teamless with a red book, blue book and green book in your inventory and you choose your team by which book you turn into POD...exp locked until you do it. Or just make 2 books red/blue and a third faction you start on that is FFA to everyone (so you could stay on the FFA team if you wish).
The Mithaniel barbarians and Veeshan monks were from SZ ruleset, to give good team shaman and neutral team monks. Probably wouldn't be an issue since there wasn't on live. I'd rather not see evil paladins and good necros, that was just a suggestion in case the devs were somehow thinking every team needed every class.

People get too caught up in things being fair, imo. Nothing is ever fair in EQ, and while there are steps that can be taken to reduce the unfairness at some point you gotta just go with it. Each team getting every race/class combination makes no sense, and cheapens the unique feel of the teams. If everyone is so afraid of evil team being overpowered, then a simpler solution is taking away their bards imo.
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