Quote:
Originally Posted by Faerie
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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
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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Using SZ as your reasoning for anything is a bad idea. That server was fun, but ultimately a horrible failure. The team populations were horribly unbalanced, and the no GM intervention crap never really let us see how things would work out if basic PNPs were enforced. It also started in Velious with Luclin soon after, and I am assuming this new server will be progression based.
I do agree in a sense with each team being unique adding some "flair". But if you're going to code in imbalance from the start you're setting yourself up to fail. As you mentioned, plenty of that is done by design (i.e. ogre warriors having way better stats than a wood elf), no reason to add more with team layouts.