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Old 05-23-2014, 05:00 PM
Zuranthium Zuranthium is offline
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Join Date: May 2011
Location: Plane of Mischief
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Quote:
Originally Posted by Tradesonred [You must be logged in to view images. Log in or Register.]
teams will fail rapidly because one side will get dominant and unlike FFA, you cant reshuffle the cards once in a while.
Not true at all. You can inherently balance the game better by making it so that the Evil team doesn't have so much power and the Good team (and to some extent the Nuetral team) has more power. There should naturally never be one team that ever becomes overwhelmingly dominant, because the other teams would actually have the capability of fighting them back.

You could also code the game so that the losing team gains bonuses, on a sliding scale. This would even further make it so that there is never a vastly "dominant" team, it would always be in flux or there would at least be a powerful underdog vs a slightly more powerful favored team. A lot of people would actually prefer to be on an underdog team in that scenario.

For a Team-based server, though, I'd really like to see it significantly altered from classic in terms of mechanics. Balance the classes better, have more class restrictions depending on alignment, and also have race restrictions within each alignment. The zones would also need to be balanced much better (with some new zones added in) so that Odus/West Antonica/Mid Antonica/Faydwer have more value, actually making them worthwhile in comparison to East Antonica and Kunark.

Zone balance is actually THE most important thing I would like to see improved across all servers (Red and Blue). In actual Classic EQ, there were tons of people in Everfrost, Qeynos, the Karanas, Highpass, and Temple of Cazic-Thule, and just in general there were more people floating through various zones and utilizing more of the game content, instead of everyone going on Wiki and rushing to the "most important" spots. The game needs to have a lot more options (and necessities for going to certain zones) and reward players more for actually exploring.

The epic quests should also be re-coded entirely so that every player's quest is different. You should not be able to initiate an epic quest until Level 50. At that level a character would go to the "epic quest giver" and be told 10 random items, which are difficult to obtain and no-drop, that need to be turned in for the epic. There would be 1,000 items on the list in total, spread throughout the game world. There would also be 3 different descriptions for each item and one of them would randomly be stated when the epic quest is given. Players would actually have to think for themselves and explore in order to figure out what item is needed for the Epic. That's how it was in Classic EQ.
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