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Originally Posted by pasi
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Someone proposed the idea of hardcoding teams until a certain level - thats the idea I'm advocating.
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that's feasible, but only until level 10, perhaps 12 max. But even then, it'll take away from pvp at the early stages, especially if the exp is extremely slow like original eq. However, I can see the majority of people choosing this.
Quote:
Originally Posted by pasi
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I doubt there will ever be a situation like Rallos again where the majority of people rolling on a PvP server are anti-pks. The Crusaderzogs are gone.
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Exactly, people nowadays want to pvp, so why deny them pvp'ing certain people? and IIRC, I heard VZTZ started as a team based server, but too many problems occurred where they had to actually turn it RZ-style pvp. the idea of team-based pvp has been tried before, and it didnt work. I can totally see the same problems original VZTZ had happening here. with the extensive training/immortal healers. Not to mention the possibility of a faction not being able to raid end-game bosses because they dont have enough healers/tanks/dps/etc as the opposing faction.
Quote:
Originally Posted by pasi
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As I said earlier, I usually end up hating my own team more than my enemy, but thats probably because I'm coming in with a guild/group and these are people that I cannot kill who are taking my precious resources.
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That's the thing, in a team based server, guilds will be forced to pick players by faction, not entirely by skill. There's also no option for switching from one guild to another, unless of course they're in the same faction. But can you see a scenario where a high elf cleric being frustrated because the guild he's in is not that great or doesnt share the same enthusiasm for pvp'ing or raiding as he does? what if he wants to join a certain guild that does share his enthusiasm but said guild is on the opposite faction?
And also it brings up a good point, lets say two different guilds want to down naggy, but they're in the same faction, how will resolve their differences? im sure they're not going to discuss it like gentlemen. I can see them training each other until the other gives up.
Quote:
Originally Posted by pasi
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This is all personal opinion, but I doubt guilds are going to be recruiting at the low levels where I'm advocating hard-coded teams. The idea is the people who start the server, play up to level 10 solo - get stomped all day by a pre-organized group of players and then proceed to go back to P99 or whatever.
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You say you doubt guilds would recruit at low levels? certainly you must have seen it in eq live, in wow, in any other mmorpg? is it such a crazy idea that it wont happen here?
Quote:
Originally Posted by pasi
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Now, you could argue and say that we don't want players like that on the server, but how do you know that the same player would not have stuck around and loved the server if they had a group to fight back with? Again, this is all for low levels, and it's a retention issue.
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I'm not going to argue that, but while youre looking at the short term effects of a team-based server, I'm looking at both short and long term effects of a FFA server, and i strongly believe that the benefits a team based server brings in the early part of EQ are exactly identical of that of a FFA based server. the big difference however is that I think a FFA based server will greatly benefit the population more in the end game rather than a team based one.
and it's not entirely FFA server, it'll be a guild vs guild server. which is exactly the same as a team vs team server, the difference is a guild can choose whoever they see fit to join their guild, compared to being forced to choose someone due to hardcoding issues.
so Guild vs guild pvp > faction vs faction pvp.