![]() |
|
#321
|
||||
|
I realize that wipe is just the committee going haywire over the boards, but if there was one, i'd be fine with it.
I don't think they would add teams now without changing the state of the server, that would just be weird.
__________________
Quote:
Wipe it clean. | |||
|
|
||||
|
#322
|
||||
|
Quote:
| |||
|
|
||||
|
#323
|
|||
|
Having played on both Rallos, and Sullon Zek servers, here are some thoughts about Sullon type rulesets.
Obviously the evil race has a huge advantage and would have to be toned down alot, As they have the best races, and best starting zones. Dark elf casters started very close to the ogre/troll cities, making it quite easy for them to group up and take the premier leveling zones with balanced groups. While a high elf cleric has to run to halas to group with his min/maxed warrior. Evils got the min maxed races for tanks, healers, and pure casters right away. Hide is very strong on a new server. And a undergeared troll/ogre warrior/shadowknight vs an undergeared human is a large difference. Not only are these races min/max races but they also share some of the best starting zones. What really tipped evil besides numbers is that evils also had iksars, which means they started off owning kunark. So while everyone else is fighting each other to get out of the newbie yard to get a chance at getting above level 10, iksars have kunark to themselves, and are most likely higher level than anyone that makes the journey over to kunark to contest them. This is a "HUGE" advantage, as iksar necros/shamans/monks were hitting the 20's very fast and levels are everything on a new server. When you look at the good/neutral options they are sharing alot of zones with kos people. Barbarians, Erudites, Wood elves, etc.... shared a city with all factions, and gnomes shared with 2. These zones are obviously going to be bloodbaths of people fighting each other while evils are free farming. This gives people incentive to go evil so they can level up without getting griefed, have a higher chance of being in a successfull guild at end game due to a large player base, and teaming up is easier as they own the swamp/sro/southkarana/oasis/kunark pipeline which supports many more people leveling than the good/neutral zones. This is important as I remember finding mobs to kill was near impossible during release week. The icing on the cake for evil is that once their toons get 50+ they can all get Overthere hammers very easily giving them more mobility and a base zone that the other factions will not be privy too. They will be reliant on having a porter with them. This is very important for melees. So what we have learned from previous servers is that you cannot split good and neutral teams up. You need to combine these forces to even start to make it even against all the advantages evil has. Downsides and why the team ruleset has major problems. Now the downside to team servers is obviously that while dealing with your own faction it is much like a blue server. There is no way to settle a dispute with your own team. Someone on your faction take your camp, talk shit, or train you? Tough luck. Or while your guild is fighting tooth and nail another guild may be farming a zone away and not want to help you. Or while your raid guild is raiding, the enemy starts griefing your lowbies while you are pixel lusting, making a large portion of your team dislike its own faction. If you are leveling up and the top guilds never help you out, you are not going to want to help them out. Enter Crossteaming. As much as people talk bad about cross teaming, if your only option is to join a Nihilum type guild, then you are going to cross team. There is no way to stop cross teaming due to the nature of everquest raid content. Not able to heal the enemy faction? Thats fine my 8 dps and 4 healers that I bring to the raid from the opposite faction are capable of keeping themselves alive inside your raid. With the added benefit of us being able to kill anyone on your faction that comes to mess with your raid. Obvious downside is if your own faction comes to contest your guild, the 12 players wont be able to fight a full raid of same team players. Now comes the griefers. I decide to bring a good 3-6 dps group to your raid and follow you around and kill steal your guild. Since raid reward damage is dispersed by group damage this means 1 very good group is able to killsteal 30+ people. Or maybe I just bring a spy to get raid timers. Which you can do nothing about. Or maybe I bring my enchanter and chain strip your charmed pets, and boss mobs, break mezzes, highsun your mobs etc. There is nothing you can do about it except cry to gm's, or cross team yourself and bring your own toons to kill me. This means guilds will have to have some cross teamers to defend against people that come to raids to engage in this kind of behavior. So your 30 evil 5 good raid will have to defend against my 5 evil toons that I bring to mess with your raid. People start leveling another toon on the opposite faction as soon as they get max level. You bring your 6 evil toons to mess up my good group in sebilis? Thats cool we just logged out onto our evil toons and keep farming the same camp. So now that the ruleset has broken down, you have two options from a staff point of view. A) A sullon zek type anything goes ruleset. People will be hacking, training, griefing, and competing for the biggest cockbag award. Fansy the famous bard griefs oasis till players commit Sepaku and stop logging in. People cry on forums about 1-2 people wiping entire guilds with trains and pvp immune cross teamers that are breaking mezzes, training, and stripping debuffs, mem blurring, kill stealing, and being cockbags. The hardcore players grief the server until the playerbase hits 70 players and people lose interest. B) Gm's involved in everything, obviously Gm's have to make calls on things that happens everyday and enforce the rules. Taking action against people's accounts on the daily leads to widespread GM corruption complaints. (For example, Hardcore raid guild rolls up with 12 people and rolls a group of 6 in a dungeon. Hardcore raid guild camps them till they start training/xteaming. Guild of 6 gets reprimanded for rule breaking. The side thats already winning now has even more advantage over the other side.) This leads to onesided server ala current red server. WoW got around all these problems by instancing all raid content. Obviously thats not an option here. Just imagine trying to do a wow raid with people from your own faction running around trying to fuck it up. It would be a miserable experience for anyone involved except the griefers. In closing I think a team server would be fun for a small amount of time while the playerbase has its new server critical mass of players ,assuming you can balance the different teams. Eventually it is going to degenerate into a cross team clusterfuck that will be impossible to police, and will turn veteran players off to the ruleset. | ||
|
|
|||
|
#324
|
|||||
|
Quote:
Quote:
| ||||
|
Last edited by Jepaxis; 07-29-2013 at 05:15 AM..
|
|
||||
|
#325
|
||||
|
While I do like sam's idea a lot,
Quote:
Personally, I'm kind of split, and will put half a vote towards each: 1/2 vote for hard coded teams listed above, with prevention measures put in place for OOR pvp assistance. 1/2 vote for no teams at all like it is now, but include item loot. also, keep level range at +/- 4 levels all the way to 50, then raise it to +/- 8
__________________
Having problems running EQ? Please visit the Tech Discussion forum and read my FAQ before posting:
http://www.project1999.org/forums/sh...ad.php?t=94928 | |||
|
|
||||
|
#326
|
|||
|
I'd vote 3 teams, Sullon Zek style, minus the legal trains.
The evil team DID have a big advantage early on, due to their population and the location of their cities relative to some important early dungeons (Guk, everything in Lavastorm, etc). The other teams will be able to eventually put up a fight though, as anyone who played in Black Crown, Black Prophecy, or Tides of Wrath on the original server could tell you. Plenty of my coins (item looted when you killed someone, which could be turned in for a summon corpse potion) came from the top evil team guild. The 1-shot AA abilities given to SKs, necros, and wizards (which were more common on the evil team, as their only porters) and train-locking access to the elemental planes is the only thing that limited the viability of the newt/good guilds on live. The good team actually had the most guilds in post-AoW content when i quit. There would be a decent amount of raid targets of varying difficulty, able to support multiple mid-high end guilds. Without AAs, and content being eventually locked at Velious, this could develop into a great, competitive server, even with an easier start for the evil team. | ||
|
|
|||
|
#327
|
|||
|
3 teams. Good, Evil and Monks.
| ||
|
|
|||
|
#328
|
|||||||||||
|
Having played on Sullon Zek servers, here are my thoughts about you talking out of your ass;
Quote:
Quote:
Quote:
Quote:
Quote:
There's going to be animosity within the teams, much like there is animosity between people on blue. That does not equal failure though. Quote:
Quote:
Quote:
| ||||||||||
|
|
|||||||||||
|
#330
|
|||
|
0 teams cause im not a crybaby
| ||
|
|
|||
![]() |
|
|