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#1
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![]() Dont use any teams previously used in everquest, make custom new ones. There was always one team that was more powerful and if you use those make ups it will create lopsided teams from the start. I think you need to use brand new custom teams for two reasons. I think teams needed better balance with pros and cons and also i think how teams will be should be held secret until day of release so that no really knows and it feels like somewhat of a new game on release day, an element of suprise. Not really knowing the pros and cons of each team until you play.
Also I think teams needs to mean teams. If you decide to play on a team then you cant do anything but attack the other team. no healing, buffing, porting, rezzing, trading. Only way to trade with another team would be to drop it on the ground. No trading with teams makes it also harder to twink out a character on another team. So when you have tons of loot in your bank and you want to put it on another team twink it needs to be dropped on the ground. No plat will ever be able to be exchanged between teams | ||
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#2
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![]() Aenor's revised city ruleset. +1
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#3
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![]() Anything that restricts classes would be retarded. I say they just make Team Blue, Team Red and Team Green. You pick your team at level 1 by turning in a thingy and that's that. Exp bonuses for the smaller teams if the ratio gets extreme, encouraging rerolls and new players joining the underdog instead of just crowding the dominant side.
There, done. Nothing that will get in the way of PvP combat or gameplay balance. Nobody picks their team based on class/race, which is what normally causes the initial imbalance before guild domination becomes a factor. It means that if one team does win the server, it's because they were actually better and not because they had the best PvP classes (hi SZ team evil). | ||
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#4
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![]() Quote:
Evil: Iksar Monks, Ogre Warriors, Troll Shamen etc at the cost of no bards, druids, rangers, paladins Neutral: Bards etc at the cost of no shamen, SKs, necros, paladins Good: Shamen and Bards but weak ass races. Otherwise, why roll anything but evil? | |||
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#5
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![]() You didn't read my post at all.
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#7
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![]() For shame.
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#8
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![]() Quote:
__________________
Current Games:
Naw | |||
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#9
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![]() Quote:
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#10
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![]() SZ teams work because the team restricted classes (SK, Necro, Druid, Paladin, Ranger) are not required core raiding classes. The only balance issue is giving Good and Neut teams a way to Summon Corpses, which SZ did with potions. You could also just make Summon Corpse a Paladin spell, which would accomplish the same thing.
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