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Old 08-20-2013, 12:48 PM
Rokannis Rokannis is offline
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Join Date: Aug 2013
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Originally Posted by Bogart [You must be logged in to view images. Log in or Register.]
Teams don't balance themselves, just like guilds don't balance themselves. Did you read the posts about WoW and battlegrounds? How one side continually became overwhelming dominate so the had to put in cross server BGs to have balanced teams.

If Red99 didn't have an incredibly small community the imbalance with guilds would not be as big of an issue.
When you don't allow trains or ways to grief top tier guilds you can't keep them in check. This allows small guilds to have an ability to battle their enemies, a sense of purpose, thrive and enjoy the content without having no life and being 24/7 raiders.

WoW became un balanced because of a two faction system. When there are three factions, you have two to keep the larger one in check. I played a while on SZ and near its end, yes, evil did become very popular and <Hate> was the premiere guild for PvE. As good as they were, both factions still contested them and sometimes had to work together to knock them down a few notches. <Hate> became the most powerful near the end because a lot of people quit, the game was dieing and it wasn't so much the servers fault as it was the last breaths of a dieing game with a million expansions. The fact that the game was dieing only helped them increase their lead that much more.

Red99 population is bad because the rule sets don't work and they don't encite community, they shun it. You can't expect people to create great communities on their own, they have to be pushed in the right direction. This is game psychology. You have to create certain rules and techniques to promote working together. This hasn't been done yet.

Want to help balance teams? Create caps on sides to help new players filter into a different team, once you pick a team you are locked into it unless you delete, and caps on guilds.
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