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#1
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I am leaning towards two teams. With three teams its to easy to fall into a gross imbalance.
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#2
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3 teams.
Keeps things interesting when it's not just us vs them, even though one team is almost certainly going to be vastly inferior. Biggest reason for going teams is people get a built in community whom they can work with. You know who your allies are, and whom you are supposed to attack. FFA attracts a certain kind of crowd, all of which we probably have absorbed up to this point. People don't attack others because they don't want to alienate them as potential allies, or don't want to exploit situations (killing low hp people and what not) because they feel like total assholes. However if those players are on opposing teams it would feel natural to attack them, it's what you're supposed to do. I think teams have a larger potential playerbase then ffa. | ||
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#3
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Quote:
__________________
Follow the buzzards.
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#4
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What you say has value, but you make enemies alot less permanent by removing xp loss out of the equation. | |||
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#5
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#6
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Teams are a pipe dream people! It will not work. There are too many ways to abuse it and it is too much to monitor and keep in check.
Guilds are teams. If anything just make Guilds have a member cap and do not allow buffing or healing outside of the guild you are tagged.
__________________
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#7
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#8
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Quote:
__________________
"Pleasure writes fewer good songs..."
Red99 | |||
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#9
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You could try to have only 1 character per account but then people would only create 10 accounts... I bet a bunch of people already have 10 accounts. Youd have to code something to delete characters that havent been active for what, 3 months, or 6 months? How to you add all this up? It seems like a huge fucking headache to me, and a recipe for failure, unless someone can dissect the reasoning that would make it work here. For now, i cant see how it can be done. | |||
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#10
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