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#131
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Quote:
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#132
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Bumping this because more talk of Teams lately. Would like more eyeballs on these ideas pointing out pros/cons so we can eventually come up with the best ruleset possible.
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#133
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Aenors other ruleset better still IMO.
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#134
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Excellent. Would play on this server.
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#135
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Bump. Discuss teams, nerds.
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#136
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Finally tried to read this. You lost me when you started talking about stat bonuses for good and neutral. My personal pref would be to simply have the original raceware ruleset, aka the most successful ruleset in history, i.e. keep it 100% classic. Since the staff seems opposed to fully soft-coded teams, I came up with the hybrid hard code/soft code server. You can't have all these customizations because it ruins my immersion. However, a server where you were only pvp- to the people from your starting city would be highly immersive. REP YO CITY.
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#138
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Quote:
My ruleset is basically SZ with a few corrections for balance reasons. I'm not trying to reinvent the wheel with an entirely new ruleset. I'm going with something that worked in the past. The goal is simply to have an SZ style server with teams more balanced than they were on live. Stat bonuses to Neut and Good, Evil team FFA PvP and FV hammers are the major balance changes proposed. Stat bonuses are basically behind the scenes and do nothing to affect immersion. FFA PvP on Evil has nothing to do with immersion either. The FV hammer is the most drastic change, but even that is basically just copying an existing item in the game and making it available to players on every team. Nothing I proposed is unbalancing in the least. Basically, the only valid criticisms to be leveled against my proposed ruleset are those that focus on the SZ rules themselves (i.e. training, no level limit PvP). The fixes I proposed are actually quite minimal, and would be preferable to the balance issues that would emerge from other rulesets which are far more problematic in my mind. Due to EQ's design, there is no "perfect" PvP ruleset, especially not that adheres to classic gameplay and the game's lore. But I think these modified SZ rules come the closest to squaring that circle. | |||
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#139
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rep yo city > convoluted and complicated and even less classic system,
taking down raid mobs without the benefit of shamen or bards should be worth bragging rights | ||
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#140
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I think the most important thing for the new server will be a timed level cap roll out. This will allow the server to more accurately emulate a classic EQ experience. It will allow more players to enjoy more aspects of the game. Guys with multiple upper perscriptions can level up 5 or 6 guys to max level while normal people can level 1 guy to max level. This will keep everyone bashing shields together for prolonged periods and will allow more new players to stumble into the fresh server before 50% of pop is max level and everyone is whining about max level stuff.
Regarding the OP: The only levels where EXP bonus is needed is level 2 and 3. These are the worst hell levels in the game bar none. Level 1 should be normal XP, 2 and 3 should be 400% and level 4-20 should be standard EXP at the fastest. People flying through these levels makes the game suck and means 80% of in game items are literally not carried back to be sold to vendors let alone players. Most people get BORED with their characters in the 40's when leveling gets slow and boring, and having an EXP bonus everywhere means the game gets top heavy too quickly and new players just see emptiness everywhere. Not fun and not classic. | ||
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Last edited by Gustoo; 11-09-2013 at 05:55 AM..
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