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  #81  
Old 11-10-2013, 06:54 PM
Lowlife Lowlife is offline
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Giving Wood Elf Warriors 150 base STA isn't the solution.
  #82  
Old 11-10-2013, 07:16 PM
Chronoburn Chronoburn is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
Truth.

Evil's races are indisputably superior, but aren't nearly enough to explain Evil's domination of the server. The real reasons Evil dominated:

1) Bigger population - They simply had more players who chose to roll Evil, probably because of the superior racial stats. Note the difference: players rolled Evil for the superior racial stats, they didn't win because of them.

2) <Ruin>'s early PvE domination drew other endgame PvE oriented players to re-roll on Evil, giving Evil team the majority of the experienced raiders.

3) Kunark provided an entire continent of relatively uncontested leveling for the Evil team all the way to 60. Seeing the enormity of this advantage led many Newts and Goods to re-roll and join the Evil team.

4) Evil team's advantages snowballed over time and thus their only competition came from within the team, which meant a lot of same-team training between guilds.

Now look at how my suggest balanced changes address each of these three points in turn:

1) Increase the racial stats of characters on the Good and Neutral teams. This removes much of the incentive for people to roll Evil for superior starting stats.

2) Implement a Firiona Vie version of the OT hammer. This allows the Good and Neutral teams to mobilize as quickly as Evil for raids and PvP backup. Absolutely essential for getting hardcore endgame players on the light teams.

3) Delay release of Kunark at least 2 months after server launch. Deny the Evil team an entire continent to level up safely on until most of the server is 30+ and Good and Newts can start contesting Kunark right away.

4) And finally, make the Evil team FFA PvP. This not only helps to negate their naturally larger geographical zone control by opening them up to internal strife, but adds an intriguing dynamic to the team that provides both strengths and weaknesses that must be considered.

Vex def. knows what's up and I think point 2 is what really set the evil zerg tide in motion but the server could have been different.

Within the first 3 months of the server, the newts lost 30-50% of its high level population. A guild by the name of <The Dark Coalition> was highly competitive with <Ruin> but the majority of them quit and moved on to DAoC when it released. Once they quit, <Ruin> literally had no high end competition and moved into Ntov/Sleeper farm mode.

On paper, it looks like evils are set up for victory and evidence from SZ supports this but we may not be having this conversation if <Ruin> was actually contested in the beginning.

Sadly, goodies were fucked from the get-go.
  #83  
Old 11-10-2013, 07:17 PM
runlvlzero runlvlzero is offline
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Quote:
Originally Posted by Lowlife [You must be logged in to view images. Log in or Register.]
Giving Wood Elf Warriors 150 base STA isn't the solution.
But it sure would make the ogres mad )
  #84  
Old 11-10-2013, 07:21 PM
Sixsixsix Sixsixsix is offline
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How will we deal with a similar situation then, if at all? How could we prevent the team lopsidedness if one side starts to roll?
  #85  
Old 11-10-2013, 07:27 PM
Lowlife Lowlife is offline
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Evil will never have a shortage of players even if denied bards. Look at how many fucking SK twinks are being rolled on Red atm. Its the good and neutral teams that need help.

Make neutral the only team with bards, rangers and druids but deny them monks and shamen, necros and SKs

give good barb shamen, dwarf paladins, human monks etc a well rounded selection of classes
Last edited by Lowlife; 11-10-2013 at 07:34 PM..
  #86  
Old 11-10-2013, 07:33 PM
Chronoburn Chronoburn is offline
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Quote:
Originally Posted by Sixsixsix [You must be logged in to view images. Log in or Register.]
How will we deal with a similar situation then, if at all? How could we prevent the team lopsidedness if one side starts to roll?
I'm not sure there is a clear solution because there will always be a leading team but one could hope that competition is close enough to prevent lopsidedness.

The point I'm trying to get across is that evil team may not need any changes at all.

Assuming a SZ like rule set
Last edited by Chronoburn; 11-10-2013 at 07:37 PM..
  #87  
Old 11-10-2013, 09:06 PM
SamwiseRed SamwiseRed is offline
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anyone using population as an arguement is kinda dumb. SZ came out then Luclin. OFC the pop died, everyone left after manaburn and other bs luclin brought us. had SZ been around at launch, no doubt it would have been the biggest server.
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  #88  
Old 11-10-2013, 09:09 PM
SamwiseRed SamwiseRed is offline
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posts from when SZ launched.

"Unlocked again

When I logged off after playing about an hour I saw the top ranked unanon people.

13 level 6 characters.

8 of them Iksars. 2 Dwarves, and a couple wood elves and one other person I think.

"Anyhow, it would appear the race is on. And the soloers are making a run for it. I saw 3 shamans, 2 monks, 2 bards, and a couple warriors I think.

I am semi guessing a lot because I was trying to squeeze my way through the 140 people in my zone. I heard Gfay was over 200.

Naturally, KSing is rampant as people fight over those wolf pelts. *shrug* oh well, what can you do."


230 people in Nek when I made my character btw. Was crazy."

There were around 350 people in Nektulos last night when I went back to get my spells after making 4. I'm not looking forward to returning home from work to find that everyone else is now level 15+ from staying up all night, heh

twas glorious my friends.
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  #89  
Old 11-10-2013, 09:10 PM
Lowlife Lowlife is offline
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If you'd like more than 150 people maximum on teams raise your hand.
  #90  
Old 11-10-2013, 09:12 PM
SamwiseRed SamwiseRed is offline
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if they give us a date and good ruleset, i honestly think we can hit 1k players first day.

good ruleset will attract alot of people. a date (at least a month out) will allow us the necessary time to advertise.
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