![]() |
|
#11
|
|||
|
keep at it, you'll eventually see the light and realize sz was the best setup. also realize multiple devs spent months balancing the teams the best they could. this was pre luclin so we are still talking about the same verant core who gave us the game we play and love.
__________________
Current Games:
Naw | ||
|
|
|||
|
#12
|
|||
|
bro, you need to let go.
its been said that isn't happening. | ||
|
|
|||
|
#13
|
|||
|
sirken said that but he is a gm. unless hes above nilbog nothing is certain.
__________________
Current Games:
Naw | ||
|
|
|||
|
#14
|
|||
|
I believe Sirken said he was opposed to training and no level range PvP, not SZ deity teams. Correct me if I'm mistaken.
I'll paste my criticism of this proposed ruleset from the other thread: So basically, you propose: Evil team has no bards. Neutral team has no feign death classes and no Shamans. Good team has no bards. So you fuck over the Good team, the weakest team, exactly like you do the Evil team by giving them no Bards. And the Neutral team has no buffs or pulling capability. So you basically don't want any faction to be able to raid? Have you even thought this through? I don't think you have. I'll tell you what would happen under these rules: endgame guilds would all roll Neutral for Bards, then make Good or Evil sub-guilds to do their pulling with Monks and SKs, with Cleric and Shaman tag alongs to keep them alive. Depending on how much intra-team competition they got, they'd also PK their fellow Neutrals with their sub-guilds to cockblock them. By restricting core raiding classes, you basically just necessitate cross-teaming, even on a hard-coded server. It would become a mess and turn the server into a joke very quickly. This is exactly what I'm talking about when I say that people haven't thought their the implications of their custom rulesets nearly as much as the EQ Devs did when devising the SZ deity-based teams, and this is why using a ruleset based on SZ is the best option by far for one major reason: it is a known entity. And being known, we know its weaknesses, and can correct them proactively with minor tweaks that are largely behind the scenes. | ||
|
|
|||
|
#15
|
|||
|
You've made sure each team has clerics and warriors but only given one team bards...
__________________
| ||
|
|
|||
|
#16
|
|||
|
ya i dont even...
__________________
Current Games:
Naw | ||
|
|
|||
|
#17
|
|||
|
It's just so jacked up ... it might actually work!
Honestly, considering what we now understand and are able to utilize against this content, I would think more people would be up for a real challenge on a server like this. This certainly presents a challenge to ALL teams that makes teamwork/unity a more viable option towards success. Yea, it's gonna be a hell of a lot tougher taking Naggy down without a Bard. Especially since the Neuts just showed up with a whole gang of em. Better put those bastards down before they steal your mob. And evil WOULD be stealing the kill, but they dont have a tracker and had no idea about it until the commotion started and leaked out. This sounds more fun than anything I've seen on any EQ server since 2005. Cmon people, I thought we wanted a hardcore server. Make the PVE as hardcore as the PVP | ||
|
|
|||
|
#18
|
|||
|
^
| ||
|
|
|||
|
#19
|
|||
|
The problem is that TMO/Nihilum ultra hardcore types would just crossteam like I outlined, thus shitting all over the challenge intended by this ruleset and ruining the server in the process by forcing crossteaming to compete with them.
| ||
|
|
|||
|
#20
|
|||
|
Only option for a decent balanced teams is players choosing their team without it being related to their race or deity. A simple /jointeam 1-3 command upon character creation and login would be ez. Player shouldn't be able to exp or even move until they've selected their team.
__________________
| ||
|
|
|||
![]() |
|
|