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#51
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Quote:
It doesn't solve a lot of the team balance issues though, as all the inherent locational and statistical bonuses continue to apply for the evil team. Iksar impact is massively downplayed if you release pre-kunark only on a timeline though, to the point it is negligible. However, you're removing monks from the evil team until Kunark then without other modifications. So essentially you'd have to add the following things, assuming the teams break down how you outlined above: SK, necro, monk, shaman to elf team SK, monk, bard to short team Monk and bard to evil team Druid to humans That is 10 new combos, a LOT of work. Also, I think 4 teams is too much. | |||
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#52
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zomg i just marked out so hard at the thought of Gnome Monk
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Escapegoat / Pharmakos / Madriax
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#53
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I think it's obvious how these custom team ideas get more and more ridiculous when you actually drill down on them and try to make them balanced.
Gnome monks? Halfling Shamans? And people tell me that buffing starting stats of Good races is too extreme? SZ teams with minor tweaks remains the best option by a mile. | ||
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#54
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i still think it should just be boys vs. girls
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Escapegoat / Pharmakos / Madriax
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Last edited by pharmakos; 11-12-2013 at 07:47 PM..
Reason: and katrik is the neutral team
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#56
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The minor tweaks are the hard part though. Elegant ideas are more difficult to come up with then crushing the problem with a sledgehammer.
Plus, there isn't even a consensus if some of the problems are problems at all. On top of that without knowing how teams would be divided we don't know what the problems even are yet. But it's sort of a catch 22, you create the teams to try to solve the balance problems, but no matter how you divide the teams up (aside from just having people pick a team and get a different color nametag) you create a different set of balance issues. You can't just do SZ, give good/neutral some summon corpse potions and call it good. That still does nothing to overcome the racial stat and location superiority posses by the evil team, not to mention they have the only three races that have in-combat based racial abilities (stun immunity, regen). There is no debate, ogres/trolls/iksars are top 3 in every class they can choose. Does buffing up stats solve the problem? I don't know, I guess that is one thing to be debated. | ||
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#57
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But I think basing teams off of a city vs a racial/religious alignment would be funner than an SZ style system. I really don't have a problem with some ogres on the good team having to earn faction, and some on the bad team. There's an ogre that hates dark elves in EFP at the docks at the bar. There's a troll on Mithaniel Marrs good side in HHK. It seems fine to just do it that way. | |||
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#58
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^ gives me an idea
would take a lot of work to implement, but it would be neat if there were quests you could do to team jump. like, an Ogre SK could be on the good team if he farmed enough shit for the Temple of Marr
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Escapegoat / Pharmakos / Madriax
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#59
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Not everyone immediately chooses ogres or trolls when given the opportunity. They do have weaknesses. A. They are huge and unwieldy, especially in smaller dungeons if they don't have access to shrink. B. They are universally hated everywhere outside of their home cities. Faction can be very useful especially in low-mid level pvp. C. They also incur racial experience penalties, assuming the team is keeping those in place. I think its ridiculous that so many are in an uproar over limiting ogres and trolls to one team. They belong on evil, plain and simple, assuming the team goes the way of alignment/religion separation.
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Last edited by Grumppygregsz; 11-12-2013 at 08:20 PM..
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#60
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you learn a lot about nothing in these forums, yet it is toe tingling fun.
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