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#21
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The problem with teams is that the teams are hard coded. Once a team starts dominating the only way to balance it a bit is to reroll a character on another team and probably you will have to delete your other characters to do so. In FFA if your guildies are being assholes to you, If you feel your guild is dominating too much, you can always switch "teams" or start your own. | |||
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#22
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#23
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Dayre takeeng the Taktikul advanteej
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#24
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future of teams server
3 large guilds (one for each side) 1 guild larger than the other 2. largest guild keeps getting bigger while the two smaller ones keep shrinking (wonder why?) 1 side dominates to the point that the only pvp is griefing and dueling. call me nostradamus.
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Edalse Dwarf Cleric
Eslade Dwarf Paladin (Cazic Thule Server)#elfpals discord | ||
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#25
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Why would anyone want to be hardcoded alongside anyone in this community
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#26
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Only thing you forgot is the two smaller guilds will constantly fight for the scraps of the 1 big guild. If they do the breakdown like Sullon I damn near guarantee that the Evil team will be dominant. | |||
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#27
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#28
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There are already teams on red, they're called guilds. Join one.
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#29
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Quote:
You could also code the game so that the losing team gains bonuses, on a sliding scale. This would even further make it so that there is never a vastly "dominant" team, it would always be in flux or there would at least be a powerful underdog vs a slightly more powerful favored team. A lot of people would actually prefer to be on an underdog team in that scenario. For a Team-based server, though, I'd really like to see it significantly altered from classic in terms of mechanics. Balance the classes better, have more class restrictions depending on alignment, and also have race restrictions within each alignment. The zones would also need to be balanced much better (with some new zones added in) so that Odus/West Antonica/Mid Antonica/Faydwer have more value, actually making them worthwhile in comparison to East Antonica and Kunark. Zone balance is actually THE most important thing I would like to see improved across all servers (Red and Blue). In actual Classic EQ, there were tons of people in Everfrost, Qeynos, the Karanas, Highpass, and Temple of Cazic-Thule, and just in general there were more people floating through various zones and utilizing more of the game content, instead of everyone going on Wiki and rushing to the "most important" spots. The game needs to have a lot more options (and necessities for going to certain zones) and reward players more for actually exploring. The epic quests should also be re-coded entirely so that every player's quest is different. You should not be able to initiate an epic quest until Level 50. At that level a character would go to the "epic quest giver" and be told 10 random items, which are difficult to obtain and no-drop, that need to be turned in for the epic. There would be 1,000 items on the list in total, spread throughout the game world. There would also be 3 different descriptions for each item and one of them would randomly be stated when the epic quest is given. Players would actually have to think for themselves and explore in order to figure out what item is needed for the Epic. That's how it was in Classic EQ.
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#30
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So you want the red99 staff to remake the entire game? Cool idea.
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