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  #21  
Old 06-09-2015, 06:24 PM
Deckk Deckk is offline
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I separated the two of them like a referee in a prize fight. The dark elves, ogres and trolls teamed together to make the frogs move from Grobb to the new Guk. I don't see them functioning as a well oiled machine.
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  #22  
Old 06-09-2015, 06:26 PM
Rararboker Rararboker is offline
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Split teams by deity worship. Then everyone has bards.
  #23  
Old 06-09-2015, 06:39 PM
Deckk Deckk is offline
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They all have a bard with the way I set it up too. In fact, they all have everything I think. The evils may not have ranger/druid off the top of my head...
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  #24  
Old 06-09-2015, 07:06 PM
Vexenu Vexenu is offline
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https://www.project1999.com/forums/s...d.php?t=120312

My effort post from awhile back remains the most popular suggested teams server ruleset (probably because it addresses all the balance problems noted so far in this thread, as well as many more based on experience with classic SZ and Red '99).
  #25  
Old 06-11-2015, 02:41 PM
Cfullard Cfullard is offline
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Quote:
Originally Posted by Renquist_VZ [You must be logged in to view images. Log in or Register.]
Orrrrrr

you could be a real rebel and play in a guild that used all four teams. That way everyone hates you.

Torrent vs VZ
Any guild that uses immortal healers and calls themselves a PvP guild makes me giggle. Taking your 60 druid to Crushbone and powerleveling a level 10 or so alt in a fungi while he griefs the entire zone but is not PvP, that's just sad. That's pretty much the entirety of what I saw with crossteam guilds, somebody immortal healing somebody else while the defender / aggressor who was getting immortal buffed / healed thought he was pwning noobs.

Lock buffs / heals on the Team PvP server to team specific only. Make it a true teams PvP server.
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  #26  
Old 06-11-2015, 03:07 PM
Cfullard Cfullard is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
https://www.project1999.com/forums/s...d.php?t=120312

My effort post from awhile back remains the most popular suggested teams server ruleset (probably because it addresses all the balance problems noted so far in this thread, as well as many more based on experience with classic SZ and Red '99).
Don't take this as anything other then what it is, words. The teams rule-set they set down with TZ / VZ actually was not meant to be fair. In all honesty, it was made so each team had a niche that brought them to the table. Evils couldn't get druids or bards or rangers / paladins but good teams could get pretty much everything until you broke it down by teams. Elves couldn't get monks or shamans but had access to pretty much everything else. Shorts could not get bards but had the highest majority of druids on it. Humans had absolutely everything, they were the most balanced of the teams as given except they were spread out from one starting point to another.

All the arguments I have seen for this have been from a raiding perspective. You don't NEED X class to group up and level. You don't NEED a class to do anything in this game. Illuvitae proved that on Vallon Zek by doing end game content with all elves. Does it make it easier? Oh yes, tons easier. However it's not a game breaking scenario to be missing certain classes like, ok here's a class people said YOU CAN'T DO PLANES WITHOUT IT: Bard. Bards we're quite literally the class that people said you needed in groups, monks being a close second. It can be done, and if you didn't have the class you would find ways to do it.

When you're making a teams PvP server then you're making a server where balance is not going to matter worth a flip. If you want' balance, go to red where you can have any race/class combo together to do whatever content you want and thump your chest and say you did it on a PvP server. By all means, go right ahead. I on the other hand would love to raid lower gun which is generally evil controlled with my purist elven guild while we fought our way down to assassin JUST to hold that camp against undead frogs and the hordes of evil.

Forget balance, give me VZ / TZ ruleset.
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  #27  
Old 06-11-2015, 03:11 PM
Speedi Speedi is offline
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I would play a Teams PvP server, even if only to corpse camp Swish. [You must be logged in to view images. Log in or Register.]
  #28  
Old 06-11-2015, 03:16 PM
odiecat99 odiecat99 is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
It's in the future someplace, it got benched so that the devs/staff could work on Velious.

Would love to see it too.
love your sig.. as usual.. love all your sigs..

Kek
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  #29  
Old 06-11-2015, 03:23 PM
Daldaen Daldaen is offline
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Classic VZ/TZ teams. Cause that's all that was classic.

If mid Velious they want to switch to SZ teams, feel free.
  #30  
Old 06-11-2015, 05:09 PM
One Tin Soldier One Tin Soldier is offline
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A thought occurred to me while reading this thread. I probably shouldn't even post this because I doubt if it will be well received but, oh well.

It seems that team balance problems only really exist because of lacking classes for raiding. Sooo...why not refocus a PvP servers' endgame to PvP instead of PvE raiding?

How? Just clear the loot tables on all raid content. It's still there to kill but doesn't drop anything. Now it doesn't matter if you're missing classes because that content is "just for fun".

Then encourage home city raids by putting the good loot there. So the teams have to "raid" each others cities. Have some key NPC who has to be killed (like the King in Kaladim) and after killing him there will be a long timer to wait out (maybe 15 minutes or more) and then a loot chest or something pops up. Anyone of an opposing team who is still there to click on it when it pops gets some random loot.

The long timer allows the defending team time to mount a counter-offensive to push the invaders out before they get their phat lewts.

Thoughts? Comments? Burn me at the stake? Or just not classic?
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