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#1
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In the start there will be groups all over the place looking for seven gram rocks. Winning! You can pick who you want to play with instead of this pre setup team shit. Teams will be unbalanced because of possible class differences and lack of population control. What if the majority of the pop playes dark team for example....? Free For All! No limitations except for levels ofc =) | |||
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#3
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Epic Winning!
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#4
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Teams is a bad idea... being unable to kill someone for reasons other than level are dumb. If you set up teams you have to stop X-teaming by hardcoding blocks on beneficial spells.. which once again is stupid because sometimes you wanna stay a quick buff on someone you're killing.
Okay.. so now that the teams idea is dead... let's talk levels... 4? 8? 10? 15? I think 4 is good. It stops people in classic from entering the planes unless they are within range of 50s, but it keeps things relatively balanced as far as resists and what not go. When Kunark goes live I'd be all for bumping it up to 8 levels. | ||
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#5
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I know some people will oppose to this, they will want at least 8 so they can gank people who are leveling up. But in reality, that's not really pvp. That's just attacking someone whom is preoccupied with a mob and someone who you already have an advantage over with 4+ levels above him/her/it. | |||
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#6
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Having played on both a faction based(Vallon zek) and FFA based(multiple emu servers), I can that there are definently pro's and con's to both.
Faction based definently helps people joining the server without a group of friends. There's a natural sense of comradery. This make people more likely to stick with the game at lower levels as they are able to make friends and get groups faster. The cons are that it creates less targets. There's nothing worse then standing next to someone you want to kill but you can't because of the hard code. Thats usually when you see training and other douchebaggery because there's no in game mechanic to solve your conflict. To counter this on Vallon Zek, cross team guilds were formed so that we could call in guildmates to take care of these types of situations. This introduced other problems such as "Immortal healing" where a member of the same team was healing members of other teams and there was nothing you could do about it. I'd almost say make it faction based until the level cap and then make it FFA once your hit the cap. I havent thought this all the way through however. | ||
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#7
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i have always promoted FFA and an "auto-guild" that everyone started out in when they created a new char., just to give ppl a chance to connect if they're new to the server. could leave the guild at any time so it's no detriment to anyone who doesn't want to be there. some players may even choose to stay in the auto-guild forever, and help newbs out | |||
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#8
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If the goal is to have a healthy population, teams (at least at the start) is pretty necessary. Nothing (not even Kringe zonecmd'n) will deter people more than not having people to start with.
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#9
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Only those who already have their 100-man Zerg force (Heresy) ready to go on launch want FFA. They want to control the server knowing that the chances of another 100-man Zerg force forming up will be slim. With teams you can have a couple of guilds forming up to even the odds. Teams is more favorable for mass pvp. And fuck level limits. Only way level limits would work is if there is a way to tag someone for open pvp (no level restriction) if they heal a person who is fighting someone out of the healers level range (invulnerable healer). I don't know if that's possible since there doesn't seem to be an "in combat" tag like in wow.
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#10
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