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Old 04-21-2011, 05:25 AM
AffEcT AffEcT is offline
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Originally Posted by Jon [You must be logged in to view images. Log in or Register.]
Rallos Zek was FFA and it stayed that way till the end of its days. I don't know where the whole 'no mans land' thing came from, but it sounds like you or whoever said that hasn't actually played on a FFA server. You've got guilds, some of which are anti-pk (meaning they won't attack you unless you attack them and primarily focus on PvE) and they will serve as your allies. You don't need factions. FFA servers are being painted inaccurately here it seems.
Agree
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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Old 04-21-2011, 06:59 AM
wehrmacht wehrmacht is offline
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Originally Posted by AffEcT [You must be logged in to view images. Log in or Register.]
Agree
What if the majority of the pop playes dark team for example....?
Obviously I would play the other team and kill all of you.
  #3  
Old 04-21-2011, 09:04 AM
AffEcT AffEcT is offline
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Epic Winning!
  #4  
Old 04-21-2011, 05:41 AM
Castle Castle is offline
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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.
  #5  
Old 04-21-2011, 09:37 AM
Heywood Heywood is offline
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Originally Posted by Castle [You must be logged in to view images. Log in or Register.]
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.
I totally agree. it will definitely increase the quality of pvp. It's safe to say that it usually takes more skill to kill someone within 4 levels than someone who is 8 levels below you.


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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Old 04-21-2011, 10:36 AM
Arillious Arillious is offline
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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.
  #7  
Old 04-21-2011, 10:55 AM
Pudge Pudge is offline
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Originally Posted by Arillious [You must be logged in to view images. Log in or Register.]
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.
sounds interesting. once you're a big boy and grow up, you get to go off on your own.. kinda like it. then again, that means you will be leveling basically uncontested, no pvp till you get bigger. and ppl may stay 49 to camp shit etc. so i would hope the "teams" only lasted till level 40 or so. but nice idea never considered that before

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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Old 04-21-2011, 12:59 PM
pasi pasi is offline
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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  
Old 04-27-2011, 12:32 AM
mimixownzall mimixownzall is offline
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Quote:
Originally Posted by Castle
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.
Dead? Clearly more people want teams.

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  
Old 04-27-2011, 01:40 AM
Heywood Heywood is offline
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Quote:
Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
Dead? Clearly more people want teams.
Clearly when you say more people, you mean the 10-15 people who regularly troll these forums?

Quote:
Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
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.
Heresy a zerg? that's news to me, and I'm actually one of the few people who would always fight AGAINST heresy for the last 3 years.


Quote:
Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
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.
I kind of have mixed feelings over this. if you have no level limits, you'll have low lifes lvl 50s ganking poor lowbies in mistmoore/sola/paw/etc. But then again, level limits do create those invulnerable healers. I think we would see more 50s ganking 20s than invul healers, but that's just me.
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