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  #11  
Old 09-22-2014, 11:15 AM
Mac Drettj Mac Drettj is offline
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200 pop split into 4?

naw

unless 2 boxing is allowed, teams will never success, not enough players
  #12  
Old 09-22-2014, 11:24 AM
Rec Rec is offline
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200 pop for teams would be the hopes and dreams of existing FFA characters praying their server rules don't go bye bye when the two servers are eventually merged.
  #13  
Old 09-22-2014, 10:13 PM
Sk00ba5t3v3 Sk00ba5t3v3 is offline
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Quote:
Originally Posted by Psykes [You must be logged in to view images. Log in or Register.]
eqpvp.com enough said
Looks.....not so promising so far.
  #14  
Old 09-22-2014, 10:18 PM
Kergan Kergan is offline
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Drakar pretty much describing the EQ2 PVP system mechanics. They made it easier with only 2 factions.

Good/Evil with a betrayal quest that makes you a 3rd exile faction - makes you KOS to both sides (including NPCs) and also other exiles. You can choose to stay exile, removing your ability to group with good/evil, visit vendors, complete quests, bank, etc. But you get to attack everyone.
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  #15  
Old 09-22-2014, 10:24 PM
Azure Azure is offline
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This suggestion went through about 200 iterations. Is actually part of the plan, for votes. Probably will be ignored and never implemented. Also, velious?
  #16  
Old 09-22-2014, 10:29 PM
Drakaris Drakaris is offline
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Quote:
Originally Posted by Kergan [You must be logged in to view images. Log in or Register.]
Drakar pretty much describing the EQ2 PVP system mechanics. They made it easier with only 2 factions.

Good/Evil with a betrayal quest that makes you a 3rd exile faction - makes you KOS to both sides (including NPCs) and also other exiles. You can choose to stay exile, removing your ability to group with good/evil, visit vendors, complete quests, bank, etc. But you get to attack everyone.
Damn, I guess that means some other development team thought of that idea and put it into practice.

It seems like a pretty cool system, the only thing you need to be wary of is making it disadvantageous enough for a raiding guild to majorly handicap them if they decide to all go "FFA/Exile" to prevent a zerg. Beneficial AOE bard songs not hitting out of group members and AOE damage spells hitting all players could be enough. Maybe remove the ability to heal non-group member as an "FFA/Exile", lots of mechanics to play with.
  #17  
Old 09-23-2014, 06:08 AM
Gwynraven Gwynraven is offline
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Quote:
Originally Posted by Sk00ba5t3v3 [You must be logged in to view images. Log in or Register.]
Looks.....not so promising so far.
No team, FFA pvp , quick exp, classic loots as manastone and DE mask , Velious.

Custom content , city wars


Looks great if you ask me
  #18  
Old 09-23-2014, 06:31 AM
Sear Sear is offline
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How many zones are there versus how many concurrent players (realistically)?

first thing that should be considered with these boxes

if I were to try some custom deal that was in direct competition with R99, which is an uphill battle already, I'd start by condensing the number of zones to <25

classic pve immersion would be broken in one sense, but you might actually see other players that way (which in itself is a classic thing that has been missing from virtually every red box)
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  #19  
Old 09-23-2014, 07:16 AM
Quiet Quiet is offline
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Would never be a large enough player base to support this. The very best your looking at on a team server is an initial population of 200-300 ( super over estimated) and a settled population of around 200 max. Split by 3 teams and add FFA and u've got either a 1 sided shit show or just no not enough around to fight
  #20  
Old 09-23-2014, 09:01 AM
Tradesonred Tradesonred is offline
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Quote:
Originally Posted by Quiet [You must be logged in to view images. Log in or Register.]
Would never be a large enough player base to support this. The very best your looking at on a team server is an initial population of 200-300 ( super over estimated) and a settled population of around 200 max. Split by 3 teams and add FFA and u've got either a 1 sided shit show or just no not enough around to fight
Thats my main concern towards a new teams server. First to me FFA is much better because of fluid, non-hardcoded teams.

Second even if we hit 800 on red with Velious and have population to spare for teams, how lame would it be to finally have interesting population levels after 3 long years of winter, leading to possible non-toxic guilds and a change of status quo for red, only to have it split and gimped with a new server that probably wont last because of how attention intensive a Teams server is compared to a FFA server, if you want to make sure the population balance doesnt lead to an OP side and people quitting on other sides.
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