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Old 08-02-2016, 09:37 AM
jolanar jolanar is offline
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Originally Posted by lowner411 [You must be logged in to view images. Log in or Register.]

I also remember from the Zeks that the "evil" teams tend to beat out the "good" teams, since shaman, necro, and shadowknight tend to beat druid, ranger, and paladin. This puts both Faydwer teams at a disadvantage, but I there are enough gnome lovers and elf devotees that people would have fun with it.
The main reason the evil teams won out most of the time was sheer numbers more than class choice. Even when all other races grouped up vs the evil races they still outnumbered them.
  #2  
Old 08-08-2016, 05:21 AM
Zuranthium Zuranthium is offline
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Just cut off Dark Elves from being Rogues, grouping them with Trolls + Ogres as a team.

Evil Erudites, Gnomes (lets make them automatically evil for this server), and evil Humans would be another team. They would get Rogues and Bards instead of Shaman and Warriors (cut off for variety purposes), as compared to the first team.

Iksar would be their own team. I'd let them be Clerics and Rangers. Iksar are quite outdoorsy. [You must be logged in to view images. Log in or Register.]

Dwarves, Wood Elves, and High Elves would be another team. They would be cut off from Wizards and Mages.

And then non-evil Erudites, non-evil Humans, Barbarians, and Halflings would be the last team. They would be cut off from Clerics for balance purposes.

---

Any kind of team based system, particularly one with different available classes like this, is going to need further modifications to the game. You would have to change things such that certain classes, particularly Clerics, would not being *required* for PvE content. Obviously teams without Clerics should still be weaker defensively and have more trouble with some raids, but that would be the point of a system like this anyway. Each team would have different strengths and weaknesses.

Team #1 - Doesn't have great melee DPS, no trackers
Team #2 - Has no SoW, limited tanking options, and the least centralization
Team #3 - Lacking crowd control and mana buffs, no Ports, but they rule Kunark
Team #4 - Weak caster damage, no feign death, no corpse or player summons
Team #5 - The most offensive ability and mobility, but no Clerics, no corpse summon

I would be looking at Kunark era for this, but with many of the Velious era class changes in the game (particularly for the Hybrid classes) and various other changes to the game world (aka, Kunark content not being so totally dominant over Old World content).
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Old 08-08-2016, 10:23 AM
lowner411 lowner411 is offline
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Hmm ... I like Zuranthium's basic idea--create flawed teams that force groups to do unconvention things. I think the groups I came up with each had clerics, warriors and enchanters--not all ideal ones, but they had them--but most every team was missing some useful piece, like shaman or rogues or druids or bards or pallies or shadowknights.

What I dislike about Zuranthium's idea is the need to shut off classes or add classes to a race. Shutting off might be easy, but I am sure that adding a whole new class to a race is hard. I guess my divisions counted on players loving a character or ace so much they wanted to see it work.
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Old 08-08-2016, 09:53 PM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by lowner411 [You must be logged in to view images. Log in or Register.]
I guess my divisions counted on players loving a character or race so much they wanted to see it work.
Barely anyone will pick a specific race solely for RP reasons on a teams server, when the teams are so imbalanced. It's a self-dooming system because the people who would be interested in playing like that won't find enough other players, since their team will be so unpopular.

With the 7 combinations you came up with, the Freeport + Troll team would be most popular and dominant, since it isn't missing any key classes (only missing Druid and Ranger, not a big deal). Qeynos + Erudite would be the next most popular, since they would only be missing Shaman (but that's a bigger deal than missing Druid and Ranger). Every other team would likely have barely anyone playing it, since they are just an inferior version of those other 2 teams.

The teams need to be distinctly different and roughly equal in their overall advantages/disadvantages for it to work. The game code has to be changed to accommodate for that, whatever the team version ends up being. EQ is just too narrow otherwise.
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Old 08-08-2016, 02:02 PM
phacemeltar phacemeltar is offline
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i like this idea, but i think the alliances should be different.
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Old 08-08-2016, 02:14 PM
jolanar jolanar is offline
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And most importantly, don't let people cross team. Still bitter about that. *shakes fist*
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Old 08-02-2016, 08:11 AM
jolanar jolanar is offline
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I thought a neat idea for a temporary server would be to create a server that, for example, only had Qeynos and Halas zones and then start a battle between Barbarians and Humans for a few months. Then switch to Odus and have a battle between Heretics and Erudin, then do Neriak vs Freeport etc.

Doesn't need to be completely balanced because it's temporary and just for fun.
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