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#1
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How do we get warm bodies you ask? We need bluebies. Bluebies aren't completely averse to PVP, however they want "safe zones" that a Teams environment would bring. Give the people what they want. PVP servers don't prosper for very long without fresh meat (bluebies).
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#2
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like how is that different than a blue server
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#3
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Customize the teams so they are completely balanced and it will be a server worth remembering.
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Last edited by Old_PVP; 07-08-2021 at 10:41 AM..
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#4
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Teams only works with very high player count. Good luck convincing Rogaen with that one.. Current red population is not very encouraging and I don't think that's a major selling point to bluebies who you will most certainly need to convert.
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#5
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History has shown that Teams work. Original EverQuest had ~40 servers... only 4 ended up having PVP enabled... therefore ~10% of the EQ population cared enough about PVP to actually play on one. And this was back in the day, when PVP was awesome! 3 out of 4 of those PVP servers were TEAM servers. It saddens me to report that only ~2.5% of the total EverQuest population played on Rallos Zek (FFA) by the time Team servers were options. If you take a look at Project 1999 statistics... we follow this trend pretty closely. Roughly 1,000 population on Green. Roughly 500 population left on Blue. 50 or so regularly playing Red. We make up about 3% of the P99 population. TEAMS might be the solution. We might at least get 10-20% of the total population with Teams.
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#6
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B) Guilds like Nihilum had all the reasons to say xp loss was fine because they wanted to raid unchallenged and some people like Nizzar were RMTing the loot. The pop was obviously tanking because of xp loss, yet it took like a year to fix it and by then the damage was done. The devs were either falsely comforted by people who had either one of the interest i noted or didnt give a fuck or a mix of both. It feels like groundhog's day with people pushing for teams. Its so obvious that once a few griefers reach 50, they will camp low level zones 24/7 and grief the fuck out of either people catching up in levels or people wanting to make alts. That will be your safe zone. Just making people lose xp and making them log off was enough of an incentive to fuel the griefers on red 1.0. Imagine letting them one shot anyone in a zone. I feel like people pushing for teams are either trolling to get another depopulation fest with red 2.0 or they havent thought out the ramifications of the server ruleset well enough. Like ive repeated this for years and not once, someone replied and told me how the high levels camping low level zones thing would not happen. | |||
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Last edited by Tradesonred; 07-09-2021 at 11:10 PM..
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#7
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But... if we want that whole TOTAL WAR, scorched earth feel, which is awesome, then unrestricted PVP is the best. It is also the best way to deal with pesky OOR healers. So Sullon Zek style no level range would be best. I saw many high level killings on Sullon Zek back in the day. Some fool would come into a lowbie zone, and shortly be forced to flee or die after getting swarmed by groups of noobs. Also, your own team's high levels would occasionally patrol low level areas, clearing out griefers. However, if neither one of these things occur, then there are custom changes that could be implemented to put an end to that type of griefing:
Obviously the server would need clearly defined team territory to make some of these custom changes plausible. This pic encapsulates it pretty well. [You must be logged in to view images. Log in or Register.]
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Last edited by Old_PVP; 07-10-2021 at 08:52 AM..
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#8
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First thanks for the detailed response, we might get somewhere with this if devs read the feedback (I dont think they will lol)
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Last edited by Tradesonred; 07-10-2021 at 09:47 AM..
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#9
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#10
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Current state of red doesn't say much for the success or failure rate of a red 2.0 whether its teams or not teams.
I strongly prefer actual rallos zek rules by a huge mountain landslide, But custom 2 teams sullon rules would work for me too, to be a substantial change from red 1.0 | ||
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