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  #191  
Old 07-28-2013, 10:58 PM
Mittens Romney Mittens Romney is offline
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I am leaning towards two teams. With three teams its to easy to fall into a gross imbalance.
  #192  
Old 07-28-2013, 10:59 PM
SamwiseRed SamwiseRed is offline
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gross imbalance, you should play red99
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  #193  
Old 07-28-2013, 10:59 PM
Faerie Faerie is offline
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2 teams is too boring.
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  #194  
Old 07-28-2013, 11:00 PM
Tradesonred Tradesonred is offline
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Quote:
Originally Posted by Danien [You must be logged in to view images. Log in or Register.]
3 teams.

Keeps things interesting when it's not just us vs them, even though one team is almost certainly going to be vastly inferior.

Biggest reason for going teams is people get a built in community whom they can work with. You know who your allies are, and whom you are supposed to attack.

FFA attracts a certain kind of crowd, all of which we probably have absorbed up to this point. People don't attack others because they don't want to alienate them as potential allies, or don't want to exploit situations (killing low hp people and what not) because they feel like total assholes. However if those players are on opposing teams it would feel natural to attack them, it's what you're supposed to do.

I think teams have a larger potential playerbase then ffa.
It looks good on paper, but like i said back in this thread, hardcoded teams has no fluidity. If one team gets too powerful, like it looks like it was evil on live, then youre fucked, your servers dead and it becomes a PVE server, again.

What you say has value, but you make enemies alot less permanent by removing xp loss out of the equation.
  #195  
Old 07-28-2013, 11:00 PM
SamwiseRed SamwiseRed is offline
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heartbrand will be making full sets of banded at nfp bank, 4pp per ac cuz hes a bastard.
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  #196  
Old 07-28-2013, 11:01 PM
liveitup1216 liveitup1216 is offline
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Quote:
Originally Posted by Tradesonred [You must be logged in to view images. Log in or Register.]
It looks good on paper, but like i said back in this thread, guilds have no fluidity. If one guild gets too powerful, like red99, then youre fucked, your servers dead and it becomes a PVE server, again.
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  #197  
Old 07-28-2013, 11:02 PM
Mittens Romney Mittens Romney is offline
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Quote:
Originally Posted by SamwiseRed [You must be logged in to view images. Log in or Register.]
gross imbalance, you should play red99
That's exactly what I am getting at. Two teams gives everyone one clear opponent. There could be no dominant guild on a two team server because it is us vs them. It is very clear cut without adding a third team in the mix to destroy the balance of power.
  #198  
Old 07-28-2013, 11:02 PM
Faerie Faerie is offline
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Quote:
Originally Posted by Tradesonred [You must be logged in to view images. Log in or Register.]
It looks good on paper, but like i said back in this thread, hardcoded teams has no fluidity. If one team gets too powerful, like it looks like it was evil on live, then youre fucked, your servers dead and it becomes a PVE server, again.

What you say has value, but you make enemies alot less permanent by removing xp loss out of the equation.
I don't see why they couldn't penalize the "winning" team somehow, maybe by not allowing character creation on their team for x amount of time while the competition builds up.
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  #199  
Old 07-28-2013, 11:03 PM
SamwiseRed SamwiseRed is offline
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yup nilly hasnt taken 95% of the spawns in 2 years. 2 teams clearly thriving.
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  #200  
Old 07-28-2013, 11:03 PM
Faerie Faerie is offline
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Quote:
Originally Posted by Mittens Romney [You must be logged in to view images. Log in or Register.]
That's exactly what I am getting at. Two teams gives everyone one clear opponent. There could be no dominant guild on a two team server because it is us vs them. It is very clear cut without adding a third team in the mix to destroy the balance of power.
That's not how it would work. Even number of teams does not equate to equal power on each.
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