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  #1  
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.
  #2  
Old 07-28-2013, 10:49 PM
Danien Danien is offline
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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.
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Old 07-28-2013, 10:56 PM
mugien mugien is offline
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Quote:
Originally Posted by Danien [You must be logged in to view images. Log in or Register.]
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.
Great point right here.
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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.
  #5  
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.
  #6  
Old 07-28-2013, 11:23 PM
Not_Kazowi Not_Kazowi is offline
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Teams are a pipe dream people! It will not work. There are too many ways to abuse it and it is too much to monitor and keep in check.


Guilds are teams. If anything just make Guilds have a member cap and do not allow buffing or healing outside of the guild you are tagged.
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Old 07-28-2013, 11:29 PM
Danien Danien is offline
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Quote:
Originally Posted by Not_Kazowi [You must be logged in to view images. Log in or Register.]
Teams are a pipe dream people! It will not work. There are too many ways to abuse it and it is too much to monitor and keep in check.


Guilds are teams. If anything just make Guilds have a member cap and do not allow buffing or healing outside of the guild you are tagged.
You think as someone who already knows who he's going to play with. You have to adjust the server to embrace the average joe's who just start playing without anyone else. FFA helps fostering the paranoia where people alienate people from groups and what not because they are potentially (going to join) the enemy.
  #8  
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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  #9  
Old 07-28-2013, 11:07 PM
Tradesonred Tradesonred is offline
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Quote:
Originally Posted by Faerie [You must be logged in to view images. Log in or Register.]
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.
I addressed this earlier, it seems to me really hard to get the balance right, and personally i cant think of how. We already know evil is going to be loaded and how it killed Sullon, why repeat the experience and expect different results?

You could try to have only 1 character per account but then people would only create 10 accounts... I bet a bunch of people already have 10 accounts. Youd have to code something to delete characters that havent been active for what, 3 months, or 6 months? How to you add all this up?

It seems like a huge fucking headache to me, and a recipe for failure, unless someone can dissect the reasoning that would make it work here. For now, i cant see how it can be done.
  #10  
Old 07-28-2013, 11:09 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.]
I addressed this earlier, it seems to me really hard to get the balance right, and personally i cant think of how. We already know nihilum is going to be loaded and how it killed red, why repeat the experience and expect different results?
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