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#1
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this is pretty solid. if we were going to choose teams based on this kind of system, this would be the way to go EXCEPT
i agree with everyone else, swap barbs/dwarves. Dwarves are traditionally neutral anyway (in eq lore and other fantasy lore. also, they tend to get along with gnomes)
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#2
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Teams suck.
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#3
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Ok I'm in. By popular demand the factions/teams are:
Evil faction starting cities 1. Grobb 2. Oggok 3. Neriak 4. Paineel Good faction starting cities 1. Rivervale 2. Qeynos 3. Felwithe 4. Kelethin 5. Halas Neutral faction starting cities 1. Surefall Glade 2. Kaladim 3. Erudin 4. Ak'Anon 5. Freeport | ||
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#4
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Quote:
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#5
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#6
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more importantly, my gnome would not be able to port my evil characters because there will be no 2boxing [You must be logged in to view images. Log in or Register.]
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Having problems running EQ? Please visit the Tech Discussion forum and read my FAQ before posting:
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#7
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Given the above division of factions, you would have the following class restrictions upon server launch:
Evil faction: No: Paladin, Druid, Ranger, Monk, Bard Good faction: No: Shadow Knight, Necromancer Neutral faction: No: Shaman I know I said before that since SK's can start in Qeynos, let the good team have SK's. But now that I see that the evil faction will be missing 5 classes until Kunark release when they add monks, I think you have to take something away from the other factions. Therefore it makes sense to put Halas on the good faction since otherwise the neutral faction would have every class available. The evil faction still gets screwed on classes, but this is balanced by the fact that they have Grobb and Neriak, the two closest mele bind points for Sol B and Guk. So to make this work, all the devs need to do besides the engagement coding is disable SK's and necros for Qeynos. | ||
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#8
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Last edited by Aenor; 11-02-2013 at 08:02 AM..
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#9
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#10
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It's also balanced by the fact that non-evil factions don't get troll and ogre tanks. Good team will have barbs but newts? Dwarf warrior, this is your day in the sun.
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