Project 1999

Go Back   Project 1999 > Red Community > Red Server Chat

Closed Thread
 
Thread Tools Display Modes
  #31  
Old 10-15-2013, 02:53 AM
Stasis01 Stasis01 is offline
Banned


Join Date: Oct 2012
Posts: 4,402
Default

FFA too easy for jumping ship, too easy to grief people with no affiliations, smaller crews have no protection from bigger guilds - they're on their own.

FFA will serve the biggest neckbeard at the current time - it worked half assed on garage boxes because people didn't care enough to go to these levels of neckbearding.

I think teams is exactly what I want - that being said I understand I don't speak for everyone or claim to, but I do believe it would attract more people as I have said before - meh.
  #32  
Old 10-15-2013, 02:58 AM
Potus Potus is offline
Planar Protector

Potus's Avatar

Join Date: Mar 2011
Posts: 1,782
Default

Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
being restricted to who you can attack is logically more blue than red
In a vacuum, absolutely. But in a game like EQ where doing anything meaningful is contingent on having more than one person with you, a server revolving around teams actually increases PvP and server population exponentially.
  #33  
Old 10-15-2013, 03:07 AM
Stasis01 Stasis01 is offline
Banned


Join Date: Oct 2012
Posts: 4,402
Default

I'd like to play a box that was about fun, and not who can neckbeard/zerg harder.

Teams/variance - done deal. Let the players decide and merge it.
  #34  
Old 10-15-2013, 11:23 AM
ncapatina ncapatina is offline
Kobold


Join Date: Aug 2013
Location: Minnesota
Posts: 166
Default

Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
being restricted to who you can attack is logically more blue than red
I think outwardly that seems logical, but when you break it down it really does not end up that way.

In a teams environment you can't group/help people from opposing factions. There is no "do I attack this person or group with them/leave them alone" thought process. You see, you attack no matter what. There are no political ramifications, or leaving people alone because they are the friend of a friend, etc.

The world will get broken down into areas controlled by particular factions and contested areas. If you want PVP you know where you can go and get it.

Plus the token/coin system adds incentive to actively hunt and kill other players above bragging rights, which gets more of the blue mentality players in the mix - assuming they do it with coins.

I played both FFA and teams man, I'm telling you that there was WAY more PVP battles on SZ than RZ. It was not even close.
  #35  
Old 10-15-2013, 01:14 PM
filthyphil filthyphil is offline
Sarnak


Join Date: Aug 2012
Posts: 259
Default

Quote:
Originally Posted by ncapatina [You must be logged in to view images. Log in or Register.]
I think outwardly that seems logical, but when you break it down it really does not end up that way.

In a teams environment you can't group/help people from opposing factions. There is no "do I attack this person or group with them/leave them alone" thought process. You see, you attack no matter what. There are no political ramifications, or leaving people alone because they are the friend of a friend, etc.

The world will get broken down into areas controlled by particular factions and contested areas. If you want PVP you know where you can go and get it.

Plus the token/coin system adds incentive to actively hunt and kill other players above bragging rights, which gets more of the blue mentality players in the mix - assuming they do it with coins.

I played both FFA and teams man, I'm telling you that there was WAY more PVP battles on SZ than RZ. It was not even close.

Awesome post & I feel the same way.
  #36  
Old 10-15-2013, 01:30 PM
Retti_ Retti_ is offline
Banned


Join Date: Sep 2013
Posts: 1,298
Default

Quote:
Originally Posted by Stasis01 [You must be logged in to view images. Log in or Register.]
I'd like to play a box that was about fun, and not who can neckbeard/zerg harder.

Teams/variance - done deal. Let the players decide and merge it.
R99 fun lvls peaking atm
  #37  
Old 10-15-2013, 01:34 PM
rusty81 rusty81 is offline
Fire Giant

rusty81's Avatar

Join Date: Sep 2013
Location: Moon
Posts: 605
Default

Quote:
Originally Posted by ncapatina [You must be logged in to view images. Log in or Register.]
I think outwardly that seems logical, but when you break it down it really does not end up that way.

In a teams environment you can't group/help people from opposing factions. There is no "do I attack this person or group with them/leave them alone" thought process. You see, you attack no matter what. There are no political ramifications, or leaving people alone because they are the friend of a friend, etc.

The world will get broken down into areas controlled by particular factions and contested areas. If you want PVP you know where you can go and get it.

Plus the token/coin system adds incentive to actively hunt and kill other players above bragging rights, which gets more of the blue mentality players in the mix - assuming they do it with coins.

I played both FFA and teams man, I'm telling you that there was WAY more PVP battles on SZ than RZ. It was not even close.

+1 to this.
  #38  
Old 10-15-2013, 03:00 PM
Lowlife Lowlife is offline
Fire Giant


Join Date: Jun 2010
Posts: 842
Default

Quote:
Originally Posted by ncapatina [You must be logged in to view images. Log in or Register.]
I think outwardly that seems logical, but when you break it down it really does not end up that way.

In a teams environment you can't group/help people from opposing factions. There is no "do I attack this person or group with them/leave them alone" thought process. You see, you attack no matter what. There are no political ramifications, or leaving people alone because they are the friend of a friend, etc.

The world will get broken down into areas controlled by particular factions and contested areas. If you want PVP you know where you can go and get it.

Plus the token/coin system adds incentive to actively hunt and kill other players above bragging rights, which gets more of the blue mentality players in the mix - assuming they do it with coins.

I played both FFA and teams man, I'm telling you that there was WAY more PVP battles on SZ than RZ. It was not even close.
+1 from a fellow RZ/SZ vet.
  #39  
Old 10-15-2013, 03:26 PM
HippoNipple HippoNipple is offline
Banned


Join Date: Jun 2010
Posts: 4,095
Default

With a low population server like red99 I don't see teams increasing the amount of PvP in the same way it did on TZ/VZ/SZ vs RZ. I don't think zones will be controlled as they were back in the day. I am hopeful that the teams will give some bluebies the sense of security they need to give the server a shot though.

More people always leads to more pvp, so hopefully the teams server can attract some new blood. We already know it will bring back a bunch of people (mostly momentarily).
  #40  
Old 10-15-2013, 03:56 PM
ncapatina ncapatina is offline
Kobold


Join Date: Aug 2013
Location: Minnesota
Posts: 166
Default

Quote:
Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
With a low population server like red99 I don't see teams increasing the amount of PvP in the same way it did on TZ/VZ/SZ vs RZ. I don't think zones will be controlled as they were back in the day. I am hopeful that the teams will give some bluebies the sense of security they need to give the server a shot though.

More people always leads to more pvp, so hopefully the teams server can attract some new blood. We already know it will bring back a bunch of people (mostly momentarily).
Well said, and I agree. I'm hoping it attracts some from blue and red, but also new people as well. The game isn't that big even in the Velious era, if we can sustain even 400+ peak times I think we'll have a good server. SOE stopped publishing login statistics long before SZ came out so who knows how many were around? And that was in a bigger world.

On top of that, emu servers tend to be very top heavy. Imagine Red with even three times the players and you'd have a lot of battles.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 05:01 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.