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#31
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#32
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#33
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yea i mean if they do it evil/good by diety yea bard can be evil
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#34
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+1 for Rep yo city rules WITH class exclusion
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#35
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SZ was a total failure from the start because the diety system they used made the Teams EXTREMELY Unbalanced & most players figured that out quickly. It was like a 2 team server where the "Good" Team was cut into 3rds. 2 of the 3rds being merged into Team Neut & the last 3rd being called Team Good. Good Team had ZERO Team only races or Cities while team evil had a 3 or 4 & I think neut had 1 or 2. Having a Team only race & City is HUGE for any Team. With out a Team only race or City you have no home area for your Team & all your new players end up harassed by PKs from their own race in their own home city at lvl 1. Please DON'T make it like SZ where one Team had ZERO Team only Races & Cities like it was for Good Team which was already looked down at because people thought Evil was Best from a Race/Class point already. Each Team needs the same number (or close to, if one Team ends up with 4 & the others 3 it's not the end of the world) of Team only races/cities. Splitting the Teams by Race or City like Aenor has talked about before would work Really well in my humble opinion!
__________________
Ebony - <Serenity>
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#36
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#37
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You retards saying that every team should get every class should just not play EQ at all. | |||
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#38
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It's disingenuous to say that SZ was less popular than the race war servers, because the server came out after both VZ and TZ, which obviously meant a huge chunk of the PvP playerbase had no interest in re-rolling from scratch on SZ. There's also the fact that SZ's hardcore ruleset (no level limit PvP, training, etc...) turned off many players.
But those things have nothing to do with how well SZ's deity-based team structure worked. It's obvious that most of the people calling for a city-based team model never played any significant time on SZ, or else they would realize that SZ was a de facto city-based server. Each team had at least one city they considered a stronghold (Goods had Halas/Qeynos, Neutrals had Rivervale & Kaladim, Evils had Neriak, Cabilis, Grobb/Oggok & OT). The remaining cities were contested. Each team would cluster around its stronghold cities for protection while leveling as much as possible. It was very obvious when you went into "enemy territory", and people generally didn't do so unless they were specifically looking for PvP or were rolling with a full group to hit a dungeon. And yes, the SZ ruleset was not perfect due to the imbalance between the Good and Evil teams, which is something I already addressed. I also wrote a giant thread that's been viewed almost 4k times specifically outlining very simple changes to correct this imbalance. As I said earlier, the fact that we know the weaknesses of the SZ system is not a bad thing. It's a good thing, because it means we know what to do to fix them. Using an untested ruleset is much more problematic in this regard because we won't know what problems will emerge from it until it's too late. This server cannot afford to have a bad launch. We only get one chance, which is why it needs to be done with the right ruleset to encourage high population retention. | ||
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#39
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#40
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Teams Green, Red and Blue, hardcoded and chosen at character creation. I know all you role players would HATE it, but it would be class / race balanced.
__________________
Vanzan Somethingwitty - Freelance Phantasmist on R99
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