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  #1  
Old 05-23-2014, 02:14 PM
Eslade Eslade is offline
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future of teams server
3 large guilds (one for each side)
1 guild larger than the other 2.
largest guild keeps getting bigger while the two smaller ones keep shrinking (wonder why?)
1 side dominates to the point that the only pvp is griefing and dueling.


call me nostradamus.
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  #2  
Old 05-23-2014, 02:21 PM
rivalxl rivalxl is offline
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Quote:
Originally Posted by Eslade [You must be logged in to view images. Log in or Register.]
future of teams server
3 large guilds (one for each side)
1 guild larger than the other 2.
largest guild keeps getting bigger while the two smaller ones keep shrinking (wonder why?)
1 side dominates to the point that the only pvp is griefing and dueling.


call me nostradamus.
So you played on Sullon?

Only thing you forgot is the two smaller guilds will constantly fight for the scraps of the 1 big guild.

If they do the breakdown like Sullon I damn near guarantee that the Evil team will be dominant.
  #3  
Old 05-23-2014, 02:15 PM
no chewie dont no chewie dont is offline
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Why would anyone want to be hardcoded alongside anyone in this community
  #4  
Old 05-23-2014, 04:09 PM
Hamburgalur Hamburgalur is offline
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There are already teams on red, they're called guilds. Join one.
  #5  
Old 05-23-2014, 05:03 PM
HippoNipple HippoNipple is offline
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So you want the red99 staff to remake the entire game? Cool idea.
  #6  
Old 05-31-2014, 03:40 PM
hivemind hivemind is offline
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Teams won't happen, probably ever. If there is a teams server, they need to hard-code an autobalancing formula that will reward exp bonus based on population deficit, probably recalculated sometime between every week to every month (automatically). In other worlds, assume population between factions is 10/30/60. Then faction 1 would get some massive bonus (warning: arbitrary numbers) like 200% bonus exp, faction 2 would get something like 100% bonus exp, and faction 3 would get 0% bonus exp. Again, arbitrary numbers... but some sort of formula that would award exp bonus based on population deficit.

As we can extrapolate from the most recent patch on red, exp bonus absolutely (and directly) correlates to a higher population. I would expect a similar thing on a teams server, both with incentivising new players to roll on the underdog faction as well as encouraging players from the dominant faction(s) who are on the fence to reroll to an underdog/underrepresented team. In addition to this correlation between exp bonus and population growth, there is a natural power gain for a faction that is able to exp faster, since levels directly influence character strength and the ability of that character to further equip/defend itself.

The only problem with something like this, is that you would need a precise way of defining population within each faction. Do you want to take a weighted average of the levels of the active players during peak hours, or what is the best way to capture this value? After you have defined the "population" variable appropriately, you only need to come up with a formula to auto balance.

I personally dislike FFA pvp because in practice it is anything BUT free for all. It also has the inherent disadvantage of not having any (immediately obvious) ways of hard-coding in some sort of population balance mechanism. All that said, I played on SZ during live and that was the least balanced server I have ever played on ... and definitely still the most fun. Teams FTW!
  #7  
Old 06-10-2014, 01:40 PM
Duckwalk Duckwalk is offline
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Quote:
Originally Posted by hivemind [You must be logged in to view images. Log in or Register.]
Teams won't happen, probably ever. If there is a teams server, they need to hard-code an autobalancing formula that will reward exp bonus based on population deficit, probably recalculated sometime between every week to every month (automatically). In other worlds, assume population between factions is 10/30/60. Then faction 1 would get some massive bonus (warning: arbitrary numbers) like 200% bonus exp, faction 2 would get something like 100% bonus exp, and faction 3 would get 0% bonus exp. Again, arbitrary numbers... but some sort of formula that would award exp bonus based on population deficit.

As we can extrapolate from the most recent patch on red, exp bonus absolutely (and directly) correlates to a higher population. I would expect a similar thing on a teams server, both with incentivising new players to roll on the underdog faction as well as encouraging players from the dominant faction(s) who are on the fence to reroll to an underdog/underrepresented team. In addition to this correlation between exp bonus and population growth, there is a natural power gain for a faction that is able to exp faster, since levels directly influence character strength and the ability of that character to further equip/defend itself.

The only problem with something like this, is that you would need a precise way of defining population within each faction. Do you want to take a weighted average of the levels of the active players during peak hours, or what is the best way to capture this value? After you have defined the "population" variable appropriately, you only need to come up with a formula to auto balance.

I personally dislike FFA pvp because in practice it is anything BUT free for all. It also has the inherent disadvantage of not having any (immediately obvious) ways of hard-coding in some sort of population balance mechanism. All that said, I played on SZ during live and that was the least balanced server I have ever played on ... and definitely still the most fun. Teams FTW!
Would be nice to see percent based magic resist/run speed/hp buffs etc given to underpopulated side so there would be incentives for max lvl players to stick around.

Also some kind of anti-Zerg coding for mobs ( although I don't know how that would work)
  #8  
Old 06-10-2014, 01:44 PM
Nirgon Nirgon is offline
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Look how well all those custom boxes are doing compared to blue 99

Custom = shit
  #9  
Old 06-10-2014, 02:33 PM
Duckwalk Duckwalk is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Look how well all those custom boxes are doing compared to blue 99

Custom = shit
Big difference classic game with custom modifiers to promote balance and a game with custom content
  #10  
Old 06-07-2014, 12:30 PM
UnknownPapple UnknownPapple is offline
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/resurrect
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