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#1
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Hardcoded teams pls. If it's FFA again it will have the same problems it did the first time (which had the same problems RZ did on live).
Toxic red community is a given, but at least on a teams server there's a little more incentive for shitlords to work together against the other side. | ||
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#2
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I like this... seems pretty damn balanced too. Disable cross-team communication / trade and enable no level restrictions though. It would be perfect. Basically WoW but an EQWoW. | |||
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#3
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everyone posted so much while i was at work. gotta catch up on posts :P
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i say do the sz teams, but bend the rules just a *little bit* to give each team every class. sol ro necros, and the like. | |||
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#4
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- Trolls and Ogres are at odds with each other in EQ lore, correct? The shadowknight guilds hate each other. - Dwarves and Gnomes are already cousins, that's easy. Dwarves have long standing grudges with Ogres in EQ Lore. - Dark Elves are already the natural enemy of all other elves, per Innoruuk. - Erudites thirst for knowledge, and study all schools of magic. Necromancy originated with Dark Elves / Neriak? That's where Miragul went to learn it. Ogres used to be the most powerful race before they were struck down by the gods. Perhaps Erudites seek to discover some of that hidden knowledge? - Halflings are sneaky, thieving little bastards and have forward bases in Nektulos forest already... not as an invasion, but to help their sneaky, thieving dark elven brethren. - The insanely evil iksar are accepting this alliance for now with ulterior motives to enslave the world including their own team just as they were once enslaved. I could go on... but I won't. Just make it simple. Make it like WoW. People understand the simple 2 team setup. | |||
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#5
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#6
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Teams does not make sense with level range PvP. There is no feeling of team cohesion or zone control if high level players cannot defend their lower level teammates. And this applies vice versa - there is no sense of extreme danger for trespassing into enemy territory if you only need to be afraid of enemies within a narrow level range. Unlimited level range PvP sounds like it would be nothing but a griefer fest, but it's actually no worse in regards to griefing than a fixed level range ruleset. For example, unlimited level range completely does away with the problem of heavily twinked/deleveled griefers.
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#7
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Logic is pristine. Won me over. | |||
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#8
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#9
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Level 60's spend zero time in level 1-50 zones because they are busy killing high level targets. NO ONE is going to protect noobs from any level 60 that cruises through butcher block slaughtering dwarfs. By the time someone leaves their raid to try to fight that dude, he has already gated after killing every single noob in the zone. Only good thing is it adds value to ranger for finding and destroying all of the noobs. Gotta have a ranger for the slaughter. Basically a level 60 coming through would be like dying to a kill streak airstrike in call of duty where you just get killed and then have to go find your body and its just an inconvenience that you have to deal with because you're not a real character yet because you aren't yet level 60. | |||
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Last edited by Gustoo; 10-28-2019 at 03:16 PM..
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#10
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However, you do have a point. If a level 60 wants to grief say, Crushbone, then there isnt much players can do except hope/call in another level 60 (or group of 60s). Perhaps a "Local Defense" type channel is needed? I think many people would come to help if there was a server-wide race/team based chat channel for calling in reinforcements when needed. I think this would be a great solution to the issue you bring up. Case in point: when I played WoW, I would basically sit and watch the Local Defense channel because I WANTED to PvP and specifically world-pvp, so i dont really buy the argument that no one will come because they are too busy raiding. | |||
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Last edited by walfreyydo; 10-28-2019 at 03:47 PM..
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