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#41
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I guess if the devs felt really strongly about fostering team safety from the start, they could just have deity play a larger role in determining start location. Good/neut team humans start in Qeynos, evil team Freeport or even Neriak... but the idea of Bertox/Cazic human/erudites being a minority in Qeynos area sounds so cool. idk Quote:
People get too caught up in things being fair, imo. Nothing is ever fair in EQ, and while there are steps that can be taken to reduce the unfairness at some point you gotta just go with it. Each team getting every race/class combination makes no sense, and cheapens the unique feel of the teams. If everyone is so afraid of evil team being overpowered, then a simpler solution is taking away their bards imo.
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"Pleasure writes fewer good songs..."
Red99 | ||||
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#42
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When, if ever, teams99 is launched, the GMs will have to be on patrol 24/7 to enforce the PnP rules. Otherwise the same toxic players that helped sully red99, will be back to do the same on teams99. After all, some people just like to throw rocks at trains. [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.]
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Vanzan Somethingwitty - Freelance Phantasmist on R99
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#43
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didnt read
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#44
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the roleplaying population is so low on red, or blue for that matter that rp implications should absolutely, positively, take a back seat to all other considerations. sorry faerie.
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#45
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#46
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you can aoe with your racial or religious group unless in guildwar id imagine. likewise random, selectable teams just hardcode ourcurrent guild landscape. hardcoded az, hardcoded nilly, hardcoded rd. i, personally, support a team composition in which choices and sacrifices play a part. one team might have to be bardless, another shamanless, another may have subpar racial selection for tanks, etc.
being bardless, for instance, changes the game for evils, but wouldnt really impact the evils traditionally disproportionate population. people will still roll iksar monks, troll sks, ogre warriors, and darkelf casters. but this provides incentive for other to play on teams traditionally underrepresented alignments, like good or elves. the elf shortie alliance lacks sks and monks, but people still want to be woodelf bards, assling druids, etc. ideally id like to see three race based teams consisting of... ********************* evil: ogre, troll, iksar, de (no bards, pal, rng, dru, but best stated and most popular races) good: barb, human, eru (fewest races, least played races, but all classes) neut: dwarf, gnome, halfling, woodelf, highelf, halfelf (most races, popular races, no monk, no sk, no shm) ********************** | ||
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Last edited by Squire; 03-04-2014 at 05:59 PM..
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#47
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I do agree in a sense with each team being unique adding some "flair". But if you're going to code in imbalance from the start you're setting yourself up to fail. As you mentioned, plenty of that is done by design (i.e. ogre warriors having way better stats than a wood elf), no reason to add more with team layouts. | |||
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#48
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Last edited by Squire; 03-05-2014 at 02:00 AM..
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#49
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i like that squire . No b.s. Geography based too
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