Quote:
Originally Posted by Vexenu
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I know you're arguing in good faith here, and you do have some valid points IF we're talking about the original SZ ruleset. But if you go back and look at the suggested rules I posted, they include level caps for the first few weeks of the server's life (i.e. level 20 week 1, level 30 week 2, etc...). The entire and ONLY purpose of that is to prevent shithead, no life griefers from zooming past everyone at server launch then taking out their minimum wage IRL rage on casual newbs. By the time the caps came off, each team would have enough players leveled high enough to defend their newbs from griefers.
If this server is going to succeed it MUST keep more people playing past the first few weeks than Red did. Leveling caps at launch and for a few weeks thereafter achieve that nicely by drastically reducing the potential for griefing when the server is in its crucial infancy.
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Ill beleive in devs listening to good feedback before its too late when i see it.
Provided the same feedback you are giving them now early in red99's life, making it crystal clear how it fosters nihilum sitting in a zone uncontested for months and they couldnt be bothered giving a shit until server was in the state its in now.
Its worse prospects with teams. When i was telling devs about xp loss in pvp, things could still change. You could have defections from nihilum, more people could join in and new bloods were rolling in not deciding which teams they were gonna be on until 50+, until time flew by and Nihi was left with this massive advantage zerg force that helped kill the box.
You cant even have that on a hard coded team server. Once balance starts tipping over which will be basically from the start, its just gonna get worse and worse.