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  #51  
Old 03-05-2014, 02:54 AM
Squire Squire is offline
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and make the human team ffa due to early geographical and long term class advantages.
Last edited by Squire; 03-05-2014 at 02:57 AM..
  #52  
Old 03-05-2014, 02:56 AM
Bazia Bazia is offline
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i would say its got a disadvantage in the amount of races available
  #53  
Old 03-05-2014, 03:00 AM
Squire Squire is offline
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Originally Posted by Bazia [You must be logged in to view images. Log in or Register.]
i would say its got a disadvantage in the amount of races available
elf/shorties lack monk, shaman, sk.

evils lack bard, druid, ranger, paladin.

humans have access to all classes, but have shitty (except rogue) and limited race selection.

the ffa thing was just another attempt at balance and to keep ffa enthusiests engaged on killing lets say nihilum types that would roll human due to class selection. just a tacked on after thought. but i dig it.
Last edited by Squire; 03-05-2014 at 03:03 AM..
  #54  
Old 03-05-2014, 03:05 AM
Squire Squire is offline
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Quote:
Originally Posted by Faerie [You must be logged in to view images. Log in or Register.]
Your teams all have early geographical advantages. Elf team gets ALL of Faydwer (Halflings kinds screwed but they can take the boat :P), iksar gets all of Kunark.
thats part of the intent behind teams to a point, to allow for a built in support network for players, however one must think of incentive for players to control opposing teams terrain, or disputed areas like fp. while cb and blackburrow pvp is awesome, player retention for high level pvp is more crucial.

dwarves are going to want loot from guk. barbarians are going to want loot in solb. everyone wants kunark loot, pvp will happen, but more will be there to have it if people are making buddies in crushbone, and can get off the ground semi-unmolested but without imposing lame 'no pvp before level x' rules. if a group of dwarves want to take the boat at level two to fight some humans, go for it.

while geographical dispersion and a terrain based newbie buffer is less 'red' than we have now, it also is a philosophy that makes for a better population than we have now, and id rather forgo cb pvp now, to have it in seb later personally.

racial teams, as opposed to deity teams, also renews the importance of languages and geographical control. likewise, a system that encourages regionalism could breed three or more race based ec tunnels.
Last edited by Squire; 03-05-2014 at 03:21 AM..
  #55  
Old 03-05-2014, 12:02 PM
raitheon raitheon is offline
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Originally Posted by Fawqueue [You must be logged in to view images. Log in or Register.]
I'm pretty sure they decided to go with the 3-team approach. Those teams being: The Staff, The Neckbeards, and The Non-Factors.
Go team non-factor!
  #56  
Old 03-05-2014, 12:59 PM
Bamz4l Bamz4l is offline
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everytime u login it should place u on the team with the lowest number of online players
  #57  
Old 03-05-2014, 01:06 PM
Squire Squire is offline
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Quote:
Originally Posted by Faerie [You must be logged in to view images. Log in or Register.]
Your teams all have early geographical advantages. Elf team gets ALL of Faydwer (Halflings kinds screwed but they can take the boat :P), iksar gets all of Kunark.
Well, actually the evils only have Cabilis and OT (Yeah I circled all of Kunark on the MS Paint map, but I mean they're not controlling the whole continent) and the shorty/elves have FV. Humans have nothing on Kunark.
  #58  
Old 03-05-2014, 01:18 PM
raitheon raitheon is offline
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About Roleplaying:
You're already playing a 15 year old game; likely on a PC built either by you or the local Bestbuy nerd. You play in a land of dragons and unicorns and Roleplaying is the point which is TOO much for you? Is it really so difficult to throw in a few thees and thous and cut out the 'rolfstompedlol' bullshit? Try it out. It’s fun.

As for teams - glad that 3 teams are confirmed. I can see the pros and cons of both Deity and racial teams.

I'd suggest keeping each team unique in some way. Each team should have strengths and each should have weaknesses. This is where true checks and balances can come in. I don’t believe giving all three factions all classes to be very engaging. It seems lazy. We certainly shouldn’t give all factions the same races either for the same reason.

Race plays just as important a role as class as they each have their benefits and detriments adding to the class (a troll shaman vs barb shaman comes to mind). I believe it should be added to the list of consideration. We also should remember that when we go race based; we’re eliminating some of the evil character’s detriments (not being accepted in most cities).

It goes without saying that each faction should have their own language starting off. I’d recommend either turning off direct tells or OOC, but not both. That way some organization could be set. I’d also feel that OOC should not be serverwide.

Perhaps parsing /who to your faction only. That way you don’t know if you’re running into a bee’s nest. (this would eliminate the need for /anon or /rp) – That way when Faction1 and Faction3 are on their way to Trak they don’t know that the other is on their way as well.

An interesting note; Enchanters/illusions working as intended as illusions with either a shorter timer or a greater chance of failing midway through the illusion. Have see invisible see through illusion – or add a spell which does this as well.
There are several ways we could split teams. Each of these could be their own type of split or a combination.

Classes – each faction gaining some benefit of a class only they can choose. (Monk, Shaman, Necro, Paladin, SK, Druid, Bard come to mind)

Alignment- No ‘good’ SK’s or necros, no Evil Paladins (although you could argue evil paladins with evil clerics), Neutral Monks, druids, rangers make sense.

Races – Without running over what has already been pointed out with other races; what about Iksar being the FFA race? They ostracize themselves and wouldn’t fit in to ‘evil,’ ‘good’ or ‘neutral’ categories. Perhaps a second pull, besides FFA, to this group would be the release of additional classes that were hardcoded later on (beast master comes to mind)? *Note, the last part is REALLY stretching it – I know.

Terrain/Location – this plays a huge factor on how early someone gets into PVP. There are multiple schools of thought here. Personally I like the idea of early PVP (short races vs. elves come to mind as an example). PVP is paramount and there should be the threat of PVP even at level 1.

Population – population shouldn’t play too much of a factor. Although most people gravitate to darker races on the current PVP server; if granted enough incentives for the other factions this should balance out.

Faerie said it best: there is always going to be one dominant group that rises to the top. I have a suggestion for this. If it becomes overwhelming; perhaps two of the factions could ally and attack the third overpowering faction? Perhaps incentives could be given for this?

For any server to really work direct involvement from management is going to be paramount. But at the same time the COMMUNITY needs to assist in taking care of itself. Shunning toxic players; stepping up and policing policies when staff is overwhelmed; in force if need be.
  #59  
Old 03-05-2014, 01:53 PM
Kergan Kergan is offline
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Any combination that restricts bards from a team is a horribly bad idea. There are serious PVP implications with never being able to run as fast as a bard, and just as many PVE implications not having resist songs and shit on some encounters.
  #60  
Old 03-05-2014, 02:12 PM
Squire Squire is offline
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Quote:
Originally Posted by Kergan [You must be logged in to view images. Log in or Register.]
Any combination that restricts bards from a team is a horribly bad idea. There are serious PVP implications with never being able to run as fast as a bard, and just as many PVE implications not having resist songs and shit on some encounters.
Yup, but there will still be an abundance of people that roll on that team.
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