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#2
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if you go teams its pretty obvious that you need to make it custom, there's no reason that all teams shouldn't have all classes, that was dumb on verants part when they designed teams servers.
there can be more choices to teams then to base it on race, how about diety? If you're a human believing in innoruuk you've evil, if you believe in brell you're good, or whatever pudge throwing out some good ideas too, i mean there's tons of ways to make teams work, don't box yourself in to that "it's classic" bullshit cause watch where that put red99, in the shitter
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#3
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This happend all the time on Sullon Zek. The evil team would work with the good team to keep the neutral team in the number two spot and the good team would do it because they wanted to become number two and dont have to worry about getting killed by the evil team. This generally went on by the top guilds of each faction not everyone was cross teaming, but unfortunately all of the team depends on its top guild to do well for everyone. It was illegal there to cross team there but you cant force people to kill someone they dont want to. It kind of reminds me of the current 3 guild situation we have now except people can change and move guilds and they cant do that with teams. If you really think about it, teams are just like forced guilds. Guilds on a team server are like guilds within a guild. Whats the purpose of forcing people to commit to a team choice that could have negative concequences years down the line with nothing they can do about it but reroll?
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Last edited by Galacticus; 03-19-2014 at 04:03 AM..
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#4
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I think a more direct solution would be to reward the underpopulated faction with some sort of exp incentive. Exp rate *obviously* correlates with population, to a certain degree... but especially within a context of a given server. If one faction is getting rewarded more exp because they are incredibly underpopulated, I think it is safe to bet that newcomers will be at a CERTAIN ADVANTAGE to roll on the underpopulated force. This also would give incentives for people of the dominant faction to reroll, since leveling would be easier. Also, in Velious (or whenever AAs come out), exp boost starts directly correlating with stat increase as well, since those can be achieved with AAs. This sort of solution would help a server reach a population equilibrium more naturally than most others that I could think of. Also, I will say that there was no counter-balance in place for population imbalance when I was playing on Sullon Zek. And I played on basically ... the extremely underpopulated/gimp faction, the goods [You must be logged in to view images. Log in or Register.] I still had more fun that I knew what to do with, and that's a large part of the reason why I just downloaded project1999. Sorry for wall of text, but.. TL;DR: Exp incentive for underpopulated factions. | |||
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Last edited by sunmilk; 03-19-2014 at 04:11 AM..
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#5
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i like where your heads at sir. incentives to join the #2 and #3 teams is a damned fine idea. keep the ideas floating. we arent always posting, but we are always reading
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#6
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#7
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If not alot of fucks are given you get... red99 Im trying hard not to rip on the staff just cuz, but come on guys, take the flak and learn from it | |||
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Last edited by Tradesonred; 03-19-2014 at 10:51 AM..
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#8
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I want to see a Tunare-worshipping Gnome Necromancer.
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#10
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The thing is with sullon zek, they tried to balance things by having pvp tokens to buy expendibles from apvp merchant, such as corpse summon potions.
You don't need to balance the teams with passive buffs alone, but you could balance it by offering more tokens per pvp kill for the underdog team and occasionally putting big ticket items on a random pvp merchant such as cof. You could get sticks that had 10 charge harmony, or gift of nature, or even group dmf. Plus you could increase the bard track amount to make sure all 3 teams had proficient trackers. Just food for thought. | ||
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