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#1
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![]() This server will fail no matter the team makeup. There aren't enough grown ass adults and the game is stale.
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#2
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![]() No teams.
Teams add all the annoyances of blue back into the equation, idiots on your own team ksing, stealing camps, training and trash talking without reprieve. Defeating the entire purpose of playing on a pvp server in the first place. But if there must be teams. Let people turn in their book and pk anyone. There will be a bunch of tears about how nihilium or whatever will ruin the server without teams. Teams do nothing to prevent massive zergs, if anything it makes it worse. Sullon was what 80% evil near the end? | ||
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#3
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![]() A big part of what makes teams fun is people can't instantly ship jump, and people may be more trusting/nice to people since that toon will not fuck you over some day.
I don't know why people keep thinking teams is supposed to fix end game issues. | ||
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#4
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![]() I am predominately a blue/casual player in Everquest due to poor class balance in PVP. I played SZ and loved it back in the day and am excited to try out a pvp server once again in EQ. I believe I am exactly the kind of player you need to cater to in order to pull blue players to a new pvp server, and a teams server is the only way I would PVP in EQ again. My excitement for this server comes directly from the server dynamic created in a teams style pvp server, it has nothing to do with the actual act of pvp, but rather the intricate relationships created due to teams and the safety net of having a team to protect you. If this makes me a blue wuss fine, there is already a FFA pvp server for the hardcore red, you can stay there.
I would prefer 3 teams so long as a substantial amount of thought and time is spent on balancing the teams. 3 teams has the most potential for an interesting server dynamic as you can create alliances between teams, but balancing it out will be difficult compared to a 2 team server. To get bluebies to join there also needs to be an incentive/bonus to the lower populated teams to help boost their numbers ect. Many great ideas have been posted on this topic already. An interesting balancing concept I haven't read yet would be to have only the higher populated team lose experience from a PVP death. Also as a casual, the idea of an exp bonus to the lower populated teams is extremely appealing to me and I believe would go a long way in balancing the server. If creating balance between 3 different teams proves to be impossible or a coding nightmare then my vote is 2 teams with as little difference between them as possible. Edit: Creating balance has at least 2 parts. One: creating an incentive to join the losing team ie: through exp bonus ect. Two: Each team must have as close to equal ability as the other. ie: If evil gets summon corpse, warrior frontal stun and OT hammers, then good and neutral need to have access to like abilities. | ||
Last edited by Krovax; 11-17-2013 at 06:54 PM..
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#5
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![]() The easiest way to make red99 appeal to more guilds, and smaller tight knit crews is variance, this box is set up for zerg style heads up oldschool british style.
We need guerrilla fighters sniping mobs with fast mobilization, good tracking and global domination on a daily level. | ||
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#6
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![]() Quote:
small tight knit guilds would shear a guild like nihlium day in and out under those rules... | |||
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#7
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![]() Quote:
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#8
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![]() Quote:
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#9
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![]() So, Stasis, what are your thoughts on teams?
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#10
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![]() LOL
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