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#1
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My previous thread discussed a Rallos-style setup with +/- 6 level spread for PvP. There was some insistence in that thread that only a team-based setup could work.
Therefore, here's my proposal for a 4-team, hard-coded server: Team: Darkies Races: Dark Elf, Ogre, Troll, Gnome Cities: Neriak, Oggok, Grobb, Ak'Anon Classes: Cleric, Enchanter, Mage, Necromancer, Rogue, Shadow Knight, Shaman, Warrior, Wizard Team: Lighties Races: Dwarf, Halfling, High Elf, Wood Elf Cities: Kaladim, Rivervale, Felwithe, Kelethin Classes: Bard, Cleric, Druid, Enchanter, Mage, Paladin, Ranger, Rogue, Warrior, Wizard Team: Evil humans Races: Human, Erudite, Barbarian Cities: Freeport, Paineel, Halas Classes: Bard, Cleric, Enchanter, Mage, Monk, Necromancer, Rogue, Shadowknight, Shaman, Warrior, Wizard Team: Good humans Races: Human, Half Elf, Erudite Cities: Qeynos, Surefall Glade, Erudin Classes: Bard, Cleric, Druid, Enchanter, Mage, Monk, Paladin, Ranger, Rogue, Warrior, Wizard | ||
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Last edited by Aenor; 06-02-2011 at 05:11 PM..
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#2
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How do you decide which humans/erudites are good and which are evil besides clr/pal/shd/nec?
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#3
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Quote:
The original Race War servers would have never worked as hard-coded servers because the Elf team got screwed on classes. Elven Royal Guard were the one guild on Vallon that stayed Elf purist. Every raid target they took down was a major accomplishment given the restrictions they imposed on themselves. Sullon did not work because opening the server with Kunark gave the evil team an insurmountable advantage. Evils had an entire expansion to themselves where they could level to 60 without ever seeing a good or newt, while the latter were in each other's faces from day one, often sharing starting cities. One thing I liked about Vallon was that whoever started in the same city as me was on my team. You don't log in to random ganking as it was on Rallos so it's more friendly to new players and supports a larger population. At the same time I think 3 teams is too few. One team ends up being underpopulated and it's basically very close to WoW-style good vs. evil which blows dick. Race War was incredible back in the day because the cross teaming allowed a lot of political options. For this server, however, I say go hard coded to solve the problem of immortal healing. | |||
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Last edited by Aenor; 06-02-2011 at 05:03 PM..
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#4
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Having teams without bards on a pvp server is a joke.
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#5
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#6
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Anyway, you would have to be retarded to knowingly roll a character on any team without bards & sham buffs. Evil humans win. Next server. | |||
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#7
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#9
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Please know wtf you're talking about before you hurp-durp your way into a thread with carebear statements like this. Dark Team PvE'd for gear and did so without 'must have' classes. If this is going to be like TZ / VZ it needs to look like this. Human Team - Humans Barbarians Erudite Freeport, Qeynos, Halas, Erudin, Paineel Elven Team - Wood Elf, Half Elf, High Elf Kelethin, Felwithe Short Team Dwarf, Halfling, Gnome Kaladim, Akanon, Rivervale Evil Team Trolls, Ogres, Dark Elf (Kunark, Iksar) Neriak, Grobb, Oggok, Cabalis It worked, it just did, and in truth I wish it would stay this way because for those of us who did TZ/VZ this is what we are used to. Also, if I remember correctly it was Humans - Blue names Elves - Yellow Names Evil - Orange name Shorts - Purple | |||
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Last edited by Cfullard; 06-02-2011 at 06:05 PM..
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#10
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Soft-coded teams would also solve Knuckle's issue. If you can group and guild across teams, you don't have to worry about the population being too thinly divided among hard coded teams. Then you have the political dynamic of purist guilds vs. cross teamers and may the biggest ballsack win. | |||
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Last edited by Aenor; 06-02-2011 at 06:15 PM..
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