View Single Post
  #50  
Old 08-24-2013, 10:20 AM
One Tin Soldier One Tin Soldier is offline
Kobold


Join Date: Dec 2010
Posts: 149
Default

Quote:
Originally Posted by astuce999 [You must be logged in to view images. Log in or Register.]
Good 9 – Good 8- Good 7 – Neutral6 – Neutral 5 – Neutral4 – Evil 3 – Evil 2 – Evil 1

I always thought that alignment restrictions would be a good part of the game. I had started something that I wanted to put in my dream EQ server, but ended up scratching it last minute so as to get feedback mainly on class balance.
I thought about removing class and race XP penalties, and instead focus on group make ups with alignment as the main factor for xp bonus or penalties.
The way I had thought it should work, was that there were 3 levels of each alignment, and that groups would be limited to 3 hops on some level. So a High Elf Cleric who worships Tunare would be a level 3 good, and would only be allowed in a group with a level 2 good, level 1 good or level 3 neutral to get a specific group xp bonus. If a group found a way to get even less hops between alignments, the bonus would grow. If there were more than 3 hops, then an XP penalty would start to take effect. So that same cleric would hate grouping with a troll shaman because it would kill her xp, and instead would love to have a wood elf ranger because it would give her a bonus. That same troll shaman would find an ogre warrior a highly compatible road companion.
This way, instead of min/max’ing because of class penalties like people do now, they would do it in a way that makes more sense lore-wise, and it wouldn’t always be the same classes that would be shun. Also, by only affecting the xp rate of a group, and not prohibiting completely the type of group make-up, it still lets raids happen in a conventional sense without the huge logistic’s headache of grouping only certain alignments.
I hope you see it as a constructive comment to the work you put in in thinking of your server, and for reference, the server I had thought of was posted here:
http://www.project1999.org/forums/sh...d.php?t=105887
Astuce Subterfuge

Now that's an interesting idea. I have thought in the past that alignment could be used to result in more "roleplay" type of grouping but I never thought about making use of exp. penalties for grouping with conflicting alignments. I had thought that maybe a faction hit could be applied or something like that but your idea would accomplish the same thing without being quite so draconian.

Pretty good idea really.

As to the original post of this thread: My initial thought is that the races are a little too restricted in the classes they get. I think I would try to ensure that each of the major alignments gets every class rather than trying to ensure that they each lack certain classes. Also, if you don't like fast travel just take ports away from druids and wizards.