#21
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I like this idea- itd give a platform for official victories/losses to be highlighted, perhaps a rookie bracket for 50-55 and a pro bracket 56-60; could do one a week of varyingteam sizes (ex week 1 2v2 week 2 4v4) in a given month. TnF vids were one of the reasons i ended up playing here in the first place, why not continue to give players the opportunity to showcase themselves and their skills in a youtubed weekly tourney
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Farson | ||
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#22
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That would make it extremely easy with regards to "balancing". Then for the 24v24 fights, it would just be anything goes, which also doesn't require any additional balancing.
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#23
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On my server, I did custom class/races for individuals, gear and the like....it was quite tedious but it made it fun for the individuals that played there....we had Vah Shir Paladins, Dark Elf Rangers, Wood Elf Clerics, Troll Monks...hell even had some people as Centaurs, goblins & Aviaks as their race...and had to change the gear pieces themselves to fit the race/class combos for each person. | |||
Last edited by Psykes; 07-16-2014 at 05:27 AM..
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#25
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Counterstrike is hardly the epitome of skill-based gameplay.
Also, some people simply enjoy a fantasy setting. What's also great about this genre is that it can inherently create a greater depth of gameplay in PvP because "magic" allows you to create a whole myriad of different characters and effects, which leads to a great amount team tactics and character interplay. Quote:
Wouldn't it actually be very easy, though, to simply add items into the game database called "PvP Short Sword of the Ykesha" and so forth, that are just clones of existing items with no-Rent tags?
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#26
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Agree to disagree. | |||
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#27
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cs is all skill son gtfo
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#28
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This shit isn't happening. Just pk for fun and give up on trying to get GMs to make some artificial setting to make people play with you. EQ is supposed to be somewhat of a sandbox. Do your own shit.
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#29
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Why are you pointing to a money chart as if that equals skill in gaming, Kergan?
Also, there are different skills in gaming. Things like Magic: the Gathering are purely cognitive, whereas shooters and other games aren't as much about that and instead also measure physical aim/reflexes/how quickly and constantly you can click buttons or a movement pad. Then you have things like Guild Wars 1, the best PvP game ever, which combines the cognitive "deck building" and decision-making of Magic the Gathering with real-time play and extensive teamwork. Everquest PvP has some things in common with Guild Wars 1. All spell casters have a "skill bar" of 8 skills, so you need to make decisions before the fight about exactly what you want on your skill bar. There are many classes to choose from, so you also have to think about your team composition, and once you get into the fight there is the melee/caster/debuff/healer dynamic happening. Everquest PvP is extremely primitive compared to Guild Wars 1 PvP, of course, but the greater focus of this style of gameplay for Red99 is actually to improve the entire game as a whole. If you limit the amount of people per guild who are able to compete for these "Best of the Best" prizes (which should be hard-to-acquire PvE items), then we would see a greater number of guilds in the game. There wouldn't be as much incentive to form the giant zerg guilds, because the players wouldn't be getting the benefits. With zerg guilds extinct, the entire game would become more involving for everyone. The PvE side would become more of an actual game again, because you'd have less people to use and would need to actually put more thought and strategy into fights, and World-based PvP would become much more constant and exciting.
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#30
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Didn't read
What's the elevator pitch? | ||
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