View Full Version : Silly idea for a teams server
lowner411
08-01-2016, 11:46 PM
Having played on the different Zeks on live, I thought that a different kind of teams server based on home towns would be interesting. If it was each home town against the other (even if it wasn't PvP, just locked teams for grouping, language barriers, and global /OOC for your team), I think that people would play their favorite race or city and see how far they could go.
However, if that was too limiting, the following city pairs would make teams more complete:
1. Dwarves partner with gnomes.
2. High elves partner with wood elves.
3. Freeport partners with trolls.
4. Dark elves partner with ogres.
5. Qeynos parters with all Erudites.
6. Barbarians comically partner with halflings.
7. Iksars are on their own.
Jimjam
08-02-2016, 12:27 AM
Girls vs boys.
Clearly defined teams, both sides have access to every allowed combo and city.
OP: What about the awkward and generally dislike half elves? Would they also be on their own team??
5. Qeynos parters with all Erudites.
All the Erudites? But they'd fight each other! It should be more like this:
1) Good Qeynos and good Erudites
2) Angry sewer dwellers and Heretics
Qeynos sewer dwellers have finally had enough and rise to the surface to take their revenge!!
AgentEpilot
08-02-2016, 01:53 AM
Also for good measure allow gnomish monks.
Jauna
08-02-2016, 05:47 AM
No matter how you split the teams, one team will eventually become dominant, everyone picks said team and people will get their pixel fix through that.
jolanar
08-02-2016, 08:11 AM
I thought a neat idea for a temporary server would be to create a server that, for example, only had Qeynos and Halas zones and then start a battle between Barbarians and Humans for a few months. Then switch to Odus and have a battle between Heretics and Erudin, then do Neriak vs Freeport etc.
Doesn't need to be completely balanced because it's temporary and just for fun.
fadetree
08-02-2016, 08:29 AM
Boys vs. Girls? What kind of microaggressive crap is that? I think they should allow transgender chars. I feel oppressed every time I see 3rd person of myself. I am a female Ranger trapped in a male Rangers body! Also I'm a lesbian.
lowner411
08-02-2016, 09:28 AM
I was trying to come up with multiple teams that had most of the classes, which is why I didn't do any good v. evil in cities. The only team that I think could min/max it's way would be the Freeport/trolls team, since they are missing only rangers and druids.
I also remember from the Zeks that the "evil" teams tend to beat out the "good" teams, since shaman, necro, and shadowknight tend to beat druid, ranger, and paladin. This puts both Faydwer teams at a disadvantage, but I there are enough gnome lovers and elf devotees that people would have fun with it.
But there are people who would not want to play on that team--people who prefer dark elves, or starting in Qeynos, or who would want to see what an all elf team could do. Since I am suggesting rules that all but eliminate communication between teams (a bit of work to code default languages into players and city NPC's, make sure all teams speak only thier home language and their teammates, and one human city speaks Combine by default), we'd be setting up somewhat separate economies.
jolanar
08-02-2016, 09:37 AM
I also remember from the Zeks that the "evil" teams tend to beat out the "good" teams, since shaman, necro, and shadowknight tend to beat druid, ranger, and paladin. This puts both Faydwer teams at a disadvantage, but I there are enough gnome lovers and elf devotees that people would have fun with it.
The main reason the evil teams won out most of the time was sheer numbers more than class choice. Even when all other races grouped up vs the evil races they still outnumbered them.
One Tin Soldier
08-02-2016, 12:01 PM
No matter how you split the teams, one team will eventually become dominant, everyone picks said team and people will get their pixel fix through that.
That is true primarily because of lust for end game raid loot. There is a simple fix for it on a PvP server; eliminate raid loot. Eliminate that and you eliminate the problem.
lowner411
08-02-2016, 12:39 PM
No matter how you split the teams, one team will eventually become dominant, everyone picks said team and people will get their pixel fix through that.
Is it possible that if each team has a flaw (like missing a vital class), then there would be competition? Is it possible that if there are enough different teams, more than one would become dominant, or that players would be convinced they could make a particular team work?
It's an idea.
Jauna
08-05-2016, 01:19 AM
Is it possible that if each team has a flaw (like missing a vital class), then there would be competition? Is it possible that if there are enough different teams, more than one would become dominant, or that players would be convinced they could make a particular team work?
It's an idea.
No, Innoruuk has quite the arsenal behind it
>clerics (elves and humans)
>warriors (dark elves, trolls, half elves)
>shaman (trolls)
>necro/ench/mage/wiz (primarily dark elves, some humans)
>rogues
Ya got the trinity and then some here. and who knows maybe a gaggle of necros and shadowknights can replace a monk
Never seen a raid get canceled by the lack of druids and bards either.. then again with enough necros twitching.. and clerics modulating who knows.
And even if the whole teams deal is not up to Deity, humans have access to most classes regardless of deity.
Zuranthium
08-08-2016, 05:21 AM
Just cut off Dark Elves from being Rogues, grouping them with Trolls + Ogres as a team.
Evil Erudites, Gnomes (lets make them automatically evil for this server), and evil Humans would be another team. They would get Rogues and Bards instead of Shaman and Warriors (cut off for variety purposes), as compared to the first team.
Iksar would be their own team. I'd let them be Clerics and Rangers. Iksar are quite outdoorsy. ;)
Dwarves, Wood Elves, and High Elves would be another team. They would be cut off from Wizards and Mages.
And then non-evil Erudites, non-evil Humans, Barbarians, and Halflings would be the last team. They would be cut off from Clerics for balance purposes.
---
Any kind of team based system, particularly one with different available classes like this, is going to need further modifications to the game. You would have to change things such that certain classes, particularly Clerics, would not being *required* for PvE content. Obviously teams without Clerics should still be weaker defensively and have more trouble with some raids, but that would be the point of a system like this anyway. Each team would have different strengths and weaknesses.
Team #1 - Doesn't have great melee DPS, no trackers
Team #2 - Has no SoW, limited tanking options, and the least centralization
Team #3 - Lacking crowd control and mana buffs, no Ports, but they rule Kunark
Team #4 - Weak caster damage, no feign death, no corpse or player summons
Team #5 - The most offensive ability and mobility, but no Clerics, no corpse summon
I would be looking at Kunark era for this, but with many of the Velious era class changes in the game (particularly for the Hybrid classes) and various other changes to the game world (aka, Kunark content not being so totally dominant over Old World content).
lowner411
08-08-2016, 10:23 AM
Hmm ... I like Zuranthium's basic idea--create flawed teams that force groups to do unconvention things. I think the groups I came up with each had clerics, warriors and enchanters--not all ideal ones, but they had them--but most every team was missing some useful piece, like shaman or rogues or druids or bards or pallies or shadowknights.
What I dislike about Zuranthium's idea is the need to shut off classes or add classes to a race. Shutting off might be easy, but I am sure that adding a whole new class to a race is hard. I guess my divisions counted on players loving a character or ace so much they wanted to see it work.
phacemeltar
08-08-2016, 02:02 PM
i like this idea, but i think the alliances should be different.
jolanar
08-08-2016, 02:14 PM
And most importantly, don't let people cross team. Still bitter about that. *shakes fist*
Zuranthium
08-08-2016, 09:53 PM
I guess my divisions counted on players loving a character or race so much they wanted to see it work.
Barely anyone will pick a specific race solely for RP reasons on a teams server, when the teams are so imbalanced. It's a self-dooming system because the people who would be interested in playing like that won't find enough other players, since their team will be so unpopular.
With the 7 combinations you came up with, the Freeport + Troll team would be most popular and dominant, since it isn't missing any key classes (only missing Druid and Ranger, not a big deal). Qeynos + Erudite would be the next most popular, since they would only be missing Shaman (but that's a bigger deal than missing Druid and Ranger). Every other team would likely have barely anyone playing it, since they are just an inferior version of those other 2 teams.
The teams need to be distinctly different and roughly equal in their overall advantages/disadvantages for it to work. The game code has to be changed to accommodate for that, whatever the team version ends up being. EQ is just too narrow otherwise.
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