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Quote:
That's how you know it's a bad idea. The best rulesets are the most simple. Hard-coded teams based on race or deity. Deity ends up being preferable due to class distributions between races (i.e. no short team Monks, Bards, Shamans, etc...). I mean that last part of your post that I bolded? Come on, that's just ridiculous. Overcomplicate things much? There's just no need for something like that when there is a much simpler solution that's already been tested. |
Yeah I get that...
2 Hard coded teams and a 3rd Red book turn in team that is KOS in most cities and takes an exp loss in pvp would be the way to go.. so if one team is too big and one guild is dominating, another guild from within the team could go RED for awile to contest the content... just do a 1 week lockout or something.... Make Good team bigger, all classes, and Evil team.. the usual evils + half elves so they have all classes except Monk till Kunark... |
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