Quote:
Originally Posted by filthyphil
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No teams = everyone joining 1 guild to drop raid targets while avoiding PvP(besides their twinks in unrest) until they are level 60 and raid geared then getting bored because they have nobody to use their pixels on. (Where the servers at now)
Teams = real reasons to lock down content and zones in order to enable the growth of your team and block the progression of the other team.
There is some racial/class imbalance within the teams ruleset of course, but thats just EQ PvP in general... the game was clearly not designed around PvP or you wouldn't need a bag full of clickables to compete.
But restarting red with the same ruleset will give us the same results, a dead server. IMO.
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Your thought process almost seems to imply that we're going to play on some hugely populated server with multiple raiding guilds on each team, where as realistically each team will have 1 functional guild and said top dog team will just acquire rerolls/recruits the same way the top guild on no teams does. Teams is unbelievably imbalanced with faction and class restrictions.
It's almost like you don't remember that outside of Nihilum playing the server by themselves for a year and a half, that there was always competition whether it was Holocaust/Hokuten/Azrael/Imaginary Friends/Dentists and even TMO briefly.
Red is dead because the game is in Velious, Red initially died because of a nonexistent resist code, when that code was fixed the pop peaked back to 350, release the server in classic with a working resist code + pnp and you'll see 500 people.