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#1
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![]() This idea is a combination of Teams and FFA
There would be three teams: (Team 1, Team 2, and Teamless) Team 1 and Team 2: would be assigned during character creation. Based on something like race or starting city. (with only two teams it is possible for both teams to have all classes, with three or more its not) Teamless (Red) would be available for anyone to join by turning in the tome of order and discord and becoming red. All teams are hard coded to only group/buff with their own teams, but reds are also special in that they can attack each other (FFA). Here is an example of a combination of cities so that both teams have every class. Team 1: Qeynos, Grobb, Kaladim, Ak'Anon, Neriak, Rivervale Team 2: Freeport, Ogguk, Kelethin, Erudin, Halas, Felwithe Another Example Using Starting races instead of cities although Team 1 would only have monks after the release of Kunark. Team 1: Elves + Evils = Dark Elf, Half Elf, High Elf, Iksar, Ogre, Troll, Wood Elf Team 2: Humans + Shorts = Barbarian, Dwarf, Erudite, Gnome, Human, Halfling Thoughts? | ||
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#2
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![]() My take:
There would be three teams: (Team 1, Team 2, and Teamless) Team 1 and Team 2: would be assigned during character creation. Based on something like race or starting city. (with only two teams it is possible for both teams to have all classes, with three or more its not) Teamless (Red) would be available for anyone to join by turning in the tome of order and discord and becoming red. All teams are hard coded to only group/buff with their own teams, but reds are also special in that they can attack each other (FFA). ( essentially Guild Teams... ) Example Using Starting races instead of cities although Team 1 would only have monks after the release of Kunark. Team 1:Half Elves + Evils = Dark Elf, Half Elf, Iksar, Ogre, Troll, Team 2: Humans + Shorts = Barbarian, Dwarf, Erudite, Gnome, Human, Halfling, Wood Elves, and High Elves... I like the 3 team Idea with RED being turn in book, and no matter faction level.. guards will side with starting team for the city over you.... and I like Half Elves + Evil Idea.. so no monkies till Kunark... and Evils get Bards, Druids, Paladins, and Rangers and Humans + shorts + Good Elves.... would give the good team a leg up with alot more players and ALL classes from day 1... I think that would actually make for pretty balanced teams as the human team would have a significant advantage till Kunark and no serious disadvantage... And if for some reason you hate members of your team you join RED and just be outside of a cities protection.... | ||
Last edited by Kastro; 11-13-2013 at 01:12 PM..
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#3
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![]() Kinda dig it. With 2 teams it will be easier to keep them balanced. And then the "teamless" lets ppl group with their friends regardless of race, and let's ppl after the merge still choose to be FFA if they end up on a team they don't like (or they could just be plopped into the teamless status to begin with). I'm only afraid that eventually, the "teamless" will become the zerg, but then again that's what R99 is, and if R99 had built-in "starter teams" it would probably be doing much better anyway. And the guard assist thing is also a detriment to any "teamless/lawless/discord" team, so this is at least 1 reason to stay teamed. Also like the idea of making oggok and grobb on enemy teams because it will make the area always a hotbed of PvP instead of an evil dominated area where evil team can just poop sock manastones.
So +1, at firsy blush, I like this idea even more than simply making team Evil "FFA" (as another poster suggeated, and also seems like a good idea). | ||
Last edited by Pudge; 11-13-2013 at 01:40 PM..
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#4
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![]() Why are Trolls and Halflings allies? Why are High Elves and Ogres allies?
Arbitrary teams that totally ignore the game's lore just feel extremely silly. Also, a "betrayal" or "exile" team is a terrible idea. You just guarantee the formation of an uber guild on that faction that siphons the most hardcore players from BOTH teams and dominates the server as a result. I have yet to read a custom ruleset that doesn't have glaring holes on it. The SZ teams are the best option. They adhere to the game's lore and with a few small tweaks can be made very balanced. The EQ Devs spent a lot of time coming up with a PvP ruleset based on their experience with RZ and VZ/TZ. What did all that brainstorming based on expert knowledge of the game and direct experience running 3 other PvP servers come up with? The SZ ruleset. Now, we can argue whether or not training or unlimited level range PvP is desirable, but as far as the teams breakdowns go, there is simply no better way to make a three-team server than with SZ deity-based teams. | ||
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#5
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![]() Quote:
Point two is not. PvP rule sets were created by dicksmokes like David Georgeson who created PvP as an afterthought, shotgunning several rule types out there not actually caring. [You must be logged in to view images. Log in or Register.] The man has a ponytail. Nuff Said. | |||
Last edited by Lowlife; 11-13-2013 at 01:53 PM..
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#6
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![]() dunno bout you but i only clicked this thread so i could mention that i didnt read it
any thread with the word "idea" in the title is generally an auto-skip for me | ||
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#7
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![]() The problem is keeping teams balanced and not zergtastic. I thought R99 was immune to this simply because it's FFA. But... as we see, ppl want to choose the route to easy pixels over fun PvP (nihilim had 50 last night. More than 1/3 server population). So.... I don't know, I guess even an FFA team can be a zerg if everyone on team FFA is in the same guild, and it just attracts ppl from team A and B solely into that same guild.
Why ppl gotta play like such huge faggots and all try and pixel up in a guild that has had over 200 members? I guess considering that blues gonna blue, perhaps team-switching option like turning in a tome is just a bad idea. Unless there was some sort of balancing code that locked ppl out of turning in their book if too many ppl were already FFA. But I also think we should try and implement a system where ppl can't create chars on any team that is already ahead (perhaps as measured by aggregate team exp?) | ||
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#8
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![]() Quote:
Making a "Red" team I see as somewhat of a safety valve... so if people get sick of their starting team they can leave... Add in some penalties like lets say... Exp loss on PVP death also ( those on starting teams don't have that ) or some other penalty.. so yeah you might end up with a top end guild playing that style... and some players who are gankers to the core... but make it worthwhile to stay on a team and a bit of a sacrifice to go Red... As far as switching back and forth... 1 week lockout... and to rejoin have to Sacrifice an unrezzed death for every member of your former team you killed ( had agro on when they died) in the past 30 days, plus some plat based on level... At minimum 1 unrezzed Sacrifice. so you may have to stop killing your former team for a month prior to rejoining.... | |||
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#9
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![]() too long didnt read
Team nihilum wins | ||
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