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#31
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I'm all for, but do Sullon Zek rules instead of VZ/TZ. The epic battles between Neutral and Evil. It was great because you could actually control zone access. Got ruined with Nexus Scions and doubly ruined with PoK.
Also, all teams get most classes (with the exception of Paladins/Shadowknights/Rangers/Druids/Necromancers). You can have evil Bards at least (Rallos Zek), Good (Quelious), Neutral (Veeshan) and Evil (Cazic-Thule) Monks. Good and Neutral Paladins/Rangers/Druids and then evil Shadowknights/Necromancers. | ||
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Last edited by Coridan; 06-11-2015 at 06:04 PM..
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#32
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The problem I have with Sullon Zek rules are that it helps Evil a lot more then it does Good. Those epic good vs evil fights you remember were probably good vs neutrals because the population numbers literally went Evils, Neutrals, Goods from high to low. Being good faction on that server was absolutely miserable, especially if you were not in one of the 'good' faction guilds. Not getting into a good faction guild meant very little grouping and a lot of soloing. When I went evil, and then neutral to try the factions out it was exactly like playing on Vallon Zek or Tallon Zek. I saw very, very little in the way of slowdown and Evils controlled at the very least about 65% of the server and zones. Neutrals controlled around 37% and 3% goods was very... fluctuating. I would HATE to see this move to a SZ ruleset, not because I disliked it but because it was absolutely awful if you weren't an evil or neutral player.
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#34
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Sullon Zek was released Mid Velious.
If anything they should launch the server with legacy items removed and Kunark/Velious released to emulate classic SZ. Or just go for classic VZ/TZ teams.
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