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  #11  
Old 08-02-2016, 12:39 PM
lowner411 lowner411 is offline
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Quote:
Originally Posted by Jauna [You must be logged in to view images. Log in or Register.]
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.
  #12  
Old 08-05-2016, 01:19 AM
Jauna Jauna is offline
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Quote:
Originally Posted by lowner411 [You must be logged in to view images. Log in or Register.]
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.
  #13  
Old 08-08-2016, 05:21 AM
Zuranthium Zuranthium is offline
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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. [You must be logged in to view images. Log in or Register.]

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).
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Old 08-08-2016, 10:23 AM
lowner411 lowner411 is offline
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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.
  #15  
Old 08-08-2016, 02:02 PM
phacemeltar phacemeltar is offline
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i like this idea, but i think the alliances should be different.
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  #16  
Old 08-08-2016, 02:14 PM
jolanar jolanar is offline
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And most importantly, don't let people cross team. Still bitter about that. *shakes fist*
  #17  
Old 08-08-2016, 09:53 PM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by lowner411 [You must be logged in to view images. Log in or Register.]
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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