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#21
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Dark vs Light = A guild from both sides being on top.
Darks prevailing will just cause the lesser guilds on the light team to eithe reroll as dark or to form a zerg of Lights | ||
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#22
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All of these so called "disadvantages" to a team server are nothing in comparison to a FFA server collapsing after 1-2 months. | |||
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#23
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#24
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#25
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The neutral team had Darkenbane and Tides of Wrath at server opening (although I don't remember exactly when ToW formed). The evil team had Ruin and Hate then a bunch of other minor guilds with no real sway on server power like Da Bashin Iggles. Darkenbane (neutral) was probably the best PvP guild on the server at the start. Meaning they didn't have anyone in their guild that was just outright terrible. Both Ruin (evil) and Hate (evil) had people who were both good and bad. Hate was actually pretty terrible at this point in time when Milt was leader. So what caused the drastic evil dominance? Darkenbane was the biggest griefer guild on server and they were on neutral team *not* evil. They trained their own team to steal xp spots from them and all kinds of stupid shit. The high end evils didn't really have any of these problems like the divide between Darkenbane and Tides of Wrath. The two guilds could have easily joined together and overwhelmed Ruin while we were raiding or leveling but they didn't. The best attempt I even saw to stop Ruin from progressing was when we were standing in Western Wastes and a Darkenbane halfling started running at us with a train of 20 dragons. I saw him coming and we were all ready to nuke him to death but his computer lagged out and he just plopped into the ground 100 yards away from us. The skyshrine attack did end up stopping us for a day or two, but you're gonna need more than one of those to catch up. The only team that was a failure due to population issues and not something else is the good team. They only had Black Prophecy. If you were to combine the good and neutral team populations together (which is basically what the original post is), they will easily be able to fight against the evils. The odds of them having an advantage are actually greater than disadvantage imo. All depends who goes to what sides. Quote:
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Last edited by wehrmacht; 04-02-2011 at 12:45 AM..
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#26
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The issue with deity specific PvP is no one will roll halfling warriors following Karana, Dark elf mages probably wont roll Solusek Ro either, but it still belies the fact it "blurs" the team spectrum, and in a situation where people will pool 90% of the warrior population into ogres and 90% of the cleric population into dwarf it's hardly balanced and will only preclude to x-teaming, and immortal healing. That pretty much covers all the counter-arguments you gave me about deity specific PvP, not to mention it's a coding nightmare. Now you also stated "Refactioning every NPC in every single town in EQ is extremely unrealistic." No it is not, you can globalize factions and this was done several times on servers like Qeynos V. Freeport and several other customization projects, and I'm fairly certain refactioning entire NPC databases only took Secrets and Vile like an hours work? Also epic NPC's have nothing to do with guard and trainer faction so I don't see how quests be broken? Even if factions are changed you're still able to turn in crushbone belts or gnollfangs just as easily as before barring that you are not KoS of course. Again, something as minor as .pl editing, perl scripting or even globalizing factions would probably take someone like Secrets or Akkadius like 10 minutes to do, so I really do not know why you're pulling this 2013 thing out of your ass. | |||
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#27
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Trolls on the other hand have regen which is an advantage but they also have 5 FIRE RESIST and are also big targets. Playing a character with 5 fire resist isn't that fun. Quote:
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The only real xteaming you can do is using a character to train your own team which should probably be the only bannable rule for this server. I'm not talking about at a camp in Guk or something because GM's don't have time for that. I'm talking about someone logging on a level 60 neutral monk and using it to train a neutral raid over and over. Quote:
You're also acting like PvP is town based, like everyone is a UO house fighter or something? You don't need to do anything to guard faction on a Dark vs Light server. All the evils will congregate in places like Grobb, if a good team player wastes his time factioning his way up somehow, it's still just him vs 20x as many evils if he goes into that city. It's still a suicide run. Quote:
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#28
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there will always be a way to immy heal w/o FFA
but i do prefer teams and agree FFA sinks fast gimme my yellow elven names we had on VZ back and id play!
__________________
Vinx : Vexx
<Vesica Dei> | ||
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#29
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You're misconstruing everything, I'm not stating that I roll some ogre with 150 stamina and proceed to roflstomp everything from Innothule to East Karana in terms of being overpowered. I'm stating that because they start with 150 str/sta they're going to be the primo choice for tanking in PvE environments thus it will carry over to being the choice for PvP. It's much easier to play an ogre warrior than say a gnome warrior simply because you get 50% more baseline HP and that is the allure and that is why the majority of the tanking population will be ogre, even on P99 now ogre's and trolls make up the majority of endgame tanks, and I've known only one barbarian during my time here actually tanking in fear. This is where globalizing faction comes into play, if every player has an absolute choice of what side to be on and where to start, I can roll that ogre SK and start in Qeynos to level up quick off gnollfangs, I can roll that dwarf cleric and start in paineel if I so choose, which is a much better alternative to players than being confined to "good" team because you choose a wood-elf druid, or be confined to "evil" because you want a tanking class that has more than 75 Str/Sta There also has to be a level limit in PvP, within +/- 10-15 levels, no one wants to deal with the mage who exploited his way to level 50 while the rest of the server is level 12 killing crocs as he continues to bolt his way through newbie zones time and time again. My point I'm stressing is the server should be fun, and PvP should happen at all times, but it's stupid to confine people into X and Y teams especially on an emulator, and it's even more retarded to make it a FFA grief-fest by allowing level 60 casters to run through Oasis destroying derv camp after derv camp especially considering PvP should cause xp loss. | |||
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#30
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It's like the difference in driving a ferrari and toyota to burger king, you're still gonna get there. I even tanked Innoruk as a ranger on TZVZ box 2.0 at the very beginning of the server. Think it was server first, Heresy might have killed him once before. The PvE complaints are just useless in general. Quote:
First of all, if someone manages to exploit their way to 50 while everyone is level 10, I'm sure the GM will probably ban them. Secondly, nobody wants to PvP on a server with immortal healers. That's even worse than having more than one IP allowed so everyone drags a healing mule behind them into PvP. Here's another reason why having a level limit for PvP is absolutely fucking retarded: [You must be logged in to view images. Log in or Register.] http://www.notaddicted.com/fansythefamous.php | |||||
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Last edited by wehrmacht; 04-02-2011 at 03:09 AM..
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