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  #331  
Old 07-29-2013, 07:49 AM
Junkman Junkman is offline
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300ish? not to many and half never make it past 20, also screw teams keep it real FFA
  #332  
Old 07-29-2013, 07:57 AM
big league chew big league chew is offline
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teams exist so weak players have that hard-coded crew that can never betray them

you all probably DO need that actually

pathetic imo, FFA or nothin
  #333  
Old 07-29-2013, 08:06 AM
Herb9 Herb9 is offline
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SZ Style! 3 teams and NO RULES, everyone above level 6 is in PvP range. Plus up to 2boxing. Hardcoded teams, no cross healing/buffing, no cross grouping. Fix resists.

I'd return to dominate again under these conditions.
  #334  
Old 07-29-2013, 09:01 AM
Kohedron Kohedron is offline
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I'd say it should be the same as live, just for consistency's sake.

I just wouldn't want it to be two, because I feel like it's too much just THE POWERS OF GOOD VERSUS THE FORCES OF EVIL! With 3 or more teams, we have more options for attacking and more blood will spill
  #335  
Old 07-29-2013, 09:13 AM
HappyTr33z HappyTr33z is offline
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Roleplaying teams would be the best, the number of teams it turns out to be doesn't matter to me. I would just prefer the factions that are teamed would be lore-appropriate teams.

But then again, I'm just happy with any form of teams period. I hope this means there was a server wipe/ruleset change [You must be logged in to view images. Log in or Register.]


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  #336  
Old 07-29-2013, 09:14 AM
Sektor Sektor is offline
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SZ style, would be loads of fun.
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  #337  
Old 07-29-2013, 09:50 AM
RoguePhantom RoguePhantom is offline
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I hope this gets read, as I think the teams aspect is the most important to any PvP server. Specially one that will rely on LOW numbers.

FFA PvP only works when there is a large population. Red does not have that. In the beginning it did and live was good, but numbers slowly dwindled, and in order to regain those numbers, the FFA aspect needs to change.

FFA gives too much power to 'Internet Toughguys' who like rolling around at level 20 with Rogue epic's screwing with actual new people. Teams, with SZ rules, negates those fools, since you can bring in a high level and wipe them out for screwing with your team.

Teams allow people to gather in closer area's and promote grouping and leveling together. I can't tell you how many friends were made because Neutrals could only group in HHK or Crystal Caverns. Also, it promotes PvP. Since as an Evil or Good, you know where the other teams are to go screw with them. Currently, people whine about 'never finding PvP.'

As for what teams SHOULD be and what the ruleset is... that is up to the Devs, but I always liked the Sullon Zek style.
Teams lets you have a wider range of PvP. No OOR healing.
SZ had the limits of Diety. Necro/SK vs Druid/Paladins/Rangers. You don't need to have anything other than that. Evil was limited to Bard Track.

However, the only thing that makes teams WORK... Hard coding. No buffing, grouping, etc. Teams are there for a reason.
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  #338  
Old 07-29-2013, 10:00 AM
kaos057 kaos057 is offline
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Actually I think teams would be worse on low population servers. There's not a lot of pvp as it is and if you now have to find someone of the opposite team, there will be less. Not only that but it would be completely unbalanced.

I still say it should be each guild is its own team and allow guilds to be allies of each other.
  #339  
Old 07-29-2013, 10:21 AM
Slathar Slathar is offline
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Ill keep level 4 clerics camped at every classic boss and give the info to Cast Dacbane and any other legend if we do SZ rules
  #340  
Old 07-29-2013, 10:21 AM
Slathar Slathar is offline
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Grief so hard shits cray
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