#71
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Custom teams sullon or rallos plx | |||
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#72
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The 'local defense' channel sounds like it could help that a little. | |||
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#73
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Definitely would be a team channel. Should be in game so that people don't have to use non client chats to get the job done.
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#74
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Teams based on race/religion minimizes the trend of one guild monopolizing the server and players not fighting eachother while leveling up. That was never much of an issue on the teams servers. You had a team, and you had your zones to defend. Who you attack and don't attack was built-in to the ruleset. The inevitable problem with any P99 red server (even a teams one) is going to be population. It's realistically not going to support anything but PvP over raid targets at level 50, and for most of us who played on live we aren't going to get the 1-49 experience that we remembered. Before VZTZ bit the dust I was messing with a custom server that only had the Faydwer continent but still had a full range of PvE content. The idea was to solve the population issue by condensing the # of zones. You can't have these zones with 0-5 players in them. It's a radically different experience than what was "classic", and imo there's no real point to ever releasing another PvP server with Kunark or Velious enabled. Just having the vanilla zone real estate is already pushing it into ghost town territory. | |||
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#75
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I like this... seems pretty damn balanced too. Disable cross-team communication / trade and enable no level restrictions though. It would be perfect. Basically WoW but an EQWoW. | |||
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#76
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I love mmo mechanics, I love pvp, I love the idea of an open world mmo pvp game but each one suffers from the exact same problems.
Personally, I think this is the best outlet for that type of gameplay out right now: https://www.youtube.com/watch?v=GKbXcsa5Otk Id play eq pvp if it was like this game. Maybe rise of zek is good. I think sounds like the best EQ pvp but I have not much interest in setting it up to try. But sounds cool to me. Give me a server that resets every 24 hours, has 5000% exp bonus, no level ranges, one by one zones fill with the plague causing damage (like those Battle Royalle games) and a set up a leaderboard and Id be logging in every night. | ||
Last edited by Jibartik; 10-28-2019 at 05:40 PM..
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#77
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Was that actually a Nilbog idea? Not sure about the territory balance but the map still gave my neckbeard a boner.
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#78
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Totally was. The pvp runs deep in the mines of moria or whatever.
Sear I agree about reduce physical geography for eq pvp. Kunark definitely means "wheres all the peeps' Thats why its fun to think what it would take to get some actual population numbers over here. | ||
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#79
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Also there are people that play WOW pvp and think they are real masochists and its possible to taunt them into this game. Teams is the only way that wow guys will be able to play so stealing that population back maybe worth trying to run teams.
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#80
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Another consideration is that you really want to encourage zone control by each team, and so grouping teams geographically makes a lot of sense. This allows each team to have relatively safe low and mid-level zones to level in and naturally groups teams together to better defend against enemy incursions into their territory. A third consideration is that each team needs to have access to each class if they are going to be equally viable for raiding. It's just not fair to deny a team Monks or Bards or Shaman and expect that endgame-focused players would bother to roll there knowing they would be screwed when it came to raiding. All that being the case, I would divvy the teams up in the guise of a Norrathian civil war, with three factions fighting each other, which are: Qeynos Team - Humans - Barbarians - Erudites - Half-Elves This team would naturally control all of Odus and the area around Qeynos, extending from Halas through the Karanas and into Highpass Hold. The Dark Team - Ogres - Trolls - Dark Elves - Iksar - Traitor Humans The Dark Team would naturally control all of Southern Antonica, from Grobb/Oggok to Lavastorm, including Freeport where the Traitor Humans would start. The Shortie Team - Dwarves - Gnomes - Wood Elves - High Elves - Halflings - Traitor Barbarians - Traitor Humans The shorties would control all of Faydwer. So you basically have a race war server with humans/Barbs as the wild card being able to defect to any team. This is necessary in order to give the Dark team access to Monks, Bards, Druids, Rangers and Paladins (mostly the first two) and the shortie team access to Monks, Shaman, Necros and Shadowknights (mostly the first two). The Qeynos team would already have access to all classes. You would need to make some minor modifications for this ruleset to be viable. Though unclassic, I think these changes are minor enough and justifiable enough in the lore given the context of a Norrathian civil war disrupting the normal order of things and creating refugees: 1) Halflings allowed to start in Kelethin. 2) Shortie Humans and Barbs allowed to start in Kelethin. 3) Monk and Shaman trainers placed in Kelethin. 4) Necro and SK trainers placed near the chessboard in BB. The end result is that each team would have access to every class and would have natural zone control over large contiguous areas of Norrath. You also preserve a degree of RP in that you have teams that make sense within the context of EQ lore. Humans (and the odd Barb Shaman) as wildcards make sense, with the other races being more locked in to their faction alignments/racial loyalties. Loot mechanics: Item loot has its advantages (the emphasis on NO DROP gear adds a neat layer of complexity to the game) but overall it's just too much of a turn off for most players to stomach. I would instead suggest full coin loot and 50% XP loss for a death to a player within 5 levels of you. If you die to a player who cons red to you (>5 levels higher) you lose no XP and they are unable to loot anything from you. They can kill you but you don't lose anything. Loot and scoot should be up to the teams themselves to grant and police. A respected foe might be granted safe passage. A known shithead/griefer might get corpse camped for days. No guarantees. Corpse camping should be a legal tactic/option. Kunark and Velious: The expansions need to be treated judiciously, because they both offer challenges for PvP balance on a Teams server. Kunark is a problem because it is a natural safe haven for the Dark team. And Velious is a huge problem because high-end Velious gear basically destroys PvP balance by making melee classes unkillable. So the first team to get a bunch of NToV geared melees will steamroll everyone else. That being the case, I would propose the following: 1) Kunark release must be delayed at least 6 months, or even a full year as per the classic timeline. This would probably be enough to prevent the Dark team from completely dominating the continent, because by the time it comes out the other teams will have enough high level players to make successful incursions into Kunark. 2) Velious must be released in two stages: stage 1 would allow access to all of IC, EW and GD, as well as Thurgadin and Kael (minus AoW/Statue). This gives teams access to low-end Velious raid targets and Thurg armor. This stage would probably represent the ideal point of class balance for EQ PvP, and the server could easily be stopped here indefinitely. But it should pause at this stage for at least six months to a year. This would allow each team time to be competitive for acquiring a baseline of Velious gear. Then you could release stage 2 of Velious and open up the high-end ToV loots, which would start to be the end of the good PvP on the server but players would probably demand after getting bored of being stuck in stage 1. Team balance: The Devs could promote team balance by giving the weakest team a standing 20% XP bonus. Team balance would be determined by a simple function of population and the teamwide K/D ratio and could be calculated on a weekly basis. Random balance considerations: - SoulFire is Paladin-only - Amulet of Necropotence is made NO DROP - OT hammer is removed from game, or a comparable FV hammer is added via a similar quest in FV. Necessary to prevent Dark team from having a big mobilization advantage in Kunark/Velious era. | |||
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