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| | #16 (permalink) | |
| Internet to post ratio soon 1:1 Join Date: Aug 2002 Location: somewhere close.... -1547 Internets
Posts: 1,836
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| | #18 (permalink) |
| Registered User Join Date: Jan 2003
Posts: 320
| I like the idea of better exp for side that has a lower population. Make the bonus large enough and you will shift population around quiet rapidly. Also allowing people to change sides would help ballance things out while still keeping the postives of haveing opposing factions in PvP. |
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| | #19 (permalink) |
| Tuco's real life pic! Join Date: Mar 2002 Location: Ranger
Posts: 1,705
| There is no reason to have sides. It only creates problems. Everquest had the best pvp, and their original system is still the best that's been made in an MMORPG and that's sad considering other games were supposed to LEARN from previous game's mistakes, not introduce new mistakes that didn't exist. You make the various cities of evil / good, but allow people to group with each other if they so choose. There are more players available to do the content, more players to group with, and people ALWAYS create their own factions. If you want to create open RvR you can simply do it based around guilds or alliances as opposed to forced factions. Take the zone of Dragonwake, and whichever guild maintains control of the zone, give that guild a reward. For example, put a dungeon in Dragonwake that can ONLY be accessed by the guild that controls Dragonwake. Put other dungeons in various tier 4 zones with different levels of loot and let people get their own dungeons, and the server will create its own power structure. You could also create different incentives to controlling a zone other then Dungeons. Just grant incentives for players to fight over the areas, and they will do so. This can easily be accomplished without creating the balance issues of classes on different factions, or any potential population issues. |
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| | #20 (permalink) | |
| Registered User Join Date: Apr 2002
Posts: 1,364
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If you let the players create their own sides, they will generally take more ownership of things and become more involved. Teams and factions are doomed to fail in one way or another, and are probably the hardest of all to balance correctly. | |
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| | #21 (permalink) |
| Treats objects like women. Join Date: Jun 2003 Location: beset on all sides by the iniquities of the selfish and the tyranny of evil men.
Posts: 3,216
+31 Internets | I always thought so too. The cities and NPC's gave you the feel of being "good or bad" and you could even work to adjust factions. Yet you could group with players. If you had a hardcore roleplaying population they could choose on their own to enforce rules, but no one really did that AFAIK, and the discord system was worthless. Maybe the discord book idea could work with some tweaking in a different system but in EQ it was pretty much game over to even try going PK. Doing it like WoW just nullifies the whole issue. No one has a real choice in the matter so the faction sides become totally arbitrary, shallow and worthless. |
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