SZ ruleset has always been interesting to me, I think it is a niche that is not currently being filled and has some appeal for traditional red and blue players. Would be interested to hear from people that have played this ruleset what their experience was and what the potential problems and fixes might be.
Trying to limit it to one char per person is not realistically enforceable, there will be spies and traitors just deal with it. Some of the alliances don’t have access to certain classes, might need to tweak the teams or allow a few non-traditional deity choices, but I think it’s ok that not everyone gets access to everything. I remember the good team was very low pop on old SZ, was that due to ruleset imbalance or just player preference?
Both preference and ruleset, really. I played TZ until SZ opened. Moved to SZ on opening day and never played another Live server again. A lot of this stuff is a matter of opinion, but at the time the consensus was that team Evil had the most/best race/class combinations, followed by Neuts and then team Good.
When I was one of the lead GMs at SGO in the early days of Vanguard, I put a lot of effort into fixing/modifying Vanguard's pvp servers. That shit was like rearranging deck chairs on the titanic though- you can't fix pvp if you can't even fix the base game. After I left SGO I spent a ton of time on just about every emu pvp server, up until a few years ago. My time dealing with pvp in MMOs (especially EQ), has taught me a few things that are critical to running a sustainable pvp server.
The key to a good pvp server is
sustainability. You can't ask players on a pvp server not to dominate the competition, but the natural result when that happens is that you drive the majority of the player base off the server. The trick is to build a solution into the server- both in the ruleset, but more importantly in the environment. The fine line you have to walk is preventing one team (guild/side/group, whatever) from being able to monopolize
too much, while at the same time being careful not to be so restrictive that you make pvp boring and pointless. There is a way to walk that line, but it takes some clever design ideas.
A SZ style server with the following changes would be perfect:
- Different teams
- Slightly modified ruleset
- Custom, team-based NPC guards placed in strategic zones/places
- Rotating, team-based "hotzones" that fit with lore and also make use of custom NPC guards
That's all it would take to make a pvp server 100% more sustainable and fun. You could also use some of those changes to add in some really cool event stuff as well.
Like I said, if a_skeleton_03 or any other serious/capable developer is interested, I'd be willing to help out- both with design concepts and perhaps even in a GM capacity.