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#944457 GvG Revival Thread [Official GvG Suggestion & Discussion]

Posted by Bradley21 on 11 August 2015 - 13:41 in General Discussion

In my guild right now.. Kash and I have 24 possible guilds as targets. If it were to go back to 10 stam hits that's 250*24 (250 stam per conflict multiplied by 24 guilds). That is only 6k stamina. That's 6k stam that i'm spending a week on GvG. I've got over 13k and the average player with 100 stam gain brings in 16.8k stamina per week so if I want to be a GvGer that gives me an overflow of 10.2k stamina per week that I don't have any GvGs to spend on because we have attacked every single target that we can and we can't attack for another week. GvGs are not very popular anymore especially in smaller guilds and so you can't rely on spending some stamina defending every week because that's an unreliable source of stamina output. 


Getting 500 RP would take us over 2 weeks. That's if we were to win every conflict without defend. How can you say that it is a fair system? It takes someone a couple hours to secure a titan. 




#944451 GvG Revival Thread [Official GvG Suggestion & Discussion]

Posted by Bradley21 on 11 August 2015 - 13:30 in General Discussion

That would be great! So maybe have 4 options.

10 Stam per hit -> RP reward like 4 weeks ago

25 Stam per hit -> 0,5x of the RP reward as it is in Seasons Conflicts

50 Stam per hit -> Seasons Conflict Reward as it currently is

[75 Stam per hit -> 1,5x Amount of the Season Conflict Reward]  = Would really like too see how this one would play out, most likely only viable option for lvls with high stam banks.

 

The guild starting the conflict would choose next to the amount of hits, the amount of stamina used per hit in GvG, with these 4 above as options!

 

 

 

WoW! This is actually a great solution! The low lvlers can do their 10 stam RP fights, while the more stam a team has the more they can invest into it. That way low lvls wouldnt be exempt and everyone could participate or at least try out GvG.

 

P.S.: Would also add extra tension, since with 75 stam there will be way more Stam put in and as such way more at stake. I can see real big battles fought in higher lvls, as big guilds fight amongst themselves for RP :P

this would be a great idea 

 

 

I'm not sure that the increase in stamina usage is what is increasing activity but rather the larger reward due to it?

 

Maybe we could look at an option whereby the guild can specify the minimum stamina per attack in the conflict that affects the reward given - just thinking out loud :)

 

I agree with this very much. You don't see kedyn complaining about the massive amount of fsps that you can make from titan hunting but instead he is trying to shut us GvGers down from making any profits.




#944379 GvG Revival Thread [Official GvG Suggestion & Discussion]

Posted by Bradley21 on 11 August 2015 - 03:07 in General Discussion

As stated in the prior thread - the GVG cost does nothing. Right now, I feel that the increase in stamina usage is actually detrimental to the idea of GVG, and here's why:

 

  1. The cost of GVG'ing for lower level players is extremely high. With a minimum of 25 hits needed per person, you need a minimum of 1,250 stamina. Unless HCS plans on upping the starting minimum stamina to 1,250 for starting players (ie that are of minimum GVG level), then I disagree with forcing someone to pay to upgrade their maximum stamina.
  2. The rewards are multiplied by 5 times, which means that you actually have to hit less guilds, which means that guilds can specialize even more. Your guild may be a great example of that. Instead of having to hit say 50 guilds in GVG's to get 500 RP (I know that's not the right amounts, but using as an example), now you really only need to hit 10 guilds for the same 500 RP. That actually opens up the idea of guilds becoming even more specialized in levels, and causing issues where you target a guild with plenty of high level members who can't hit back, but you had 3-4 people hitting 1 person. It's making RP farming actually easier, which I don't think it needs to be any easier, as most guilds don't bother with hitting back.
  3. The 50 stam attacks damage a players gear. Part of the reason HCS implemented the restrictions to GVG that are currently there are because of damage to gear.

Personally, it's whatever for what HCS chooses. However, there are bigger issues at hand that need fixed rather than reverting the stamina usage back to 10 stamina. I feel like that this entire thread isn't really for the "betterment" of the game behind the excuse of it's removing "multis", but that it's a way to be able to get more RP from less guilds, as you've segmented your GVG guild to 1 or 2 level range(s). That's just my 2 cents about the subject.

You say that it increases RP farming but does it? You are still having the 1 week cool down on the guilds you are "farming." Plus, you can spend 10k stam and secure some titans which doesn't even take a couple hours now with the new titan huting buffs giving you 50-100 fsp but using 10k stam in GvG is 40 conflicts at 25 attacks per conflict which would take hours upon hours to complete. Players should be allowed to have a life and still GvG. We should not have to spend countless hours with little 10 stam attacks. Maybe they should raise the cooldown period on guilds so that the "Farming" you are talking of cannot happen? Maybe that would be a good idea. I think that the 50 stam attacks are the greatest thing to come since they made GvG have to involve more than 1 person. 




#944334 GvG Revival Thread [Official GvG Suggestion & Discussion]

Posted by Bradley21 on 11 August 2015 - 00:16 in General Discussion

Absolutely! It gives players another option to make FSPs in a PvP form. It's enjoyable and it's so time consuming for such little return for your time and stamina with 10 stam hits and very little RP for wins. It takes so much more time to do it that way and there aren't that many guilds that still take part in GvG making it harder..

 

ABSOLUTELY KEEP IT THE WAY IT IS





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