Guild Conflicts Revamp
#41
Posted 19 January 2012 - 15:59
#42
Posted 19 January 2012 - 15:59
I shall wait for more explanation before commenting more but so far the basic idea is sound.
#43
Posted 19 January 2012 - 16:05
#44
Posted 19 January 2012 - 16:09
At least 5 perfect FF sets of Emisarries, gazant, aughisky, plague, lusika, cockatrice, deep, darklore, shildorah, kala. Open to good offers.
Might as well get rid of all our new recruits,, let them fend for themselves, keep the number of guild members at 24, and watch the frackers splatter everyone in this new system, and just go levelling...
Does anyone who plans these things ever play the game? I cordially invite any member of HCS to join us and find out what it is really like in game......seriously, i mean it, come and join us, and give it a go.....
#45
Posted 19 January 2012 - 16:11
#46
Posted 19 January 2012 - 16:14
Frankly, the current system could be easily saved.
The biggest thing to fix the current one would be to take out damage to equipment for combatants unless they are on the bounty board. Then you take out the burden that is placed on low level players and smaller guilds.
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#47
Posted 19 January 2012 - 16:17
~ Chief Technical Officer
Wayne 'Zorg' Robinson
#48
Posted 19 January 2012 - 16:18
Sure, you need to learn how to play the game, but the game will suffer if too few accumulate much of the power.
What is the point of having a few "Top" guilds as opposed to a more colorful spread of guilds -- more options for players to choose from.
#49
Posted 19 January 2012 - 16:20
since a guild gets 8 slots when founded, i say 10 would be a good number...The 25 player requirement for guilds is just a number we thought of for now, we don't want our realms to be filled up with very small guilds building fortresses. However, we will be reviewing the average guild sizes and adapting it before release.
#50
Posted 19 January 2012 - 16:21
Would a damaged structure impact other areas of the game? meaning, would a damaged Weaponsmith, for instance, not give the same amount of damage to each guild member?
I don't like the fact that you get to choose when your vulnerable or not. However, maybe i'm missing something.
#51
Posted 19 January 2012 - 16:22
I've said this many times before, with regard to the various changes being talked about for the game over the last few months: I like the idea, but not at the expense of completely alerting a system that a lot of people do like. Instead of revamping and replacing GvG outright with this new system, I'd prefer the option of this being a new play option (maybe "Guild Fortress" for instance), along WITH the current GvG system. But that's me, and my personal preference is for a wide variety of gameplay options, as opposed to replacing one option with another.
I like this suggestion because more options = win
#52
Posted 19 January 2012 - 16:23
#53 fs_liuskoj
Posted 19 January 2012 - 16:23
#54
Posted 19 January 2012 - 16:24
#55
Posted 19 January 2012 - 16:25
"you will also be able to pick some conflict related structures that will determine types of guards and what elite guards your fortress. Elites will range from a giant spider to a dragon, which can be as powerful as you wish but will require more upkeep to keep depending on their strength."
"Players will need to pay an amount of upkeep in gold from their bank per day in order to keep their fortress. This upkeep amount will be determined by the realm the fortress is built in, popularity and which internal structures you choose."
So to make things clear:
the richest guilds with higher level players and a huge guild bank, those who can afford the most expensive structures and most expensive elite guards, those who can afford the highest upkeep will have the leading edge on this new and improved GvG system?
So GvG isn't anymore about the right gear and the rights buffs, but about who has more gold and more high level players?
why don't you give them a "win" button and avoid all the trouble?
#56 fs_conscar
Posted 19 January 2012 - 16:26
for some reason makes me think of gothador
#57
Posted 19 January 2012 - 16:32
The idea of not being able to GvG anymore makes me sick
#58
Posted 19 January 2012 - 16:36
#59
Posted 19 January 2012 - 16:37
Whoa... Just Whoa.... I do not even kinda like this idea. I can not even force myself to even show interest in this.... You are killing my favorite part of the game, GvG. This is the most flawed system i have seen yet from you HCS.... I guess you are just trying to do everything you can to make everyone donate crap loads of money to power lvl to EOC.
The idea of not being able to GvG anymore makes me sick
+1
#60
Posted 19 January 2012 - 16:39
Whoa... Just Whoa.... I do not even kinda like this idea. I can not even force myself to even show interest in this.... You are killing my favorite part of the game, GvG. This is the most flawed system i have seen yet from you HCS.... I guess you are just trying to do everything you can to make everyone donate crap loads of money to power lvl to EOC.
The idea of not being able to GvG anymore makes me sick
Just another nail in the coffin imo.
HCS asks for feedback... Theres plenty of threads with feedback and suggested tweaks for guild conflicts, from rp.. to new buff packs, to new inventable gear, to how RP is awarded.
Instead, we see an OLD idea with new complicated tweaks ( this was suggested a long time ago, like a few years or so)
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