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Game Update v1.652


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#341 fs_stickisgod

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Posted 04 February 2010 - 01:30

So I read about 10 pages...anyway.

The guild mailbox seems to be something not needed. I can understand when it might be needed, and if it is being used for what I'm thinking of...(too many items and players needing to leave) I hope all the items get lost.

In regards to GvG. Making the cost bound to Locked xp is the worst idea ever...UNLESS it is used both ways. It will always cost a bigger guild that large amount to start a GvG, but it will also cost a smaller guild that exact same amount to GvG them. If you don't do that I could easily arrange with smaller guilds to just initiate on us, and save some gold. See what I'm saying here?

Also, Instead of making it cost more for higher level guilds, why not have every guild start at the same amount of gold, and increase for every active conflict? That would make sense. More conflicts = more time/resources, so they would cost more.

Of course, my ideas pwn.

#342 fs_xelien

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Posted 04 February 2010 - 01:45

- Mailbox, great idea but time limit is way off, we have two dedicated backpack players in our guild ,cant afford 50fsp slot (for a 10fsp item) if one decides to leave for a higher guild (and some higher levels do) how am i going to save 100 hard earned, taged and in a leveling guild, demanded! items in two days?

GVG from what i just read, anyone in a higher xp guild will go and make a 4 players guild. make lotsa cheap stamina-spent rp, make a killing and join up again.

NEW level players are welcomed most pleasantly into the game... in a month they will make more, cheaper, and a lot quicker profit than me playing for two years.

TITAN hunting plus rp .. thats double reward and camping is a problem, maybe put a time limit on how many wins a week u can get . more guilds would hunt.

GVG Solutions .... Divide the RP!!!

I agree with top gvg ladder guilds getting some prestige out of that... guild medal or a multiplier of a chance to succeed at inventing :)

GUILDS: make low level guilds get low level rp items, middle ones middle and low level items and high all three items. or really diversify items ( i know u will expand on the ingredient list in future)
Since the game is about rewarding players that level, (i hope it still is) make SMALL GUILDS level to gain more rp reward buying power.

anti GVG TRADE: heres a GRAND idea!!! do defence RP and reward as well..... attack rp and defence rp - It will help to entice guilds to defend and Use that 500 stamina and still profit from the effort.... AND DONT ALLOW SELLING of defence rp so each guild WILL have to defend some to get a vital ingredient.

Hacked acounts? stolen fsp? - ban www whatever on profiles, just like in shout box, advertising guild website? quick link it and ALSO make a Nice Picture link straight to guild website from the guild homepage. seems a simple solution :) or even better yet offer a hunted cow server space with wwwfallensword/guild name for a small donation.

I hope someone reads all that :)

#343 Assasin240

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Posted 04 February 2010 - 02:00

1)The mailbox is a bad idea. If players leave and the items go into a guild mailbox with only 48 hours to take them out then players can just leave when they want fill up the mailbox and you wont have room for the items. Either make it unlimited time or just remove it all together... O wait this was a necessary fix for gvg that everyone wanted.

2) Cost for gvg is broke. Out of all the forums where you asked for ideas for gvg that many players have given feedback I don't remember any player saying make a guilds level determine cost. Also it is broke. I can challenge a guild right in my range and it will cost over 200k.

3) I know that a large quantity of players asked for the option of assigning permission to who can participate in a gvg, and of course it was ignored like most of the suggestions.

TTGLKamina_zps74eb7225.png


#344 fs_bilael

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Posted 04 February 2010 - 02:01

- Upgraded the front page to make it more appealing to new and existing players.


Wicked. Much more appealing. Nice job :)

#345 Bahamut101

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Posted 04 February 2010 - 02:07

- GVG Solutions .... Divide the RP!!!

I agree with top gvg ladder guilds getting some prestige out of that... guild medal or a multiplier of a chance to succeed at inventing :)

GUILDS: make low level guilds get low level rp items, middle ones middle and low level items and high all three items. or really diversify items ( i know u will expand on the ingredient list in future)
Since the game is about rewarding players that level, (i hope it still is) make SMALL GUILDS level to gain more rp reward buying power.

anti GVG TRADE: heres a GRAND idea!!! do defence RP and reward as well..... attack rp and defence rp - It will help to entice guilds to defend and Use that 500 stamina and still profit from the effort.... AND DONT ALLOW SELLING of defence rp so each guild WILL have to defend some to get a vital ingredient.


I love the idea of giving RP for both so that way it encourages guilds to defend against attacks

I say on RP items make them so the guild has to be a certain lv to get the items at 50 or 100 lv increments starting with 0 so atleast every guild gets a chance to get atleast 1 RP item

#346 Bubbajoe10

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Posted 04 February 2010 - 02:10

thank you for the changes ..may i suggest

number of members in a guild equals the number of targets they can hit in the opposing guild during a GVG ....1 man guild can only hit 1 member..2 man guild can only hit 2 players..10 player guild can only hit 10 players..so on and so on...I'm not trying to eliminate 1 man guilds or prevent them from participating in GVG ..lets just make it a level playing field for every guild..1 man to 124 man...seems to be a much simpler fix

#347 fs_phyrstormz

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Posted 04 February 2010 - 02:13

linking gvg costs to guild level insures that high levels guilds wont gvg... seriously hcs, please think things through a bit more before implementing them

it seems to be a continuing theme that you react to things, do the first idea that you think of, and then have the fix it a few weeks later when you see what a mess it is, when most of us figure it out from day one

#348 Scathian

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Posted 04 February 2010 - 02:21

This has probably been said already but I am not reading through the 24 pages of this mess first.

Linking the cost to the Guild XP does NOT work as a leveling field for the cost of conflicts. yes the cost is down for high rated GvG guilds but instead the high level guilds are given 'extremely' high gold costs. And the guilds who this whole update was targeted against (those low level guilds that were started for RP farming) still run away with the prize because now they don't have to lose on purpose to keep their rating down. as long as they never level their fine... So really from my understanding those farming guilds are coming out of this better off than before while the real GvG guilds who have been around while and thus have gained levels are being crippled. I do know that their overall cost is down from before but in comparison to the now current costs...

#349 shylocke

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Posted 04 February 2010 - 02:29

thank you for the changes ..may i suggest

number of members in a guild equals the number of targets they can hit in the opposing guild during a GVG ....1 man guild can only hit 1 member..2 man guild can only hit 2 players..10 player guild can only hit 10 players..so on and so on...I'm not trying to eliminate 1 man guilds or prevent them from participating in GVG ..lets just make it a level playing field for every guild..1 man to 124 man...seems to be a much simpler fix


+10
I really like this suggestion

#350 shylocke

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Posted 04 February 2010 - 02:33

- GVG Solutions .... Divide the RP!!!

I agree with top gvg ladder guilds getting some prestige out of that... guild medal or a multiplier of a chance to succeed at inventing :)

GUILDS: make low level guilds get low level rp items, middle ones middle and low level items and high all three items. or really diversify items ( i know u will expand on the ingredient list in future)
Since the game is about rewarding players that level, (i hope it still is) make SMALL GUILDS level to gain more rp reward buying power.

anti GVG TRADE: heres a GRAND idea!!! do defence RP and reward as well..... attack rp and defence rp - It will help to entice guilds to defend and Use that 500 stamina and still profit from the effort.... AND DONT ALLOW SELLING of defence rp so each guild WILL have to defend some to get a vital ingredient.


I love the idea of giving RP for both so that way it encourages guilds to defend against attacks

I say on RP items make them so the guild has to be a certain lv to get the items at 50 or 100 lv increments starting with 0 so atleast every guild gets a chance to get atleast 1 RP item


Now people are thinking like the traders. This is the type of solution that will actually have a chance to eliminate trading. rewarding the defenders is a good idea. But if it is all or nothing, it won't really entice many to give up trading

#351 Khanate

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Posted 04 February 2010 - 02:35

linking gvg costs to guild level insures that high levels guilds wont gvg... seriously hcs, please think things through a bit more before implementing them

it seems to be a continuing theme that you react to things, do the first idea that you think of, and then have the fix it a few weeks later when you see what a mess it is, when most of us figure it out from day one


+1

#352 Bahamut101

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Posted 04 February 2010 - 02:35

This has probably been said already but I am not reading through the 24 pages of this mess first.

Linking the cost to the Guild XP does NOT work as a leveling field for the cost of conflicts. yes the cost is down for high rated GvG guilds but instead the high level guilds are given 'extremely' high gold costs. And the guilds who this whole update was targeted against (those low level guilds that were started for RP farming) still run away with the prize because now they don't have to lose on purpose to keep their rating down. as long as they never level their fine... So really from my understanding those farming guilds are coming out of this better off than before while the real GvG guilds who have been around while and thus have gained levels are being crippled. I do know that their overall cost is down from before but in comparison to the now current costs...


I totally agree 100% its been stated earlier but there needs to be a flat tax on GvG that everyone pays roughly the same amount

#353 fs_regnier7

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Posted 04 February 2010 - 02:41

Well, hope you guys change this soon. It basically ruins my ability to stay here around friends and to enjoy GvG at the same time.

So I'm basically screwed and will need to put up with no GvG. Bigger leveler guilds already have a disadvantage in GvG, but this makes it completely not worth trying....

#354 fs_rdshepherd

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Posted 04 February 2010 - 02:51

I said earlier that because of the cost, players would begin to leave more experienced guilds to create smaller, gvg-only guilds. And, sure enough, I logged on this evening and had a msg from one of my gvg guildmates saying that it might make sense for 4 of our members to break off and create a new guild. I REALLY don't think this is the direction in which the game should be going. Please change this asap. Just make it a static cost for all guilds.

#355 fs_skylock

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Posted 04 February 2010 - 03:13

I appreciate these updates but GvG for RP has been a problem since day one. Many of us pointed this out when this was first released but nothing was done and here are now... and it's only going to get worse. If medium and large guilds have to pay rediculous amounts of gold per conflict while multi account small guilds pay next to nothing then you're crazy. There's zero logic in this thinking, it's only band-aid fix that won't heal.

May I suggest GvG RP be designated for leveling packs and Titan RP designated for quest items. In turn update a couple more leveling packs to be worth while and add a couple more quest items and another Epic item or two. This would help balance out the RP and how it's used.

#356 muabnesor

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Posted 04 February 2010 - 03:23

I appreciate these updates but GvG for RP has been a problem since day one. Many of us pointed this out when this was first released but nothing was done and here are now... and it's only going to get worse. If medium and large guilds have to pay rediculous amounts of gold per conflict while multi account small guilds pay next to nothing then you're crazy. There's zero logic in this thinking, it's only band-aid fix that won't heal.

May I suggest GvG RP be designated for leveling packs and Titan RP designated for quest items. In turn update a couple more leveling packs to be worth while and add a couple more quest items and another Epic item or two. This would help balance out the RP and how it's used.



If this is done then you have put us back in the same situation that started the problem. Large guilds getting the epics.

#357 fs_skylock

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Posted 04 February 2010 - 03:26

The Enchanted Garden is a small guild and they're doing just fine. If they can do it, why can't other guilds?

#358 muabnesor

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Posted 04 February 2010 - 03:28

With how many level 350 or higher?

average level 309.

#359 fs_alvader

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Posted 04 February 2010 - 03:32

HCS has made a huge mistake.... many guilds can't afford to initiate conflicts based on their locked xp...

that's just madness!

#360 fs_skylock

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Posted 04 February 2010 - 03:33

Level shouldn't matter, I see your guild has over 20 players level 100 or higher to hunt Oggy. But does your guild work together and hunt it down when it comes out? Titan hunting isn't about how many players or how high of a level the guild is, what matters is organization and dedicated hunters.


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