Game Update v1.652
#341
fs_stickisgod
Posted 04 February 2010 - 01:30
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
Posted 04 February 2010 - 01:45
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
I hope someone reads all that
#343
Posted 04 February 2010 - 02:00
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.
#344
fs_bilael
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
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
Posted 04 February 2010 - 02:10
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
Posted 04 February 2010 - 02:13
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
Posted 04 February 2010 - 02:21
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
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
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
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
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
Posted 04 February 2010 - 02:41
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
Posted 04 February 2010 - 02:51
#355
fs_skylock
Posted 04 February 2010 - 03:13
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
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
Posted 04 February 2010 - 03:26
#358
Posted 04 February 2010 - 03:28
average level 309.
#359
fs_alvader
Posted 04 February 2010 - 03:32
that's just madness!
#360
fs_skylock
Posted 04 February 2010 - 03:33
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