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Game Update v1.652


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#101 fs_seph003

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Posted 03 February 2010 - 18:58

You are still not saying how does the guild xp affect the cost.

Higher guild xp = cheaper GvG's

OR

Higher guild xp = more costs

???


Please, clarify


higher = more cost


So 4 member guilds made for the purpose of GvG (with very little XP) have supercheap conflicts?



Sure looks that way. Content is great....if you were trying to nerf GVG :| your solution to make gvg fair is to penalize the higher level guilds and HELP the "few man" GVG guilds that were originally the problem? I'm not a genius, but i think you kinda did something backwards here :|

#102 Maehdros

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Posted 03 February 2010 - 19:00

So say Hypothetically I make a 4 player guild with 3 allies of mine and all we do is gvg. We never hunt and gvg prices always stay dirt cheap? 4 high level players never hunting so xp lock stays pretty danged low.... Ummm sounds nice! but sure as heck isnt fair.

#103 RebornJedi

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Posted 03 February 2010 - 19:01

On GvG, there is no practical way to defend against carefully executed attack, since attacker allways has edge. Attacker can select targets, attack multiple targets in 2 mins and then redo same. While defenders have no way to know who are targeted.


pay attention to who is online on attacking guild..you can usually see who is attacking due to -10 stamina here and there plus buffs they have one..now look at everyone in their 25-/+ attack range in your guild. check their durability. if its not full then buff them up..try to buff up all the suspected targets at once to throw off the attacker so they don't notice just one or two with buffs and then they start checking before each attack..a couple loses is all you need to win

 


#104 fs_kinkyimp

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Posted 03 February 2010 - 19:01

Sure looks that way. Content is great....if you were trying to nerf GVG :| your solution to make gvg fair is to penalize the higher level guilds and HELP the "few man" GVG guilds that were originally the problem? I'm not a genius, but i think you kinda did something backwards here :|


I wouldnt say solo/small guilds GvGing was a problem at all.. and even if it was it could have just been corrected by allowing the defender to attack back with X amount of people, or even as many people as the attacker hit.

#105 SgtDrunkie

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Posted 03 February 2010 - 19:01

453,500 is what it costs us now.... Reg wont be happy :(

#106 fs_theoryman

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Posted 03 February 2010 - 19:01

I feel sorry for any low level players in medium-large guilds (and small leveling guilds) because they are going to get spammed with attacks from 4 player guilds in GvG now; I would not be happy if I logged in every time and be presented with high repair costs.

#107 fs_tmrv

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Posted 03 February 2010 - 19:01

Pure crap from HCS this update in th following points:

- Increased the minimum size of a guild for participating a guild conflict to 4 members.

- Increased the minimum number of participants required for a guild conflict to 4.

I'm solo and don't want anyone or 1 more person in the guild, an must have 4 :?

- Change the cost to initate a guild conflict to be based on your guild XP lock rather than your GvG rating.

My only thing in the guild is to GvG and not to hunt.

The good thing you should have done, is that the player could chose the ammount of time that the conflict could last.

Update tardet for higher and ritcher guilds. HCS why not give a fighting chance to everyone?

If HCS decide to keep this, give me back my FSP spent in the guild :evil:



my question is why did you create a guild last month? We all have known something big was going to happen to gvg.

i saw you recruit someone :) nice

To be honnest never in my mind i think in sutch a bad update.

#108 fs_rdshepherd

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Posted 03 February 2010 - 19:02

The GvG cost connected to the Guild XP lock makes no sence. It basically killed GvG for guilds with a lot of XP.


I agree with this. I'm not sure I can continue to fund gvgs with such an increase in cost. I can see this causing more and more players breaking from large and medium sized guilds to create smaller ones which can maintain a very low guild xp level indefinitely.

EDIT: And something is still obviously amiss... a conflict with FFS would currently cost us 320,500 gold. :?

#109 Mojawk

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Posted 03 February 2010 - 19:04

So say Hypothetically I make a 4 player guild with 3 allies of mine and all we do is gvg. We never hunt and gvg prices always stay dirt cheap? 4 high level players never hunting so xp lock stays pretty danged low.... Ummm sounds nice! but sure as heck isnt fair.


Well we want to cover all the angles so one I speak to hoof tomorrow (he's off home for today) we could look at changing the new pricing to stop abuse of this kind.

John Stewart
Chief Operations Officer


#110 Maury Bund

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Posted 03 February 2010 - 19:04

Strangly, you didn't mention PvP also being balanced...


Because this is a thread about GvG changes, not PvP. If you don't know how to tell who in your guild is getting hit in a GvG attack. I may be seeing your group REAL soon.

#111 YouNoSeeMe

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Posted 03 February 2010 - 19:04

453,500 is what it costs us now.... Reg wont be happy :(

but reg has you :) he will always be happy :lol: :lol:

11ilrurjpg_zps06178485.png


#112 fs_johe71

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Posted 03 February 2010 - 19:08

EDIT: And something is still obviously amiss... a conflict with FFS would currently cost us 320,500 gold. :?


a conflict with FFS would cost my guild 273,000 gold, a conflict with a random guild with 5 members and low XP would cost my guild *tada* 273,000 gold

conclusion: since the cost is the same the cost can only based on the guild XP of my own guild and nothing else

#113 fs_seph003

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Posted 03 February 2010 - 19:08


Sure looks that way. Content is great....if you were trying to nerf GVG :| your solution to make gvg fair is to penalize the higher level guilds and HELP the "few man" GVG guilds that were originally the problem? I'm not a genius, but i think you kinda did something backwards here :|


I wouldnt say solo/small guilds GvGing was a problem at all.. and even if it was it could have just been corrected by allowing the defender to attack back with X amount of people, or even as many people as the attacker hit.



I'm confused now. If the "few man" guilds who created guilds for the sole purpose of farming RP through gvg so they could collect and sell off the items wasnt the problem, then why are we even revising the GVG system in the first place? It was my understanding that the whole point was to stop RP trading, and the main ones responsible for this are these "few man" guilds that do nothing but farm RP. :| unless im missing some kind of bigger picture here.

#114 fs_citizenx

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Posted 03 February 2010 - 19:09

Well we want to cover all the angles so one I speak to hoof tomorrow (he's off home for today) we could look at changing the new pricing to stop abuse of this kind.



Abuse o.O

Levelers level and make Gold which they swap for FSP. (They pay for Buffs)
Bounty hunters Bounty Hunt for Gold and FSP. (They Pay for Tickets)
Buffers Buff for FSP and Gold. (They use their stamina for gain)
Titan Hunters Hunt Titans for RP and Epics. (They use their stamina for Gain)
Arena PvPers gain Gold and Items from the Arena for a minimal Gold cost which they sell for stupid amounts of FSP.

But when a GvGer wants to make a guild to GvG for gain its called Abuse... Nice!

*** I am not a GvGer.. Never have never will... Just trying my hardest to make some sort of sense of what you are saying here...

#115 Mojawk

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Posted 03 February 2010 - 19:10

Ok bad choice of words on my part. I simply meant being able to do many conflicts for a very low cost which was not intended or an over-sight on our part.

John Stewart
Chief Operations Officer


#116 fs_citizenx

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Posted 03 February 2010 - 19:11

Okay that makes more sense :)

Thanks!

#117 ZidaneT

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Posted 03 February 2010 - 19:11

nice update with regard to the guild mailbox, people have been asking for that for a long time. shame there is still no way to hide the recruiting box though.

As for the GvG updates... well, way to misunderstand the problem. Here's a clue, one rp-item sold will happily fund a shiny new 4 person gvg farming guild. hey, consider what happens if they are all within a close level range... it's 1 person gvg all over again.

oh, and not forgetting that in my legitimate, and years old, solo guild, i am now prohibited from doing something in-game simply because a few rich players posted in a thread and turned it into a flamewar attacking anyone who disagreed, and dont even get me started on the unable to hit inactives thing...

seriously, we have guaranteed drops (seriously, a guaranteed drop...), massively unpopular changes being made at random (pm filter, gvg obviously, etc) ... hell, you even post exactly how much gold to type in during the scavenging le events..... and a lot of people venting on the forums at how unhappy they are.

here's an idea, take away the rp based items, and add them to the titan drop pools, add some variety in there, including the chance to get no drop. change the titan spawn zones then, remove the locations from the titan posts, and let people go find them.

it takes away the root cause of 1/4person gvg's. they only exist because of the extremely high-value items available from gvg. they are*too* valuable and the system is obviously being exploited. sure, add something else, some more buff packs or some-such. GvG has always gone on happily, people pretty much want to fight anyways, without the need for super-valuable prizes. the buff packs and such are a nice treat.

it also adds some mix into the titan hunts. right now, the moment a titan is announced, kills start kicking off. titans don't last very long because there are entire guilds dedicated to hunting the items just sitting in the zones waiting for a spawn, it's being exploited in a very similar way to gvg, with a few small groups being the continual winners. the prizes are simply too great to be able to ignore. by removing the "win button" in titan hunting (limited spawn zones, announced spawn zones), you open it up so that anyone can have a go, and anyone can win. remove the spawn zones from titan announcements, and the price from scavenging cave announcements.

but seriously guys, the gvg updates need to go.

#118 celendais

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Posted 03 February 2010 - 19:11

Tried initiating v s 5 different guilds ( top 1 , top 10 , ranked 100 ranked 250 , we are ranked 44) with both 4 and 11 participants. Cost was same for all : 395000 gold and 1 FSP. Cost was 10000 + 1 FSP for conflicts before unless lower rating.


Great job HCS, you killed GvG for my guild ( 10 RP is not worth 5 FSP plus the stamina). This MUST be a bug.

Why on earth have different costs at first place? Make it flat rate and make it impossible to initiate against guild with 200 more or less GvG ( to prevent farming) ???

#119 fs_gravely

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Posted 03 February 2010 - 19:12

You are still not saying how does the guild xp affect the cost.

Higher guild xp = cheaper GvG's

OR

Higher guild xp = more costs

???


Please, clarify


higher = more cost



So if you're the top guild in the game, GvG is basically so expensive it's completely not worth it, but if you're a level 100 guild it's dirt cheap?


WOW.

#120 fs_rdshepherd

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Posted 03 February 2010 - 19:12

a conflict with FFS would cost my guild 273,000 gold, a conflict with a random guild with 5 members and low XP would cost my guild *tada* 273,000 gold

conclusion: since the cost is the same the cost can only based on the guild XP of my own guild and nothing else


I was just noticing the same thing. I REALLY hope this cost is being calculated against a guild with a 0 xp lock. Hopefully it will be fixed soon.


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