How about 100k per conflict? Nothing for anyone to complain about.
Baseline, yes, with a 50k increase for every 50 levels difference between guilds.
Posted 03 February 2010 - 19:24
How about 100k per conflict? Nothing for anyone to complain about.
Posted 03 February 2010 - 19:26
costs us 800k....wouldn't it make more sense to tie it to GvG rating or current RP balance?
O.o
WOW. That's bawls. No more GvG for FFS!
Posted 03 February 2010 - 19:26
Posted 03 February 2010 - 19:26
It costs our guild 366000 to initiate ANY conflicts now, even if we took on Resurrection, Stronghold, or Ryozanpaku. But a guild formed yesterday, with 3 multi accounts and 1 level 150 player, could start with us for 10,000.
THIS.
IS.
BROKEN.
Posted 03 February 2010 - 19:27
Posted 03 February 2010 - 19:29
5 empowered relics gets them stuff.
800k and 1 FSP gets them...a chance at 1% of a Fang of Meng Zhang.
lol?
Posted 03 February 2010 - 19:30
5 empowered relics gets them stuff.
800k and 1 FSP gets them...a chance at 1% of a Fang of Meng Zhang.
lol?
Posted 03 February 2010 - 19:30
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.
Posted 03 February 2010 - 19:31
Posted 03 February 2010 - 19:31
probably just doing GvG to run buffpack is worth that kind of money in terms of saved stam and more XP for a guild like FFS. But not for many others.
Was this the intended cost? IF SO PLEASE EXPLAIN WHY YOU KILLED GVG?
Was the formula tested?
Posted 03 February 2010 - 19:31
Posted 03 February 2010 - 19:32
Posted 03 February 2010 - 19:35
There is an idea that i think could work.
Base the cost of initiating a GvG to the Guild PvP ladder(updated hourly at every xx:00)
Initiating against top GvG guild costing 10K, against second 20K , 3rd guild 30K and so on..At the same time, introduce a +1 RP gain/hour for being in the top 10 of the GvG ladder.
This will mean that EVERY guild will want to be up there in the top 10 but at the same time, because it will be a cheap target, it will be targeted many times from lower gvg rated guilds and be challenged to defend in order to maintain high GvG rating.
The high cost down the ladder will be there to protect guilds that dont GvG that much from being overfarmed, and the "reward" of top rated guilds will be that they will mostly try to defend their place spending a lot of stamina, but also given the ability to gain RP and keep GvG rating high without having to initiate as much as they do today for high costs.
thoughts?
Posted 03 February 2010 - 19:35
- Change the cost to initate a guild conflict to be based on your guild XP lock rather than your GvG rating.
~ The Fallen Sword Team
Posted 03 February 2010 - 19:35
Posted 03 February 2010 - 19:36
There is an idea that i think could work.
Base the cost of initiating a GvG to the Guild PvP ladder(updated hourly at every xx:00)
Initiating against top GvG guild costing 10K, against second 20K , 3rd guild 30K and so on..At the same time, introduce a +1 RP gain/hour for being in the top 10 of the GvG ladder.
This will mean that EVERY guild will want to be up there in the top 10 but at the same time, because it will be a cheap target, it will be targeted many times from lower gvg rated guilds and be challenged to defend in order to maintain high GvG rating.
The high cost down the ladder will be there to protect guilds that dont GvG that much from being overfarmed, and the "reward" of top rated guilds will be that they will mostly try to defend their place spending a lot of stamina, but also given the ability to gain RP and keep GvG rating high without having to initiate as much as they do today for high costs.
thoughts?
Posted 03 February 2010 - 19:36
There is an idea that i think could work.
Base the cost of initiating a GvG to the Guild PvP ladder(updated hourly at every xx:00)
Initiating against top GvG guild costing 10K, against second 20K , 3rd guild 30K and so on..At the same time, introduce a +1 RP gain/hour for being in the top 10 of the GvG ladder.
This will mean that EVERY guild will want to be up there in the top 10 but at the same time, because it will be a cheap target, it will be targeted many times from lower gvg rated guilds and be challenged to defend in order to maintain high GvG rating.
The high cost down the ladder will be there to protect guilds that dont GvG that much from being overfarmed, and the "reward" of top rated guilds will be that they will mostly try to defend their place spending a lot of stamina, but also given the ability to gain RP and keep GvG rating high without having to initiate as much as they do today for high costs.
thoughts?
Posted 03 February 2010 - 19:37
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.
by Zeder
"Surrender is NOT an option" - Tamra Dragonstar - Lord Command of the Dnulian Army. (Queen)
Posted 03 February 2010 - 19:39
There is an idea that i think could work.
Base the cost of initiating a GvG to the Guild PvP ladder(updated hourly at every xx:00)
Initiating against top GvG guild costing 10K, against second 20K , 3rd guild 30K and so on..At the same time, introduce a +1 RP gain/hour for being in the top 10 of the GvG ladder.
This will mean that EVERY guild will want to be up there in the top 10 but at the same time, because it will be a cheap target, it will be targeted many times from lower gvg rated guilds and be challenged to defend in order to maintain high GvG rating.
The high cost down the ladder will be there to protect guilds that dont GvG that much from being overfarmed, and the "reward" of top rated guilds will be that they will mostly try to defend their place spending a lot of stamina, but also given the ability to gain RP and keep GvG rating high without having to initiate as much as they do today for high costs.
thoughts?
Posted 03 February 2010 - 19:39
@Radneto, simple "yes" n "no" question: is this update which will fix gvg trading (friendly gvg, farming RP or whatever you call it....)???
1 man guild problem: make it that defenders can hit back with let say min 5 players always, whatever is the number of attackers, problem solved (easy)....
guild itembox= nice update, agree with that....
The only way to make it fair is that you make defending in gvg worth, you lose gvg, you lose something (I really think -5rp for losing, 3Rp each side for equal is fair), to implement this, simple disconnect RP from titan hunting and gvg....
Do all this have sense??
0 members, 0 guests, 0 anonymous users