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Game Update v1.652


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#141 fs_gravely

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Posted 03 February 2010 - 19:24

How about 100k per conflict? Nothing for anyone to complain about.


Baseline, yes, with a 50k increase for every 50 levels difference between guilds.

#142 Maehdros

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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!




If they can afford 5 empowered relics they can afford 800k gold for GvG :wink: .I'm just Just kidding....lol..thats ridiculous....god....wow....800k? :shock:

#143 fs_firewing22

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Posted 03 February 2010 - 19:26

Wow! TQ just made GvG for bigger guilds impossible! im in HoK and here if i initiate against ANY guild the cost is HALF A MILLION! so now ITS NOT WORTH TO DO GvG! while nooby 4 man guild who never level up got NO COST and all PROFITS gr8 HCS

#144 Sustortias

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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.


I agree

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#145 fs_gravely

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Posted 03 February 2010 - 19:27

5 empowered relics gets them stuff.

800k and 1 FSP gets them...a chance at 1% of a Fang of Meng Zhang.

lol?

#146 Maehdros

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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?




So at that rate its ummmm 80 million gold and 100 fsp for a fang? not counting the stamina and buffs....dear lord.... WOW

#147 celendais

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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?


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?

#148 fs_dikkedwerg

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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.


Guilds abusing the system are 1 member guilds with hardly any guild XP...

and you decided to link costs to guild XP...

oversight??? :?

#149 Masquerade

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Posted 03 February 2010 - 19:31

So now what cost 10k or so gold costs 395k gold, we are a leveling guild and like our buff packs paid with GRP.....makes leveling much more efficient, and we are being penalised for it??? Sorry guild, seems no more buff packs......we may be top 50 but darn we worked hard for it!!!!! Booted most of the inactives when you changed the rules in gvg and had over 400 mill xp lock (plus random amounts before because of changes) at one time to protect being whacked by random one man guilds, then you changed the rules again, inactives could not be attacked so all the kicking, paying a ton of money to cover their bp slots and hunting like mad to regain the xp lock was a waste of time, just as well have kept them when you made inactives protected, and now we are being further attacked by the game for wanting to be better in the rankings????

#150 fs_gravely

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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?


Uh, they get plenty of RP for buff packs when they place 2nd on a titan. :lol:

#151 fs_deljzc

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Posted 03 February 2010 - 19:31

It looks like the formula for the gold cost is:

(Level of Guild)/2 * 1000 gold

I am somewhat frustrated because in all the constructive suggestions from all your members on this subject that last 48 hours, Hoof decides to do something completely random and completely off-base from the reason people were complaining in the first place.

I mean, really, who sat at the table and came up with this idea? And how would this ever stop specialized guilds from trading conflicts? Or encourage guilds to retailiate in a Guild conflict?

I just don't get it. All this does is put RP farming into a smaller sector of specialized, small guilds who can still make huge profits. They have no reason to level at all now.

#152 MaximusGR

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Posted 03 February 2010 - 19:32

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?

#153 Maehdros

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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?





wow...awesome :)

#154 MaximusGR

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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


This cannot work effectively because most guilds that do that practice of kicking people do so very often and mostly low level ones, therefore they never get that deep into XP lock to hurt their conflict costs

#155 DaleJunior

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Posted 03 February 2010 - 19:35

By the way, in case anyone hasn't noticed, it appears that the new formula for determining the cost of a gvg is 500 in gold multiplied by the guild's level. Earlier a level 486 guild member stated it costs him 243K to do a gvg. Someone from FFS , ranked almost at level 1600, said it costs approx. 800K. Is this actually the case, HCS? That you just chose a random number like 500 gold per level point, rather than something else that would make more sense?

#156 fs_citizenx

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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?



Excellent Idea!
Even tho real time or even hourly updates will cause a little server strain its still the best idea I've seen on this subject so far.

But in order for it to work you would have to make it a 5 or 10 RP gain per hour for the Top10.
Not very many people would be concerned about 1 RP an Hour when they are making 100 a Day.

Still a great Idea tho.. +1

#157 donalde

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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?


I like this idea, those guild don't wan't GvG are automatically protected by high cost,.

#158 AttorraRu

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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.


+1 and I hate GVG! **smiles**

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"Surrender is NOT an option" - Tamra Dragonstar - Lord Command of the Dnulian Army. (Queen)


#159 fs_sollimaw

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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?



Lovely idea. Finally makes defending worthwhile.

Now just start awarding RP for successful conflict defenses and everything should be fixed with the trading.

#160 shylocke

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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??



why is it people seem to propose solutions that are all stick and no carrot.
GvG requires you to spend fsp, gold and stamina if you are the initiating guild. It costs stam to defend gvg. If you want to stop trading you have to address what makes it attractive. Threats don't work, making things "illegal" doesn't work (ask any historian how wel prohibition worked out) You want people to do something, give them a positive reason to do it.

If somebody idn't care about gvg rating why would they burn 500 stam for no gain. If there had been a way for the losing guild to earn rp for making all 50 attacks, I never would have turned to trading gvg conflicts. But where my choice was risk fsp gold and stam and get nothing or make an agreement with people who felt the same way and we both get something we wanted hmmmmmm what to do.

You want people to fight back, reward them for doing it whether they win or not. Fix it so it makes sense to fight back.
Think like the traders here if you want to "fix" this. Not everybody cares about rating or the "purity of GvG". If they did, trading would not have been a problem. From the evidence of the number of guilds that advertised (tip of the ice berg), there is a significant number of players that do not hold a purist view of gvg.
you people to fight back in gv, give them a reason that isn't "do it or we will take your stuff away"


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