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Game Update v1.677


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#201 LLAP

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Posted 19 February 2011 - 00:44

I THINK THE COST IS TOO MUCH AND THE RANGE IS TOO SMALL!

I THINK THAT IF A GUILD DEFENDS A CONFLICT TO A DRAW THEN THEY SHOULD GET AT LEAST 5 POINTS!

I THINK THAT THE WHOLE GvG LADDER WILL HAVE TO BE SET TO ZERO AND MAKE IT A LEVEL PLAYING FIELD FROM THE START!

I THINK MY CAPS LOCK IS ON AND WONT GO OFF!! :roll:


I agree, with all 5... I think theres 5 things there.. lol.


#202 vamunre

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Posted 19 February 2011 - 00:49

with the costs of RP ITEMS so HIGH, where is the 20% bonus.

#203 godslegend

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Posted 19 February 2011 - 00:51

GOLD COST IS WAY TOO HIGH
SkullCrush has just initiated a conflict with the guild Artistic Rehabilitation. This cost the guild 2,155,000 gold and 1 FSP.

#204 BandLaw

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Posted 19 February 2011 - 00:55

GOLD COST IS WAY TOO HIGH
SkullCrush has just initiated a conflict with the guild Artistic Rehabilitation. This cost the guild 2,155,000 gold and 1 FSP.



Yeah, some guilds might have to rethink initiating privileges until it gets tweaked, just so somebody doesn't come in, initiate v. 10 guilds, drink the bank account, and then leave.

#205 firefox854

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Posted 19 February 2011 - 00:57

GOLD COST IS WAY TOO HIGH
SkullCrush has just initiated a conflict with the guild Artistic Rehabilitation. This cost the guild 2,155,000 gold and 1 FSP.



Yeah, some guilds might have to rethink initiating privileges until it gets tweaked, just so somebody doesn't come in, initiate v. 10 guilds, drink the bank account, and then leave.


if it will get tweaked :?

#206 fs_jackiet

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Posted 19 February 2011 - 01:14

my guild is 13th on the ladder and 20 points below us is 15th meaning there are only 14 guilds for us to hit at normal costs. why are the good gvg guilds being punished?

i personally think that a good fix would be limiting how often you target a guild based on there rating. such as a guild 100 points within your range the normal 4 days 200 points 6 days 300 points 12 etc. and leaving the cost at the normal 1fsp 150k

#207 fs_mateussk83

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Posted 19 February 2011 - 01:15

Well, I think the time setting was too high. Dueling every two weeks I think for too long. The rest is fine and in good playing condition.

#208 fs_nthnclls

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Posted 19 February 2011 - 01:24

Instead of making the cost increase to initiate guilds with lower pvp rating, why not lower the cost when initiating against guilds with higher pvp rating?

#209 llona

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Posted 19 February 2011 - 01:27

To me, looks like the problem is not GvG itself, but multi-accounts and ghost guilds, created with the sole purpose of farming RP points.

Starting cost should be left as it was before the update-

If we want to make sure only "real" guilds participate in GvG, why don't we do the following:

1) Like many players have already said, set the minimum guild level to 200.
2) Increase the required number of active players in the guild from 4 to 10.
3) Set a minimum number / level of structures the guild should have.
4) Set a minimum Bank balance the guild should have.
(number/level of structures and bank balance should be useful to determine if it is an active guild)

So if a guild complies with 1 ,2, 3 & 4 above, can participate in a GvG conflict, either as starting guild or target guild.

Also could be interesting to introduce a scaled RP point reward system.

Wins against guilds with 1000 GVG rating or less gives you only 3 RP points, Guilds with GvG rating between 1001 up to 1250 5 RP points, and so on. for wining against a top 10 GvG maybe you can get 15 RP points (extra 5 points reward).

#210 firefox854

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Posted 19 February 2011 - 01:29

+1

#211 vamunre

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Posted 19 February 2011 - 01:36

my guild is 13th on the ladder and 20 points below us is 15th meaning there are only 14 guilds for us to hit at normal costs. why are the good gvg guilds being punished?


because your not, because your farmers

#212 firefox854

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Posted 19 February 2011 - 01:38

my guild is 13th on the ladder and 20 points below us is 15th meaning there are only 14 guilds for us to hit at normal costs. why are the good gvg guilds being punished?


because your not, because your farmers



still altering the gvg system like this is going to ruin a few guilds ...

#213 evilbry

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Posted 19 February 2011 - 01:41

imo if they release rewards for the top x guilds it should be retrospective too. Bonus rewards for any guild that has held the #1 spot for more than 2 weeks :)

#214 fs_jackiet

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Posted 19 February 2011 - 01:43

my guild is 13th on the ladder and 20 points below us is 15th meaning there are only 14 guilds for us to hit at normal costs. why are the good gvg guilds being punished?


because your not, because your farmers



still altering the gvg system like this is going to ruin a few guilds ...

farmer? if we farmed guilds we would not care about our rating or defend every attack even for a draw. do you think it is easy to get over 1600 rating? because it is not it took a lot of time watching to find the best times to attack high rating guilds and often fighting buffed targets so think before you speak please

#215 shylocke

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Posted 19 February 2011 - 01:43

Mizzinlink says: "I came to FS to earn fsp so I could buy a ridged legion breastplte for my husband for our anniversary (money is tight). Recent changes to the gvg system make this goal unattainable. Restless, I want to thank you for welcoming me. Farewell"

I can't imagine why Hunted Cow would mourn the loss of someone who only played the game for this reason.
They'll never donate, and people won't join the game to play with them.
Nothing against Restless or Missinlink, but this really shows why a change was needed, even if the change made may not have been the best possible solution.


I agree that some change was needed. However I can see a reason why HCS should mourn the loss of players, whether paying or not. Each player, paying or not, adds to the vibrancy of the community in their own way. Happy players contribute by making the environment more enjoyable, helping to retain members and dare I say they may even talk to their friends about the game and bring them in.
when players get fed up with the way things are, are made to feel unwanted and marginalized because they don't have wads of cash to throw around, they quit making the game more enjoyable and serve as the worst advertising available. Figure every player knows people in RL. Figure they all talk to people they know. Figure a friend hearing how a particular game treats you like you don't matter if you don't donate cash is rather unlikely to join said game.

All I'm saying is that even those that can't/won't donate cash to the game still contribute to the game environment

#216 firefox854

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Posted 19 February 2011 - 01:43

imo if they release rewards for the top x guilds it should be retrospective too. Bonus rewards for any guild that has held the #1 spot for more than 2 weeks :)



i think the problem with that is that the top guild would be really hard to nock off...

#217 SandisMan

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Posted 19 February 2011 - 01:51

I used to be founder of a guild when the rp items first came out. We were one of the first guilds to start the "free rp here" fsbox campaign. To go off topic for just a moment, just like with pvp, gvg became more popular, and broken with the addition of rewards.

I think the cost should remain constant, 50k, 1 fsp to start a conflict. The rewards are what should be changed. Set a level to decrease the rp rewards based on gvg rating. Everyone knows that this update was to serve 2 purposes. First, to stop the needless beating on new players until they leave the game. Just the fact that some people have posted costs to start a conflict with a guild with 700 or lower rating, proves this fact. Second, they are trying to limit the multi accounts that were created, leveled to 25, had the best gear bought for them, so that they could beat the new players into quitting.

I think the ranging rp system fixes both of these issues. The lower the rating of the guild you are attacking, the lower your reward should be. 100 rating under yours, 9 rp. 200 under, 8 rp. The guilds that do not gvg will get attacked less, and less, since the rating will be so low. If a level 25 newer player joins a level 600 guild with a high rating, then gets pummeled, it is the guilds job to help protect them. This will help the guilds with low level players that cannot/ haven't donated, and are just playing.

I also feel that a defending guild should get something for a tie. Not sure what that would be, maybe a few rp like people have suggested, but not 10. 10 rp is a win, not a tie. I also understand the disadvantage for the #1 to #15? guild have with getting a rp cut. Institute a ladder rp reward for the top 10 guilds. Weekly, something. They will be at a disadvantage of low amount of targets, and taking a rp cut almost everytime. Every week reward the top 10, to make up for this loss. First place, 50 rp, 2nd 45, etc. The numbers can be tweaked, but you have to do something for the top guilds.

Now, just to make everyone mad at me instead of just the rp farmers, I think after all the changes take place, and gvg is where HCS wants it, there should be a gvg ladder reset.

#218 SandisMan

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Posted 19 February 2011 - 01:52

imo if they release rewards for the top x guilds it should be retrospective too. Bonus rewards for any guild that has held the #1 spot for more than 2 weeks :)



i think the problem with that is that the top guild would be really hard to nock off...


It is not supposed to be easy.

#219 firefox854

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Posted 19 February 2011 - 01:54

I used to be founder of a guild when the rp items first came out. We were one of the first guilds to start the "free rp here" fsbox campaign. To go off topic for just a moment, just like with pvp, gvg became more popular, and broken with the addition of rewards.

I think the cost should remain constant, 50k, 1 fsp to start a conflict. The rewards are what should be changed. Set a level to decrease the rp rewards based on gvg rating. Everyone knows that this update was to serve 2 purposes. First, to stop the needless beating on new players until they leave the game. Just the fact that some people have posted costs to start a conflict with a guild with 700 or lower rating, proves this fact. Second, they are trying to limit the multi accounts that were created, leveled to 25, had the best gear bought for them, so that they could beat the new players into quitting.

I think the ranging rp system fixes both of these issues. The lower the rating of the guild you are attacking, the lower your reward should be. 100 rating under yours, 9 rp. 200 under, 8 rp. The guilds that do not gvg will get attacked less, and less, since the rating will be so low. If a level 25 newer player joins a level 600 guild with a high rating, then gets pummeled, it is the guilds job to help protect them. This will help the guilds with low level players that cannot/ haven't donated, and are just playing.

I also feel that a defending guild should get something for a tie. Not sure what that would be, maybe a few rp like people have suggested, but not 10. 10 rp is a win, not a tie. I also understand the disadvantage for the #1 to #15? guild have with getting a rp cut. Institute a ladder rp reward for the top 10 guilds. Weekly, something. They will be at a disadvantage of low amount of targets, and taking a rp cut almost everytime. Every week reward the top 10, to make up for this loss. First place, 50 rp, 2nd 45, etc. The numbers can be tweaked, but you have to do something for the top guilds.

Now, just to make everyone mad at me instead of just the rp farmers, I think after all the changes take place, and gvg is where HCS wants it, there should be a gvg ladder reset.



Yup i think resetting the ladder would get a lot of people to stop complaining

#220 Trailman

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Posted 19 February 2011 - 01:56

I think there is another thing that you should add.. if a guild defends and forces a draw against the guild that initiated the conflict then I think they should get the 10 RP points.. it would make it more of a contest..


+1

With the understanding that all 50 attacks must be completed by both sides as the rules are now.

If the attacking guild wins 49 of the attacks and the defending guild wins all 50 they get 10 RP

If the attacking guild wins all 50 of the attacks and the defending guild wins all 50 they (the defender) still get the 10 RP

As said this would not only give a great incentive to defend against the attacking guild it encourages guilds that have no interest in GvG's at this point to take interest in them as they will get a reward for defending.

That is one of the biggest things I hear most often from smaller guilds it costs too much stamina to properly defend in a GvG for no reward.

+1 on the guild level being 100 before they can start a GvG.

+1 on the reduction of RP awarded if the guild you are attacking is will under your GvG rating

+1 on any guild with less then 4 members not being listed on the GvG ladder

:roll: IMO To participate in a GvG you must be above level 125 as a player as well and 100 as a guild. This will help keep the smaller members of guilds protected as well as the smaller guilds. Your current range of 25 levels up or down is why the player must be at or above 125 so the first one they can attack is a level 100 player.

I would like to see that range decreased to +/- 10 so the drastic differences in gear are not such a factor. This will make it a real contest between members and guilds but again it is just my opinion.

Thanks for trying 8)

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