can u add another option in buy points were u select the fallensword points and it gives u a price like when u have the Christmas special
Development Update (10/Oct/2011)
Started by Hoofmaster, Oct 10 2011 19:07
23 replies to this topic
#21
fs_rapski
Posted 12 October 2011 - 18:52
#22
Posted 12 October 2011 - 20:31
We're very close to releasing the new UI on the alpha server - hopefully this week now
#23
Posted 14 October 2011 - 07:48
First off, I congratulate the HCS team for FINALLY addressing the GvG issue in a news update.
You said the original system was being abused for farming RP, but you gave us a WORSE system to replace it. As a result, many of the top GvG guilds couldn't afford / profitably continue GvGing. The current state of the Top 250 GvG guilds are inactive, for the most part.
Also, MANY guilds are still farming RP, because you created a system where having a high GvG rating was UNPROFITABLE. Meaning, it would cost you more to initiate conflicts if you have a higher GvG rating. In theory, your idea was good, but in practice it doesn't work.
No one fights for ties in a system like this. Unless the attacking guild misses an attack, GvGs are let through without resistance (aka farmed).
Reform Ideas:
1) I think everyone would agree that a reset of the GvG rating is needed. Also, it should be done regularly, perhaps once a month or every 2 weeks.
2) GvGs should be among equally strong guilds, therefore I suggest some sort of measurement to determine that. The measurement could include: number of members, guild level, GvG rating, activity of the guild, or a mixture of them.
3) Award RP for a defending tie AND a win.
4) Increase the minimum number of players in a guild to initiate conflicts. The current requirement is 4 and I suggest you increase that to 8. Eight is the maximum amount of members you can have in a guild without increasing member space through upgrades.
5) More RP items / Revised RP packs. They should introduce some inventable GvG gear to the game. For balance, the gear can only be used to defend or initiate a GvG. The RP packs should be something that a player couldn't buff themselves / find in a potion form. They should be tailored to defending a GvG or helping to win a GvG
You said the original system was being abused for farming RP, but you gave us a WORSE system to replace it. As a result, many of the top GvG guilds couldn't afford / profitably continue GvGing. The current state of the Top 250 GvG guilds are inactive, for the most part.
Also, MANY guilds are still farming RP, because you created a system where having a high GvG rating was UNPROFITABLE. Meaning, it would cost you more to initiate conflicts if you have a higher GvG rating. In theory, your idea was good, but in practice it doesn't work.
No one fights for ties in a system like this. Unless the attacking guild misses an attack, GvGs are let through without resistance (aka farmed).
Reform Ideas:
1) I think everyone would agree that a reset of the GvG rating is needed. Also, it should be done regularly, perhaps once a month or every 2 weeks.
2) GvGs should be among equally strong guilds, therefore I suggest some sort of measurement to determine that. The measurement could include: number of members, guild level, GvG rating, activity of the guild, or a mixture of them.
3) Award RP for a defending tie AND a win.
4) Increase the minimum number of players in a guild to initiate conflicts. The current requirement is 4 and I suggest you increase that to 8. Eight is the maximum amount of members you can have in a guild without increasing member space through upgrades.
5) More RP items / Revised RP packs. They should introduce some inventable GvG gear to the game. For balance, the gear can only be used to defend or initiate a GvG. The RP packs should be something that a player couldn't buff themselves / find in a potion form. They should be tailored to defending a GvG or helping to win a GvG
#24
fs_firebendr
Posted 16 October 2011 - 19:00
then we're going to focus on improving other aspects of the game, such as Guild Conflicts.
~ The Fallen Sword Team
Could you at least give us a point in what direction the guild conflicts might be going? because I don't want to start a bunch of conflicts costing upwards of 300~500k in gold, then find out that you guys lower the cost of GvG again, and then i wasted a ridiculous amount of gold for them...
Thanks for any help you can give.
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