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yodamus

Member Since 15 Apr 2013
Offline Last Active Feb 23 2017 16:08

#920637 25% Guild Rule In Arena

Posted by EpicPiety on 19 February 2015 - 19:20

@dulcharn your missing the point entirely arena shouldn't be split 12+ ways...#1 thats just too confusing...#2 i shouldn't have to FIGHT MY GUILDMATES to enter arenas afterall were a team. No one should have too. Thats why i choose to step back from joining.


got any better solutions to get arena started quicker than 1-3 days as it is now..and any ideas as to how to make it so that us lower level players have something to join ( more than 1-3 a day)..let see some suggestions...i have made many ( check out thread way back- simple solution to arena level spawning)..but the cows always have ignored it...now arena is dead for most of us..lets hear some suggestions as to how to get more players playing arena..

Exactly they are just blatently saying no without a solution to compensate... If arenas started faster 25% rule wouldn't be such a hidderence... Maybe arenas should autostart after so long...If they are trying to autostart on an odd number it will just start on the next entry. Give us something don't just say no and leave the arena in such a sorry state... If you just simply say no without coming up with an alternative idea i weigh your opinon nothing. I'm sure the people for it are willing to compromise its not all or nothing...




#920651 25% Guild Rule In Arena

Posted by johnagod on 19 February 2015 - 20:06

Changing it to 50% would be the ideal situation imo.

 

"Leave it at 25% so people from every guild can have a chance!  :wacko:  :( "

 

.... sorry? This is absolutely ridiculous considering it takes over 24 hours for most arenas to be filled. Especially arenas < level 400. If these 'players from all guilds' were that bothered about the arena then they would make sure these arenas didn't take days to rotate. There's nothing left to monopolize lol. Tokens are next to worthless, considering the total joining cost of all arena entrants is approximately the value of the prize of the arena. Most of the arguments I've seen against changing the 25% rule to 50% are bull!




#920498 please extend pvp attack range

Posted by Gooner111 on 19 February 2015 - 02:40

If opening up the levels for pvpers is as suggested fair and evolving with the game, then reducing the cost of pvp protection is fair for levellers.

Leave xp loss as is for those without protection. Leave gold hitting as is - gold on hand should always be open season. Make pvp protection cheaper and leave it only protecting xp.

I don't see how range increase will result in more pvp since those that pvp generally do so already....just less targets at the moment. Wider range may increase board activity again but would imagine on gold hits only. If protection becomes much cheaper then pretty much every non pvp player can afford it thus losing xp won't be issue.


#920566 25% Guild Rule In Arena

Posted by Dulcharn on 19 February 2015 - 11:10

That's true Wandking. It sucks for new low level players, they only get to do the Novice section. After that they have no chance to win the medal because there are no low level tournaments, or at least they are very rare. There was a lvl 56 tourney last week and a lvl 89 tourney the week before that. Something should be done with the amount of tourneys in each level range. Only EOC players have more chance to win the medals, as there seems to be a lot of lvl 2000+ tourneys these days.

 

But the 25% rule won't get in your way very much in your goal to get the medal. Since the 25% I have seen many players get their ruby medal, including myself. Diamond medal isn't really a goal, if you knew what it took to get the ruby medal :)




#920495 25% Guild Rule In Arena

Posted by yghorbeviahn on 19 February 2015 - 02:16

I'm 100% in for a code that shows if there is already 25% of guildmates on the tournament, before you put the setup up and try to join it.

I'm 100% against changing the 25% rule.

Don't matter if you can or can't make profit there, none guild should be able to monopolize the Arena, is too easy to abuse, and one time when we have new items add there, will be a lot more profit for the guild which hold so much tokens.

Shouldn't be a thread to talk about it, the thread should be to bring back the old Arena back:

Bring back the old Arena with prizes, not tokens.
Give Arena Tokens for players who reach 2nd (or 3rd and 4th, according with the size of the tournament)
Remove all the Arena Token shop, and keep only the 1 Arena Token > 4.000 Gold option.

 




#920374 please extend pvp attack range

Posted by Rocknoor on 18 February 2015 - 16:10

It's no secret that I'm opposed to the range increase without some changes to increasing the risk to the PvP'ers, more risk to Non-PvPer's should entail more risk to the PvP'ers to effect a balance. Suggestions have been made to a no counter bounty bounty board with XP loss for the hunter as well as hunted, an off-line defensive buff that when activated takes levels from the PvP'er (Hades suggestion), a bounty exempt retaliatory strike on a PvP attack (Rebornjedi's proposal).  All these should be considered, not all enacted but, considered it the attack range is to be expanded. If Non-PvP'ers are to assume more risk there should be a corresponding risk increase assumed by the PvP population.  What should not be considered is the removal of gold loss from the equation.  Like it or not, PvP is an integral part of the game and a driving force behind PvP is gold acquisition, take that out of the equation and you effectively kill PvP and with you'll probably see a large exodus of players from the game. Who cares you ask, well for example  if you like selling items on the AH you should care.  Most non-PvP'ers use guild gear for leveling most don't have very much of their own, PvP'ers on the other hand in most instances purchase a lot of gear, they have to have multiple combat sets for different occasions, they buy potions the AH too. Want to collapse an already depressed AH, lose your PvP'ers.  We all agree, well most of us agree,  that PvP is in need of substantial overhaul and there are some pretty good proposals out there to start the process, what is not needed is the removal of gold loss from PvP. Ok, off my soapbox.




#920414 please extend pvp attack range

Posted by Raku on 18 February 2015 - 18:36

See, this here is an issue. Are they actually bullying you? Or are they a PvPer who saw you had gold on hand and wanted it? Just because a player partakes in PvP does not make them a bully.

I think its been clearly stated by myself and several others not all pvpers are bullies. As such not all attacks are to bully someone. This fact however doesn't prevent a bully from taking action. The current system allows for the ones that are bullies to take action. Do you then take action against these players? I'm sure you do. Should one of these bullies be allowed to take action in the first place? I don't think so. If you feel the measures you and the other cows take on this matter are sufficient to deal with and prevent the ones who are bullies, then just say so and i'll drop it. I personally however don't feel they are.




#920357 please extend pvp attack range

Posted by BadPenny on 18 February 2015 - 15:19

Somebody explain to me how stealing your gold is bullying you out of the game?  It's a game, we get to be bandits if we wish... you don't want to be robbed, be prepared.  You don't go around irl with your bankroll in your hand for the next mugger to see, you stick it in your wallet and hide it in your pocket or purse. You have the same options here, bank it, send it away, convert it to dots.  Please, let's not confuse a little highway robbery with bullying, these are separate issues that rarely are connected except that PvP is used for both ends.   Bullying needs to go, so that PvP can be alive and vibrant again.  IDK how this can be accomplished, I don't envy the boss that task.  But stealing gold, that's an important factor in this game, it needs to be left as is (well, increase the average amount of gold stolen, that would be nice :D )




#920299 please extend pvp attack range

Posted by Gutie on 18 February 2015 - 06:44

If people thought all the people who left over PvP changes a couple years ago was a large exodus from the game, HCS will not be too pleased to see how many would likely walk if this got implemented. Not saying I would, but please this is a joke of an idea, and one I and several other eviscerated why it's a terrible idea last time it came up...

 

Content Acceleration will solve so many problems it's not even funny. Also, PvPers are just so unwilling to poke each other, that they're running out of targets to poke as they level up.

 

I doubt any of the people for this are willing to nerf the amount of times they can slam someone they don't like to once every 24 hours to compensate for the amount of people they will be able to target now will they? 

 

Of course not. We all know what the root motive of this push has always been about. It's about certain players being able to slam people en mass hourly they don't like over drama from 5 years ago they're still salty about. 

 

Being able to poke someone who has been offline for a couple days with no defensive response possible while you juice up buffs is plenty enough incentive to PvP imo. 

 

FS has to have and keep in mind revenue. If there ever was an idea to kill activity this might be high on the Top 10 bad idea list for HCS.




#920294 What DON'T you like about PvP?

Posted by Gutie on 18 February 2015 - 06:26

I thought you rage quit the game like a month ago RJ, why are you still ranting about PvP? To avoid getting blasted for trolling, which I still kind of am....

 

It's the drama and ranting, and pleasure some take in getting in people's faces that I don't like about PvP. If people want to slam people around 24/7 they can go play Legacy. It's a pretty nice game too imo.

 

That and some big PvPers won't stop crying about not having enough targets (who won't hit back hard or in the way said PvPers want them to) and keep screaming about widening the PvP ranges, when as I've said before content accelleration of 1-399 and 422-940 would resolve this issue and several other ones to top it off.

 

But PvPers call it a win button for some reason. What do they care when they supposedly "don't care about level". The hypocrisy so many who are avid PvPers in this game is what I don't like about it. 

</trolling>

 

If I am to honestly answer what I don't like about PvP in FS... in how it actually works is a joke too imo. People can buff up and run ever more powerful potions via composing/etc and slam someone offline for two days and no buffs active, and it's treated as if it's the same as someone currently online..... that's the most absurd way for PvP to work imo. There's no skill to a great length. It's "can my stats beat that?" If so, and given they have no buffs to factor in it's almost a guaranteed win regardless in that scenario. 

 

Always personal with them. It's a game, chill out. PvP in FS at it's core = drama. That's the biggest perk to it as far as I'm concerned.




#920105 25% Guild Rule In Arena

Posted by EpicPiety on 17 February 2015 - 16:21

It will not make the arena any easier it will still be just as challenging. It will make the medal more fair to obtain guild to guild. It's one of the only things that will help the 24-48 hours to start an arena up. Somehow the activity issue with the arena needs to be addressed and i think this is one of the best ways.

 

1. *monoply*...How the arena is practically a game of chance

 

2. *Abuse*... It wouldn't make sense to abuse like explained in above posts

 

3. *difficulty* The difficulty of the arena wont change whatsoever if anything it might be easier because there will be a bigger sample size of arena players to go against.




#920101 please extend pvp attack range

Posted by yotwehc on 17 February 2015 - 16:04

For everybody else:
Tell me something, if ranges were more open, if there were more targets open for all up there where you guys are, wouldn't that make you LESS likely to get hit? The laws of averages and all ;)

No. There have been certain ranges tgat took forever to level out of. Now you want to increase it ten fold :(

And because we dare to state our opinions in the forums, we get hit even more.
What about my modified opt in idea?


#919896 PvP attack range

Posted by Mister Doom on 16 February 2015 - 16:29

Because I voted, a vote without an accompanied post just gives credence to the notion that people have blindly voted, or voted without reason.

 

I have reasons, I just know that people will try to dismiss, discredit or call to question anything I write that is even remotely negative with regards to pvp.

 

There is no such thing as a pvp debate that isn't pointless. Over the years I have participated in countless versions of the same few debates that get brought up with a dishearteningly high frequency. They always without exception devolve into childish bickering and flame baiting.

 

(If HCS is actually serious about making changes to pvp they need to organise an official thread, one that someone from HCS is going to actively participate in.

It need to be LOCKED whenever HCS aren't around, with activity times for the thread posted clearly on the FS homepage.

Decisions made within the thread need to be made by HCS and HCS alone after listening to 'opinions' from a wide range of players not just the regular forum dwellers.

Without this happening nothing positive will ever come from a 'pvp thread' in these forums.)




#919934 25% Guild Rule In Arena

Posted by kalish on 16 February 2015 - 18:19

The cap was introduced because some arenas had far more lucrative prizes than others. Without the cap, a single guild could monopolize that prize and control the market by flooding that arena as soon as is opened. Cornering the market could be achieved with a minimum of expense and effort because only a small number of arenas were worth winning.

 

With the current token system, and if the cap were removed, the only way a guild could monopolize everything in the arena would be to flood ALL of the tournaments. No single tournament is worth more than any other, so the reason for the cap no longer applies.




#919875 25% Guild Rule In Arena

Posted by EpicPiety on 16 February 2015 - 15:08

If new items are added those individuals with 1m+ arena tokens yes they exist will sink the price to not being worth it instantly... Profit in the arena is FOREVER DEAD. Alot of people seem to be targetting hurting big guilds here from what i'm reading and that should not be. I should have EQUAL oppurtunity no matter what guild im in. Every guild should be viewed as EQUAL. Sure some guilds will naturally excel and some won't but when its all said and done it is not like other guild don't have the OPPURTUNITY to do the same. It takes alot of work to be successful afterall.






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