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Strongholds Preview Patch Notes NW.50.20150701b.2

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  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited July 2015
    i just have one thing to say:

    712b0c7019b23e4b43fad5d284a0c6ee1436921171.jpg
    fantastic! really, really fantastic. please, a fur cloak :o
    Post edited by zacazu on
  • balthezar2balthezar2 Member, NW M9 Playtest Posts: 151 Arc User
    I hope the new sets for other classes are this cool looking, and do hope they can make a transmute version that would be affordable....but I doubt that would ever happen.
  • vaelynxvaelynx Member Posts: 182 Arc User
    zebular wrote: »
    I can already see the 150 account limit being an issue. That is just far too low, especially for large communities. The NW_Legit_Community channel for example is over 5000 members strong. We average around 300-400 accounts online during peak hours. Now I know having 5000+ members in one guild is just probably never going to happen, even if it were allowed. However, if we were to make a guild for our most active Legit Channel Community members, we would not be able to have the active Legit Community all together. They'd have to be separated into 2-3 or more guilds, which defeats the purpose really.

    I'm really not sure why there needs to be a 150 account limit anyway. It should just be turned back to its original 500 character limit, with no regard for a number of accounts. Yet leave in the account column and numbers for easy management - I like these a lot.

    This would create a few very large guilds. The larger the player base of the guild the faster the stronghold ranks up the more power the guild has. This would create a huge divide between small guilds and large guilds. Pretty simple really. There is already a large divide in the player base, why make it even larger?

    Except it'll be worse this way.
    With guilds being artificially reduced in size, the top ones will pick their members heavily, resulting in a couple with ilvl 3k+ entirely, and the rest of the scrubs making their own. And that'll be so much "fun" in PvP
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    Any patch notes for the preview server today?
    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • engelgrondengelgrond Member Posts: 22 Arc User
    terramak wrote: »
    Items and Economy
    • Barkskin: Increased the Hit Points absorbed by these enchantments.
    Is Barkshield getting renamed? And how is it buffed? My greater barkshield now instead of absorbing 2430 dmg at 3rd charge now absorbs 4944 dmg... still useless.
  • edited July 2015
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  • bittynationbittynation Member Posts: 138 Arc User
    edited July 2015
    vaelynx wrote: »
    zebular wrote: »
    I can already see the 150 account limit being an issue. That is just far too low, especially for large communities. The NW_Legit_Community channel for example is over 5000 members strong. We average around 300-400 accounts online during peak hours. Now I know having 5000+ members in one guild is just probably never going to happen, even if it were allowed. However, if we were to make a guild for our most active Legit Channel Community members, we would not be able to have the active Legit Community all together. They'd have to be separated into 2-3 or more guilds, which defeats the purpose really.

    I'm really not sure why there needs to be a 150 account limit anyway. It should just be turned back to its original 500 character limit, with no regard for a number of accounts. Yet leave in the account column and numbers for easy management - I like these a lot.

    This would create a few very large guilds. The larger the player base of the guild the faster the stronghold ranks up the more power the guild has. This would create a huge divide between small guilds and large guilds. Pretty simple really. There is already a large divide in the player base, why make it even larger?

    Except it'll be worse this way.
    With guilds being artificially reduced in size, the top ones will pick their members heavily, resulting in a couple with ilvl 3k+ entirely, and the rest of the scrubs making their own. And that'll be so much "fun" in PvP

    The Devs have commented on this before, there was only a small number of guilds over the 150. They looked at existing guild numbers before revising the number. PVP guilds were doing this before, specifying minimum gear requirements to join. If you go up against one of these guilds you won't be able to beat them with brute force it will take a lot more strategy, but with the map being as big as it is I would think that would be an advantage to a lesser geared team.
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