TW Solution

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Comments

  • Tanglewood - Raging Tide
    Tanglewood - Raging Tide Posts: 22 Arc User
    edited November 2010
    I like the idea of a map reset periodicly how often that reset is can be determined later.

    TW requries a massive amount of coordination from any faction that wants to be on the map and stay on the map for a long period of time. Factions that take part in TW should be rewarded well because it is the greatest event on the server that takes place at the end of the week.

    Mirages as a reward doesn't cut it. If we cant have coin as a reward we should at least get something that's useful. A few people mentioned Dragon Points but tbh I think we need something better than that or more prizes added to the Dragon Point system.

    I used to play on Harsh and I remember having our guild farm massive amounts of apoth pots just for TW. I remember players doing TT everyday just to get their charms to participate in TW. Not just anyone could go to TW in some guilds also, you had to work to get a spot.

    That's how TW should be, it is a PvP event for braging rights, prizes, etc. I hope some GM out there knows what it's like to be in a TW faction that works hard week after week to make sure their at top performance.
  • Borsuc - Raging Tide
    Borsuc - Raging Tide Posts: 1,526 Arc User
    edited November 2010
    This is largely a pragmatic difficulty. The crafting (combining) system can only accept 1 type of material per recipe. So in order to allow combing of bound & non bound dragon orbs you end up with an exploding amount of new recipes needing to be added becoming a virtual labyrinth of recipes just to find the specific recipe you need. Simple example: 4x1* => 1x2*

    Recipes needed:
    4x1* unbound => 2* unbound
    3x1* unbound + 1x1* bound => 2* bound (since they dont want Event orbs tradeable, they wont allow them to be combined, and then traded for any amount.)
    2x1* unbound + 2x1* bound => 2* bound (see above)
    1x1* unbound + 3x1* bound => 2* bound (see above)
    4x1* bound => 2* bound (see above)

    So now just for combing 1* to 2* they need 5 seperate recipes. Imagine the total number of recipes they'd have to add for all combination possibilities.
    I see what you're saying, but you could always make DQ D.Orbs only combineable with them, or bound the others and convert them, or whatever. :P
    How about people that never attend TW shouldn't get any points tho lol. I mean i haven't been to a TW in months because i need the sleep atm, but getting free shiet for doing absolutely nothing is so wrong. People in a guild will be wasting millions on charms for TW while others dont do **** and all get same reward, that to unfair.
    Agreed, which is why some sort of leadership is needed. However you can't just give the points to the leader, he has to choose how many points to distribute in the system. Simple reason, because these "points" are bound per account, so it has to be implemented in the system. He/she can't just "mail you" the points, in fact, mailing them would completely break their purpose of being bound!

    So we need a system which allows the leader to distribute the dragon points, on their side.




    As for the reset, I won't comment on it, but Michael Dark said TW is for endgame purposes. I can agree with that somewhat, although you have to wonder what exactly does "endgame" mean? When server was young and people levels 50 did TW?

    This "endgame" is constantly shifting upwards? That contributes to the "aging of server" problems in MMOs, where new players are disadvantaged. Call it what you will, it's what contributes to people demanding new servers and you'd be damn stupid to not call it a problem. Stupid or full of ego and pride in your pixel "accomplishments", all the while you take the fresh breath of new player's enjoyment. Yes old timers do that, they continually extend this "endgame", making others harder to catch up -- and quitting, resulting in server death.

    Then you see trolls QQing about a new PvP server. Makes you wonder why they want a new "PvP" server so much? Simple answer, because there's no old timers there to ruin it with an unreachable "endgame" status. b:bye
  • DaKillanator - Raging Tide
    DaKillanator - Raging Tide Posts: 2,965 Arc User
    edited November 2010
    I know what you mean Borsuc, about the "endgame" status.

    It's why I rerolled on RT. I used to play on Sanc, where "endgame" didnt even mean being a high lvl, but having highly refined gear.

    TW is the "endgame" goal of many lowbies, and you cant just keep yanking it further and further away from them
  • Born_Free - Harshlands
    Born_Free - Harshlands Posts: 977 Arc User
    edited November 2010
    I dunno, Harshlands pretty much shown that resetting the map isn't altogether necessary. It's changed color numerous times since the server first opened. Albeit, mostly due to drama because the contending rpk faction could never hold itself together to take more than a few lands... it doesn't look like Zulu will be stopped in this iteration. Who knows, it still could fall apart.
    This isn't about just Harshlands, although we're so close to becoming an entirely Orange map that it's not even funny anymore. Our only hope is that _fURY_ whips Crimson up to ship shape in time to take down the massive powerhouse that is Zulu.
    You are right though, the closest we've come was Kingdom as far as single map color. Even then, most powerful factions in our server die off because of drama more than anything. (Although I don't see that happening in the near future...at least not until they take the map and it resets, and people get bored. They may not, who knows.)
    The map is supposed to be open to be conquered. Once the map is owned by one faction, it probably should be reset, however there does need to be a 'prize' for those that were actually able to take the whole map. It shouldn't be reset without fair compensation

    BTW, being in a land owning faction doesn't change my viewpoint. Even if I weren't in a TW faction, I still think people who earned what they built on hard work deserve a reward for it and taking away what they worked for every time it becomes something is just unfair.
    Unfortunately Mike, these days very few people actually work at TW anymore. It's no longer about who would grind in Hell or Heaven for several hours; it's about who bought the most packs to get +12 and Stone of the Savants. I know you know that.

    I do agree with you though, having also come from those days where factions like QQme roamed the land...factions who actually had to grind and work and spend time and not money to get where they are. Unfortunately, that's hardly the case anymore, no matter which server you play. (Both the old and new servers are culprits, although I find the new servers filled with more obnoxious a-holes than the old.)

    I still like the idea that for each land there should be a percentage chance that NPCs randomly attack it at any given time (aside from fri-sun)... so the members on at that time would need to face it or risk losing the land and having it open for bidding the next TW cycle. So if a faction owns 20 lands, they'll most likely have to face several NPC attacks during the week, at even 3am or whenever, and if they can't defeat this NPC attack in the given time, the land goes back to NPC status and is free for anyone to bid on. So if a faction has 20 or more lands, they'll be facing a half-dozen or more attacks at any random time of the week.

    I think a system like that would be much more fair.
    It depends on how strong the NPC's are, and how often they attack...

    Either way, I think we can all agree that this Celestone-for-land stuff is bullshyt.
  • Asterelle - Sanctuary_1381265973
    Asterelle - Sanctuary_1381265973 Posts: 7,881 Arc User
    edited November 2010
    I'm still in big favor of increasing the simultaneous attack limit from 3 to something like 5 or 7.

    Better yet remove it all together. Give those big factions an opportunity to show they are actually capable of defending their land from the rest of the server.
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  • ThanosQRt - Dreamweaver
    ThanosQRt - Dreamweaver Posts: 2,457 Arc User
    edited November 2010
    I'm still in big favor of increasing the simultaneous attack limit from 3 to something like 5 or 7.

    Better yet remove it all together. Give those big factions an opportunity to show they are actually capable of defending their land from the rest of the server.

    actually, if a lot of factions attack the limit is 6 attacks.

    it's a pity that that happened only when everybody saw that there is only 1 char left in calamity...
  • Asterelle - Sanctuary_1381265973
    Asterelle - Sanctuary_1381265973 Posts: 7,881 Arc User
    edited November 2010
    actually, if a lot of factions attack the limit is 6 attacks.

    it's a pity that that happened only when everybody saw that there is only 1 char left in calamity...

    You have to have 24 guilds attacking together before you get that. Still even then at most only 25% of the attacking force is attacking together which is pretty lame (really its less since the attackers can only send 80 out of every guild). Why not the first 6?
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  • Michael_Dark - Lost City
    Michael_Dark - Lost City Posts: 9,091 Arc User
    edited November 2010
    Unfortunately Mike, these days very few people actually work at TW anymore. It's no longer about who would grind in Hell or Heaven for several hours; it's about who bought the most packs to get +12 and Stone of the Savants. I know you know that.

    I do agree with you though, having also come from those days where factions like QQme roamed the land...factions who actually had to grind and work and spend time and not money to get where they are. Unfortunately, that's hardly the case anymore, no matter which server you play. (Both the old and new servers are culprits, although I find the new servers filled with more obnoxious a-holes than the old.)

    Yeah, but a lot of people still farm religiously. It's not just the cash shoppers... no good TW lineup is more than 10 or 20 cash shoppers, with only a dozen or less being real spenders. The majority of people are just well geared F2P players as well.

    It depends on how strong the NPC's are, and how often they attack...

    That doesn't really matter. Imagine a random NPC attack at like 3am or whenever.... at any given time. People doing their BH, their farming runs... all of a sudden needing to go into war to kill off all the mobs in the given time. How many people would be offline, afk, or in the middle of something to do anything about it. It would have to be harder than the original NPC TWs, but not by a whole lot... it wouldn't be that difficult to figure out what kind of time limit they should be given, like an hour, and how much of an increase they would need to raise the difficulty. It shouldn't be impossible, but it should be pretty difficult for a few squads to accomplish.

    I'm still in big favor of increasing the simultaneous attack limit from 3 to something like 5 or 7.

    That wouldn't do anything on our server. We're lucky to see 3-4 wars in one weekend, let alone more than 2 in a day.
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