TW Suggestion

interceptor2
interceptor2 Posts: 5 Arc User
edited February 2011 in Support Desk
You could make TW so that no one could dominate the map.
Any guild defending should have to defend all Territories on the same times. Weather it's morning, afternoon, or night time slots, group all defends into one set of time slots.

And attempt to schedule their Attacks on a different time slot unless there is a conflict and then too bad you must defend all and attack at the same time.

This would definitly keep the map changing all the time and not be overrun by one guild.

I know the servers could handle it.

It would also add a more strategic method to the territories you choose to take over.

With TW the way it currently is, is kind of pointless unless your an uber guild.

Just a thought!
Post edited by interceptor2 on

Comments

  • mk16
    mk16 Posts: 0 Arc User
    edited February 2011
    TW should be based on herb farming and skill, rather than herb farming and $5000 per head spent in the cash shop.

    Reduce effectiveness of upgrades by 75% during TW, and completely ignore stones. Base gear unchanged stats. It's one thing for one person to Pay To Win, but the way it is now a full guild will have to Pay To Win! ****. < idea shamelessly stolen from AO

    Make it so that you don't have to bid on a territory that is already owned, and instead find another way of determining who gets to attack.
    As it is, the owning guild is sitting on a crapload of money; heavily equipped in $$$ gear, and others can't afford to keep dropping 50 mil every week or whatever, much less supply their whole guild with rank 9 **** + 12.
    Banned for no reason on -two- accounts, thanks PWE