Suggestion for TW fix
Comments
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actually there is a rule similar to this in game already but it has never worked in the past i dont know why they would fix it now i believe somewhere in the limit your only supposed to be able to own one lvl1 territory and a select amount of each other lvl. i read it once and didnt bother to ever again considering its bogus when one faction can own the entire map. the thing is they wont fix it though simply because pwe makes more money when it doesnt work. think about it one faction owns map so most other factions either want to take down that one or the people around want to join it. therefore more people spend money trying to keep up with that one faction in the server that owns just about everything and is handed the rewards (worth it or not they still get it) weekly.i am the dark meaningless void that fills all of your souls.
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PinkyRose - Archosaur wrote: »It's only fun if you're one of the people who's wallet is playing the game.
Now, if you're like every NORMALLY decent person on server, you charge every now and then.
Did you know that it is now a REQUIREMENT to have Rank Gear to apply to Zulu? (who owns the ENTIRE MAP EXCEPT FOR TWO SPOTS, and has been defeated ONLY ONCE?)
How about we take away your credit card, and make you start a new character? I bet you'd be changing your tune. It's resonable for players who pay to have an advantage. It's COMPLETELY stupid to have people who's wallets are playing the game for them run the whole show.
figured u were one of the 2 lutricia or born free if ur going to state things please do make sure they are correct ok?
also its toon not tune tool0 -
SashaGray - Heavens Tear wrote: »
how is that the best fix? it would effectively limit all factions to owning 3 lands and attacking 1, 1 loss and 1 gain a week, there would be no competition. each large faction would hold 1 city, the largest would hold ether and arch, 2nd would hold 1k, and no large guilds would ever meet because they would have to stretch themselves too thin to do so. large factions would make alt factions so they could take lesser lands if nobody bid on their city and suburb.
smaller factions would be limited to the size of their faction, and 3 lands. with nothing to strive for because they would be limited by mechanics. resulting in the weakest viable factions squabbling over 3 or 4 random pieces of land while more established factions collected a weekly 30m - 70m for doing nothing
Learn the TW rules, you have to have a number of lands bordering any of the cities and such in order to attack them. With this system, it will be hard to have enough land to actually do that. Fighting will be endless on all sides since anyone could essentially beat anyone due to them not having enough people to defend. Having a lot of land would be quite the challenge, which is the point.
Tell me this, in a real war, are there time slots? Will your enemy announce when they are going to attack you and wait until that moment to do so? If you have multiple enemies are they going to take turns attacking you so you can defend? Of course not, and since this part of the game is called a Territory WAR, it needs to start living up to its name.Main characters
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With a triple attack you can have twice as many people in a TW against the faction you're attacking, if you can't win with a 2:1 advantage in terms of numbers, you don't deserve to win.Tell me this, in a real war, are there time slots? Will your enemy announce when they are going to attack you and wait until that moment to do so? If you have multiple enemies are they going to take turns attacking you so you can defend? Of course not, and since this part of the game is called a Territory WAR, it needs to start living up to its name.
Do you have to pay taxes in PWI? Do you have to use some insanely expensive fuel every 5 minutes to make your mount move? Does your aerogear break down and require you to pay over a thousand dollars to fix it? Do you have some jerk for a boss in PWI? When you finish a TT and sell the mats does some guy come up to you and say INCOME TAX, and take part of the coins you made? Do you need incredibly expensive insurance to use your fly mount?
No? Guess what, because it's a VIDEO GAME, it IS NOT REAL, so stop saying it should be.[SIGPIC][/SIGPIC]
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Rawrgh - Raging Tide wrote: »With a triple attack you can have twice as many people in a TW against the faction you're attacking, if you can't win with a 2:1 advantage in terms of numbers, you don't deserve to win.
This. If you want a territory from a power faction, you have to earn it.
They worked hard to get to where they are (because despite common belief, juggernauts are not made of 100% heavy cashoppers...) and you only have to work 50% as hard if you are part of a 3 way attack.
It's also way easier to round up 80 people for a TW than it is for a fac to round up all 200. Realistically, there's probably like 100-150 online for a 3 way defense, so the numbers could be even more so in your favor.0 -
DaKillanator - Raging Tide wrote: »This. If you want a territory from a power faction, you have to earn it.
They worked hard to get to where they are (because despite common belief, juggernauts are not made of 100% heavy cashoppers...) and you only have to work 50% as hard if you are part of a 3 way attack.
It's also way easier to round up 80 people for a TW than it is for a fac to round up all 200. Realistically, there's probably like 100-150 online for a 3 way defense, so the numbers could be even more so in your favor.
Most you'll usually see online is 120, occassionally there might be 150 or so but that's very very rare. So typically if you're gonna attack someone you're gonna have a full 240 while they have around 120[SIGPIC][/SIGPIC]
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Rawrgh - Raging Tide wrote: »That's why I said 2:1.
Most you'll usually see online is 120, occassionally there might be 150 or so but that's very very rare. So typically if you're gonna attack someone you're gonna have a full 240 while they have around 120
tbh each attacking fac may only be able to round up 60 each (they aren't juggernauts for a reason), so that's 180 people total. 60 being the bare minimum btw, and yes the full 80 is still a definite possibility.
Still 180>120 every time.
And then you throw in the fun fact that there can be up to 6 TWs a day, totaling in 18 TWs per weekend. I don't care how strong your fac is, a few weeks of that and someones gotta get lucky and show up on the map b:chuckle0 -
Zoe - Heavens Tear wrote: »Tell me this, in a real war, are there time slots? Will your enemy announce when they are going to attack you and wait until that moment to do so? If you have multiple enemies are they going to take turns attacking you so you can defend? Of course not, and since this part of the game is called a Territory WAR, it needs to start living up to its name.
in real war i wouldnt sit with my hands crossed waiting for a thousand guilds to attack me.
i would crash and annihilate them, exterminate any spies/groups in my territory.
if you want to make it realistic, allow attacks only at the borders of the faction's territory.
if a guild losses, cannot attack for 1-2 weeks (to regroup)
now that would be interesting and not just a way to make in impossible to win the map.0 -
Here is an idea on how to "balance" TW.
How about make it where players can only enter 1 (pronounded ONE) TW instance within say a 4 hour window. This would make it where large land owning factions would have to prepare thier resources for defense of up to 3 lands at a time.
This would help to prevent the "snow ball effect" that you see on the servers where they send the "A" squad to wipe out the weakest then move on to the next and so on and so forth until they have been able to defend all 3.
Should not be too hard to implement just give everyone that enters a TW instance a token (similar to the one from celestial tigers) in their inventory that can't be dropped sold or removed until it expires. Then just check for the token before entering the instance.Leader - Hikari LVL3 PVE Faction {Heavens Tear}
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Zoe - Heavens Tear wrote: »Learn the TW rules, you have to have a number of lands bordering any of the cities and such in order to attack them. With this system, it will be hard to have enough land to actually do that. Fighting will be endless on all sides since anyone could essentially beat anyone due to them not having enough people to defend. Having a lot of land would be quite the challenge, which is the point.
no, having a lot of land would be an impossibility with your "fix" which is why its a bad idea, if i wanted to know how TW and the rules worked i would ask someone who's been in a large landowning faction for an extended period of time, oh wait....[SIGPIC][/SIGPIC]0 -
PinkyRose - Archosaur wrote: »It's only fun if you're one of the people who's wallet is playing the game.
Now, if you're like every NORMALLY decent person on server, you charge every now and then.
Did you know that it is now a REQUIREMENT to have Rank Gear to apply to Zulu? (who owns the ENTIRE MAP EXCEPT FOR TWO SPOTS, and has been defeated ONLY ONCE?)
How about we take away your credit card, and make you start a new character? I bet you'd be changing your tune. It's resonable for players who pay to have an advantage. It's COMPLETELY stupid to have people who's wallets are playing the game for them run the whole show.
Why arnt u posting on ur main Born_Free? O.o
As someone said its easy to get r8 without cashshopping, and i know a ftp r8 102 cleric in Zulu b:bye
Everyone keeps QQing that Zulu is only good cause it CSes heaps. Thats a load of bull if u ask me. Zulu are a powerful fac cause they have players THAT ACTUALLY KNOW HOW TO PLAY and very good organisation and guild structure.
The new fac Vaihaila has a ton of heavy cash shoppers, alot of r9s with +12 gear (not just +12 on the wep too) and guess what? They lost TW to Zulu the other week. IMO Vaihaila has wayyyyy more people with OP gear than Zulu does, they just don't have the organisational skills and level of skilled players that Zulu does.
Zulu has a lot of old players that are largely inactive, logging on mostly for TW. Hell, heaps of them don't even have the amazing gear that they should if they CSd as much as you say.
I think Zulu is a great fac with proper structuring and organisation in TW. n unlike some people in some factions *cough* vailhaila *cough* they actually are good at playing and arn't just CS'd hypered, whoracled nubs with awesome +12 gear.
b:bye(\__/)
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Sycorx - Harshlands wrote: »Why arnt u posting on ur main Born_Free? O.o
As someone said its easy to get r8 without cashshopping, and i know a ftp r8 102 cleric in Zulu b:bye
Everyone keeps QQing that Zulu is only good cause it CSes heaps. Thats a load of bull if u ask me. Zulu are a powerful fac cause they have players THAT ACTUALLY KNOW HOW TO PLAY and very good organisation and guild structure.
The new fac Vaihaila has a ton of heavy cash shoppers, alot of r9s with +12 gear (not just +12 on the wep too) and guess what? They lost TW to Zulu the other week. IMO Vaihaila has wayyyyy more people with OP gear than Zulu does, they just don't have the organisational skills and level of skilled players that Zulu does.
Zulu has a lot of old players that are largely inactive, logging on mostly for TW. Hell, heaps of them don't even have the amazing gear that they should if they CSd as much as you say.
I think Zulu is a great fac with proper structuring and organisation in TW. n unlike some people in some factions *cough* vailhaila *cough* they actually are good at playing and arn't just CS'd hypered, whoracled nubs with awesome +12 gear.
b:bye
This made me lol. Genuinely.
It's now a REQUIREMENT for you to apply to Zulu with Rank gear. Trust me. TeamLlama broke up, and half their people are trying to farm the Rank just to get in. I believe TwiztidPain is one of them, amiright?
Yeah.
It really is only fun if you have a wallet that plays most of your game. I honestly hope, as I'm sure most of the server does, that zulu goes SPLAT after the map resets. The sh*t orange/brown is not a very attractive map color anyway.
Valhalla? Half of them are BORED ZULU's. UrDian? Longknife? Yeah. Try again.
I didn't know Born_Free had been unbanned. i actually surprised she went against Zulu. ur married to one right?
>:C Haven't you hit 80 yet you lazy fish?! I'm going to catch up to you at this rate.0 -
Sycorx - Harshlands wrote: »lots-a-stuff
I don't get why people make fun of people who cash shop. They have obviously worked hard enough to earn that money in the first place, and I would rather have worked for the money in real life than spent hours farming virtual money.0 -
Let me get 1 thing clear: I'm not QQing about cashshoppers or any guild in particular here. It's a bit of an economical problem in fact.
Let me get this straight:
Fact 1: every server has a dominant faction, joining it is an achievement for average player.
Fact 2: this faction can quite easily obtain at least half of lands after reset
Fact 3: once this faction holds 50% of lands + 1, it gains several benefits:
- they earn more money than any other faction on weekly basis (and that is on top of their CSing, PvE earnings and merchanting)
- they get more r9 tokens than other guilds
- [Assumption] they will probably benefit in guild base area as well
Fact 4: all above means that every week said dominant faction will get additional advantage over (already weaker) other factions
Fact 5: one faction will be unstoppable in TW and takes entire map
I just noticed this pattern and tried (somehow) to prevent it from happening again. I guess there is too many people who love sitting on their lands and listening to the rest of the server QQing about weak TW map. I can't deal with that so I'll just leave it herePacks World International0 -
If conquering the entire map is so hard how come it happens so frequently? All servers go a single color at one point so it is clearly a bit too easy to accomplish.
While there shouldn't be artificial limits on how much land you are allowed to own, there similarly shouldn't be artificial limits on how many lands you have to defend. If the entire server organizes themselves to rally against a single faction the alliance shouldn't be forced to dilute their attack by taking turns.
Imagine if your guild fights a large world boss but rather than everyone allowed to attack it at once the boss makes your guild take turns fighting it one member at a time. It's pretty dumb and unrealistic.[SIGPIC][/SIGPIC]
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what about just reset the TW map every 3 Months that would bring enough action insideSome Rules each PWI Gamer should know
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Hl/ - Harshlands wrote: »This made me lol. Genuinely.
It's now a REQUIREMENT for you to apply to Zulu with Rank gear. Trust me. TeamLlama broke up, and half their people are trying to farm the Rank just to get in. I believe TwiztidPain is one of them, amiright?
Yeah.
It really is only fun if you have a wallet that plays most of your game. I honestly hope, as I'm sure most of the server does, that zulu goes SPLAT after the map resets. The sh*t orange/brown is not a very attractive map color anyway.
Valhalla? Half of them are BORED ZULU's. UrDian? Longknife? Yeah. Try again.
I didn't know Born_Free had been unbanned. i actually surprised she went against Zulu. ur married to one right?
>:C Haven't you hit 80 yet you lazy fish?! I'm going to catch up to you at this rate.If conquering the entire map is so hard how come it happens so frequently? All servers go a single color at one point so it is clearly a bit too easy to accomplish.
While there shouldn't be artificial limits on how much land you are allowed to own, there similarly shouldn't be artificial limits on how many lands you have to defend. If the entire server organizes themselves to rally against a single faction the alliance shouldn't be forced to dilute their attack by taking turns.
Imagine if your guild fights a large world boss but rather than everyone allowed to attack it at once the boss makes your guild take turns fighting it one member at a time. It's pretty dumb and unrealistic.
And there is really no excuse not to other than just failing, because really what edge could the defending guild have to be able to hold all lands with half the defending numbers of the attacker?
Levels? Any serious TW guild now is 100+ for 99% of their members. And with hypers leveling is incredibly easy, you'll see when we have a level 100 earthguard within 2 days.
Everyone has rank 8 now and if you're patient you can get orbs for cheap, only ~25mil for a 10 star compared to twice that amount in the past.
If you cant win 240 vs. 120 you don't deserve land.Fact 1: every server has a dominant faction, joining it is an achievement for average player.
Fact 2: this faction can quite easily obtain at least half of lands after reset
Fact 3: once this faction holds 50% of lands + 1, it gains several benefits:
- they earn more money than any other faction on weekly basis (and that is on top of their CSing, PvE earnings and merchanting)
- they get more r9 tokens than other guilds
- [Assumption] they will probably benefit in guild base area as well
Fact 4: all above means that every week said dominant faction will get additional advantage over (already weaker) other factions
Fact 5: one faction will be unstoppable in TW and takes entire map
"they earn more money than any other faction" just how much do you think they earn? If you haven't noticed they didn't change the bidding rules, so automatically that means you're going to need to use millions of coins a week just to secure a bid. Then there's the actual cost of TW, towers, cata scrolls, herbs for apoth, etc. Then what's left is distributed as pay, you really think we're getting paid that much? If your guild owns the entire map you can MAYBE afford all of two platinum charms, if they're on sale. Those charms then get burnt up in TW. Keep in mind that as the largest land holders you spend much more time in a TW than any other faction which means way more charm ticks/apoth used/time spent. Don't want TW factions making more than you every week? Just run TT, running TT you could easily make more money and faster and anyone receiving TW pay.
R9 tokens are a joke now, just grind DQ for a couple hours and you have one.[SIGPIC][/SIGPIC]
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Hl/ - Harshlands wrote: »This made me lol. Genuinely.
It's now a REQUIREMENT for you to apply to Zulu with Rank gear. Trust me. TeamLlama broke up, and half their people are trying to farm the Rank just to get in. I believe TwiztidPain is one of them, amiright?
Yeah.
It really is only fun if you have a wallet that plays most of your game. I honestly hope, as I'm sure most of the server does, that zulu goes SPLAT after the map resets. The sh*t orange/brown is not a very attractive map color anyway.
Valhalla? Half of them are BORED ZULU's. UrDian? Longknife? Yeah. Try again.
I didn't know Born_Free had been unbanned. i actually surprised she went against Zulu. ur married to one right?
>:C Haven't you hit 80 yet you lazy fish?! I'm going to catch up to you at this rate.
Rank gear is not required for classes that don't benefit from it. It's cheaper than TT99 gear anyway, so I'm not sure why people are ******** about it. It's not like rank gear = cash shopping.
There's maybe 1 or 2 "bored Zulu" in Valhalla. Longknife is in Zulu. Wtf is wrong with you people?
Keep the Zulu talk in Harshlands forums, you guys suck hard at trolling and it's ruining our servers' rep as pro trolls, mmkay?0 -
As Asterelle said, I would also like to see no limits on how many TW's a faction can defend against at any given time. Right now as it is large factions (the just the dominant one) do not lose lands so fast since they don't get attacked attacked all at once. It would be much much harder to be a dominant faction owning a lot of lands and being able to win more than 3+ tw's at a given time, which would give room for change and prevent the map being one idle color.
This won't discourage new TW factions as having 3-4 lands won't be stressful to hold. Having 20+, however...
You got my vote.Original Join Date: Nov 2008, from LC. Fun times back then with RageQuit, AxeGanG and GuardianZ.
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umm i got rank 8 saved up for my seeker if i decide to make it rank 8 i dont cash shop. i got full tt 99 armor on i dont cash shop. I got Deicides and had them before everyone became obsessed with aps didnt cash shop them. i got 3.33 aps on sage bm without cash shopping.[SIGPIC][/SIGPIC]
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another way would be to have mobs attack all land not being attacked for those holding the whole map that would be alot of tws and would get old so the more land u own the more tws u would have to do each week0
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Rawrgh - Raging Tide wrote: »
If you can't win a TW with a 2:1 advantage with numbers then you don't deserve it, period.
And there is really no excuse not to other than just failing, because really what edge could the defending guild have to be able to hold all lands with half the defending numbers of the attacker?
Do you have any explanation why every server becomes one color? Why does it happen so frequently and so easily? What do you think is the cause?
There is a systemic problem with TW balance but like most problems in PWI it is ignored by the devs in favor of more packs and sales.[SIGPIC][/SIGPIC]
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So instead, you would rather a single faction own the entire map by having three separate factions, each with one of the alts of each player? All this suggestion does is makes the factions think more creatively.
Only possible fixes that would make sense is a map reset after:
1)A single faction owns all territories for x weeks
2)There is not an ownership change on territories after x weeks0 -
Amencat - Sanctuary wrote: »what about just reset the TW map every 3 Months that would bring enough action inside
No thanks. TW is about smashing other players like they were pinatas on a hell of a PvP party. Not AoE grind.Asterelle - Sanctuary wrote: »Do you have any explanation why every server becomes one color? Why does it happen so frequently and so easily? What do you think is the cause?
There is a systemic problem with TW balance but like most problems in PWI it is ignored by the devs in favor of more packs and sales.
Wagonjumpin' perhaps? b:questionSliding we go, only fear on our side. To the edge of the wire and we rush with the tide.
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Rawrgh - Raging Tide wrote: »With a triple attack you can have twice as many people in a TW against the faction you're attacking, if you can't win with a 2:1 advantage in terms of numbers, you don't deserve to win.
Most of the time, because of random timeslots, its one strong faction teaming up with 2 other non-factors which send only like 20 people to TW. That 3min break between consecutive TW is enough to clear the non-factor to do a full swing on the faction that even have hope in fighting. So the number difference isnt really too great even if its a 3v1, especially since the dominating faction usually have high turn-up rate for a share of TW rewards.
If you dont already know, every week of TW win to the dominating faction makes the faction stronger and makes it even harder for the rest to beat the faction.
- TW rewards
- Strong active players from other factions (especially losing factions) switch over to the dominating faction to earn profits, making the losing faction weaker every week and dominating faction even stronger
- Because of high demand to join the dominating faction instead of the opposing faction, the prerequisite to the dominating faction are raised, eventually only the active top players of the server are allowed to stay in that faction.
- New rising factions are totally out of the game when their top players leave faction the moment they met the requisite level and equipment to join dominating faction. The only possibility of a new faction to even put up a fight is those that are formed by people from the dominating faction itself who made an alt to go against their own faction.
All these is a natural flow, way beyond the control of faction leader, because everyone who is rational will want more money and fame by joining the strongest faction. This leads to the dominating faction to have large no. of applications and of course larger pool of people to select the best one from. As for the other factions? Probably like 5-10 applications per week? They dont even have the choice but to accept whoever that applied.
So its totally NOT that the dominating faction's officers are really good at choosing people, or the rest of the faction are epic fail because they cant control their people.
That is why you see even when 2 strong factions with 20 lands each fighting each other. Once one of them lose an attack, it is highly likely that the next TW that faction will lose again. And 3 consecutive loss in TW, you will see major downfall as people start switching faction and non-factors start to attack the weakening faction. So instead of 3v1 against the winning faction, it end up on a 3v1 against that losing faction as these non-factor try to occupy one land to make history.
ONLY until the weakening faction becomes almost gone from the map and the dominating faction takes up 2/3 of the map will the server think of a 3v1 against it. By then its already too late.
Both factions have strong organisation before, thats how they got their lands, so you cant say the 2nd faction have weak leadership.
This is a trend in both Lost City and Harshland, I assume that its the same for the other servers as well. Also explains why every server end up with one colour. Im pretty sure out of 8 servers, there are many way more better leaders than those from the dominating faction, yet they dont stand a chance? Whats more, some of the leaders in the dominating factions are semi-quitters who only came for TW.
So the theory of the dominating faction deserve full credit for their victory because "they worked hard for it" while the rest of the server "sucks because they dont have the skills to organise their people" is not correct. A large portion of their success is due to natural flow of people.0 -
Asterelle - Sanctuary wrote: »Do you have any explanation why every server becomes one color? Why does it happen so frequently and so easily? What do you think is the cause?
There is a systemic problem with TW balance but like most problems in PWI it is ignored by the devs in favor of more packs and sales.
To simply take the entire map if everything goes well takes almost an entire year. Most servers had it happen after 18 months or more and some never have had it happen. And most servers that have it happen, it doesn't last. Sanctuary's dominating faction falling apart, dreamweaver's dominating faction.
Mostly the problem is people don't want to try and stop a large faction. No one really thinks to do anything about it.
Like I've said on raging tide forums, if there's any reason why one faction will take the server it's because everyone wants to be the leader. Everyone wants to be in charge. People can't learn to stay together.
There are a ton of well geared 100+ players that if they would come together and got a double/triple attack could take land away from the dominating faction. But do they do it? No, they all make their own factions so they can be the leader and they can be godmode to their 6x guidies when they solo a TT1-1. I've seen too many people stay in seperate factions simply because they don't like someone. And rather than learn to blacklist each other they wont be in the same faction.
Taking the map isn't easy, stopping a guild that puts in a TON of effort shouldn't be easy either.
Our faction on raging tide puts in a lot of work, we organize banks for just about everything, we organize for every weekly event, celestial tiger, dragon temple, CoA, tournament.
And what do our rival factions do?
None of that. We organize our guild for every weekly event to gain an edge, what do they do?
They don't even show up. They don't even go to tournament to stop us from getting a championship scroll and warsoul tags every week.
Taking the map isn't easy, stopping someone shouldn't be easy as well.
Land is earned, not given away. Allowing an infinite or w/e number of attacks would just mean that taking land took no effort at all. You already have a 2:1 advantage, what more do you want.If you dont already know, every week of TW win to the dominating faction makes the faction stronger and makes it even harder for the rest to beat the faction.
- TW rewards
- Strong active players from other factions (especially losing factions) switch over to the dominating faction to earn profits, making the losing faction weaker every week and dominating faction even stronger
- Because of high demand to join the dominating faction instead of the opposing faction, the prerequisite to the dominating faction are raised, eventually only the active top players of the server are allowed to stay in that faction.
- New rising factions are totally out of the game when their top players leave faction the moment they met the requisite level and equipment to join dominating faction. The only possibility of a new faction to even put up a fight is those that are formed by people from the dominating faction itself who made an alt to go against their own faction.
Sorry, but you're wrong.
TW rewards don't make the faction stronger. Before it was just some lame mirages and a near worthless medal of glory. Now that it's coins consider that the top landing holding faction will MAYBE get 5mil. Keep in mind that they usually have several long TWs. In a TW weekend I can burn up two platinum charms easy. But hey say I'm a mage or archer or w/e, let's make it one.
Income: 5mil
Expenses:
Charm - 3mil
Apothecary - ~1mil every week, or I could farm, but that takes time and as we all know, time is money.
Crab meat - ~500k
so wow, in like, 6 hours I made 500k, that's not even 100k an hour.
In 6 hours I could do ~8 TT3-2 runs. Let's say I'm unlucky and I get no gold mats and an average of 1.5 minister stones per run. So 12 minister stones. Let's say the AH is a bit full on them and I sell them at 900k each. In 6 hours I made 10.8mil, take out the cost for hp pots and it's around 10mil, subs come from BH.
So, TW - 500k in 6 hours. TT - 10mil in 6 hours. And that's with terrible luck, throw in getting a wrist gold and it's 15mil.
Yep, TW factions are just rolling in the dough.
- Strong active players from other factions (especially losing factions) switch over to the dominating faction to earn profits, making the losing faction weaker every week and dominating faction even stronger- Because of high demand to join the dominating faction instead of the opposing faction, the prerequisite to the dominating faction are raised, eventually only the active top players of the server are allowed to stay in that faction.
Ours is now 100+, this didn't come about because someone said "GUYS WE'RE GONNA BE OP AND ONLY LET PPL BE LVL 100+ SO LVL UP OR GTFO", our members leveled, plain and simple. And as we leveled then it became necessary to recruit higher levels so they could fit in more. If everyone gets to 90+ and we add a level 80 what's he going to do? He has no one to run BH with, no one in his level range to do FC with. No one who is running the TTs that he needs. So we set it to 90+. As those members leveled up to 100+ we raised it to that. Why? Because if we let a level 90 in, he's gonna have a hard time fitting in. We all have our TT90 gear and almost all have TT99/Rank 8. No one is farming TT90. Most of the very few FC squads are 99+, so he wouldn't be able to go on those. No one is doing eden or brimstone or BH79, we're all on wave 2 delta, SoT, abaddon, etc.- New rising factions are totally out of the game when their top players leave faction the moment they met the requisite level and equipment to join dominating faction. The only possibility of a new faction to even put up a fight is those that are formed by people from the dominating faction itself who made an alt to go against their own faction.
Make incentives to keep them in. If it's a good guild, and you're active, do things together, then people wont leave to join the dominant faction and, if they do, then they most likely will be rejected. People come and go, it's just natural. The point is to stay together as a core and grow together.That is why you see even when 2 strong factions with 20 lands each fighting each other. Once one of them lose an attack, it is highly likely that the next TW that faction will lose again. And 3 consecutive loss in TW, you will see major downfall as people start switching faction and non-factors start to attack the weakening faction. So instead of 3v1 against the winning faction, it end up on a 3v1 against that losing faction as these non-factor try to occupy one land to make history.
You want to beat the dominating faction, it's simply really.
Step 1. Realize NOT EVERYONE CAN BE THE LEADER. This is the important thing, you have to realize that some have to lead and some have to follow.
Step 2. Learn to get along or at least blacklist people. On our server two of the biggest CS'ers/OP people pretty much hated each other. They both stayed in little factions. If they had just learned to get along and stayed in one faction then that faction could have had potential.
Step 3. Don't TW until you are ready. This is a big mistake a lot of people make. They TW first weekend they're around and what happens? They get rolled, morale drops and it's all downhill. Note I said rolled, if a faction TWs and their first one lasts 2 hours and results in a defeat then that's good. That establishes that they have potential.
Step 4. Make connections, network. Meet new people. Take a mage to nirvana and get to know him, if you're good and the run goes smooth then he's going to remember you and your faction. He may not join right away but who knows, someday down the line his guild might die out and when that does, he'll be remembering you. Get a barb for delta and should the run go smooth, ask him again if he wants to go. Same for him.
Step 5. Realize that big TW factions take a lot of time, and a lot of effort.[SIGPIC][/SIGPIC]
"My understanding of women only goes as far as the pleasure. When it comes to the pain, I'm like any other bloke - I don't want to know."0 -
Rawrgh - Raging Tide wrote: »
Land is earned, not given away. Allowing an infinite or w/e number of attacks would just mean that taking land took no effort at all.
I disagree with this point. You just can't easily take land that the defender is capable of defending.
The only reason to greatly limit the strength of the attacking force is that the defender is not capable of defending their lands. In that case while the defenders have "earned" their land, they dont really "deserve" to hold it.
With an increased number of attacks you would still have the strongest factions being capable of defending the largest amount of land. You would also likely see weaker factions defending a proportionally smaller amount of land.
That's the biggest problem with the current system. A dominant faction can easily hold land far out of proportion of their actual strength relative to other factions.[SIGPIC][/SIGPIC]
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Asterelle - Sanctuary wrote: »I disagree with this point. You just can't easily take land that the defender is capable of defending.
The only reason to greatly limit the strength of the attacking force is that the defender is not capable of defending their lands. In that case while the defenders have "earned" their land, they dont really "deserve" to hold it.
With an increased number of attacks you would still have the strongest factions being capable of defending the largest amount of land. You would also likely see weaker factions defending a proportionally smaller amount of land.
That's the biggest problem with the current system. A dominant faction can easily hold land far out of proportion of their actual strength relative to other factions.
You shouldn't be able to get a land just because you're one of the 20 attackers. You should EARN it.
And yes, if you're one of 20 factions attacking, and you're more than likely winning with a 5:1 numbers advantage, you don't deserve that land.
If you're playing a game of football against the state champs and you have three times the amount of players that they do, and you win the game, did you earn that win?
How is a 2:1 number advantage not good enough? And please don't say a triple attack is 240 vs. 200, because when is the last time you have ever seen 200 members online in a faction.
But, I will concede that dominant factions ARE able to hold out more land than their strength would allow.
However, I see no way of remedying this situation while still making it so that you have to earn land and not just be lucky enough to have a huge advantage.[SIGPIC][/SIGPIC]
"My understanding of women only goes as far as the pleasure. When it comes to the pain, I'm like any other bloke - I don't want to know."0 -
no to all these "tw fixes" b:surrender if you want it work for it[SIGPIC][/SIGPIC] Move along..move along0
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CandyCorn - Raging Tide wrote: »no to all these "tw fixes" b:surrender if you want it work for it
By work for it you obviously mean get 20 jobs and works 400 hours a day 365 days a year and obviously you'll need a time machine and potion of immortality! Then give your money to your guild and hope they don't run off to the landowning guild with your money.
The implementation can't possibly be any worse or more imbalanced.Banned for no reason on -two- accounts, thanks PWE0
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