Search found 223 matches
- Mon Oct 02, 2017 8:19 am
- Forum: Archive Chat
- Topic: Area Capture System
- Replies: 63
- Views: 30026
Re: Area Capture System
You know, maybe it is that time of the month for me... But all this bullshit whining about "one clan dominates" Ahahaha, yeh ok. As pointed out the clan that "dominates" is the one that has the most numbers on at a given time and that varies. Yes other clans implode... why? Whos...
- Mon Oct 02, 2017 5:07 am
- Forum: Archive Chat
- Topic: Area Capture System
- Replies: 63
- Views: 30026
Re: Area Capture System
I'm actually curious why you think it's a 1 guild game right now? If you look at /gtop throughout the day the guild with the most people on varies quite a lot. Torm is a bit dead on the OaD front right now but Rev and Silh are active and competitive on OaDs. Event turnout is pretty high between Rev...
- Sun Oct 01, 2017 2:51 am
- Forum: Archive Chat
- Topic: Area Capture System
- Replies: 63
- Views: 30026
Re: Area Capture System
I'm actually curious why you think it's a 1 guild game right now? If you look at /gtop throughout the day the guild with the most people on varies quite a lot. Torm is a bit dead on the OaD front right now but Rev and Silh are active and competitive on OaDs. Event turnout is pretty high between Rev...
- Sat Sep 30, 2017 11:29 pm
- Forum: Archive Chat
- Topic: Area Capture System
- Replies: 63
- Views: 30026
Re: Area Capture System
So there would be no point attacking another clans city, unless a clan wanted it for themselves? And I agree with Ohko on the King/Queen thing. Baron, Chamberlain, Mayor, Lord (feel free to insert feminine titles). I think if a guild has a city and attacks another city with a guild and if successul...
- Wed Sep 27, 2017 11:17 am
- Forum: Archive Chat
- Topic: Area Capture System
- Replies: 63
- Views: 30026
Re: Area Capture System
Not sure on the 1 city per guild. Could just mean guilds capture a city and leave it at that? The number of people on for the large guilds varies widely, areas are going to be changing hands often I suspect. I envision large guilds challenging each other for the best cities and changing hands happe...
- Tue Sep 26, 2017 10:45 pm
- Forum: Archive Chat
- Topic: Area Capture System
- Replies: 63
- Views: 30026
Re: Area Capture System
While I like the idea of capturing both areas and cities, I don't know if the map is actually big enough to warrant both. I would probably say do city capture and assign areas to be under the domain of cities (eg guild holding Arkanmaw city controls reward/tax from the city as well as associated are...
- Fri Sep 15, 2017 8:18 am
- Forum: Archive Chat
- Topic: Never Ending Shard Hunt
- Replies: 42
- Views: 18285
Re: Never Ending Shard Hunt
Liking these ideas. Interesting thought re Terron's idea about guild raider numbers being only equivalent to the number of logged lvl 25 defenders online is that it would almost entirely cease the practice of idlers just leaving their 25ers logged somewhere (albeit they will just probably idle on le...
- Thu Sep 14, 2017 10:43 am
- Forum: Archive Chat
- Topic: Never Ending Shard Hunt
- Replies: 42
- Views: 18285
Re: Never Ending Shard Hunt
I haven't been following in depth the full scope of all the suggestions here so forgive me if I have misunderstood critical things... I just want to chime in on the following point: I agree than Terron's point regarding set times for guild house raids/sieges makes the entire system pointless, especi...
- Wed Sep 13, 2017 7:16 pm
- Forum: Archive Chat
- Topic: Race Stat Changes
- Replies: 320
- Views: 126026
Re: Race Stat Changes
the initial round is all that matters imo. the slayer can attempt pk and run their ass off if they want, 0 chance of death. i think it sucks because atm they have no competition at all. no class will have the upperhand unless a slayer user decides to stick around. "assassins" have technic...
- Mon Sep 11, 2017 9:59 am
- Forum: Archive Chat
- Topic: Never Ending Shard Hunt
- Replies: 42
- Views: 18285
Re: Never Ending Shard Hunt
I like ideas like this which promote active play (rather than idlers). I also like the follow up suggestions re making the rewards somehow scale to advantage smaller guilds rather than bigger ones. Such concepts are beneficial to bettering the depth and playability of the game. Keep em coming.