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08-28-2011, 05:38 PM | #1 |
Banned
Join Date: Aug 2010
Location: Russia XD
Posts: 592
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Just a thought.
What about splitting rogue and hunters?
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08-28-2011, 09:37 PM | #2 |
Count
Join Date: Jun 2009
Location: France
Posts: 1,024
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Well, since it needs to NGD 4-5 months to rollback a bad move ... you can expect implementation on such idea around 2039 ... XD
I like the idea, but ...
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Annavilya / War-Luck (Haven)
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08-29-2011, 01:03 AM | #3 |
Baron
Join Date: May 2008
Location: Portugal
Posts: 940
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My friend on IRC has a thought too you see every save altar in the war zone should be deleted because why the hell do we even have them it's supposed to be a war zone ffs this will make conjurers more important and give hunters a more important role in the warzone also it will put more reality in the game and will make players think twice before dying right now people just die without thinking and respawn back at the altar and can come back at any time they want where's the fun in that ffs let them all equally spawn at the gate no matter what fort is taken oh and also give the realm a malus for losing a fort yeah they should take defending their realm more serious and not grind I suggest give a -15% malus for each fort lost and level 60 need some kind of malus too they need an incentive to regain their fort back some may continue to hunt for hours even when their realm is being invaded ffs they should get some kind of penalty how about 25% less RP from enemies killed outside the taken fort's surrounding sounds like a good incentive to me if they don't wanna come defend their realm then at least shouldn't stay immune from the xp malus like their fellow grinders now about the attackers they deserve some kind of reward for taking the fort I dunno maybe WM coins for holding the fort for 30 minutes or something that should keep them motivated to fight for instead of just capturing and leaving after that. Watcha think?
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Daar |
08-29-2011, 01:41 AM | #4 | |
Baron
Join Date: Dec 2008
Posts: 886
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Quote:
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08-29-2011, 01:45 AM | #5 | |
Initiate
Join Date: May 2009
Location: Roaming the snow
Posts: 247
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Quote:
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Meatshield, Seinvan, Sunday, Smash \ Sex Machine
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08-29-2011, 01:51 AM | #6 | |
Initiate
Join Date: Jul 2008
Location: Porto, Portugal
Posts: 161
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Quote:
Yeah that's me although there were still some additions in the suggestion by DaAr. Thanks. Last edited by AMPZORD; 08-29-2011 at 03:12 AM. Reason: typos |
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08-29-2011, 02:06 AM | #7 | |
Initiate
Join Date: Jul 2008
Location: Porto, Portugal
Posts: 161
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Quote:
What we want is to increase WAR by adding such increasing values recovering the fort such for the low levels and level 60(WM) giving a penalization for a conquered fort of an enemy realm in your realm and if he gets even the 2nd fort give the double penalization. By the offensive side you should be rewarded for such action, increasing WAR. You should get some kind of reward for low levels some experience? gold? for a Warmaster, that's a tricky one why would you war? One suggestion diminisush the countdown of your Dragon? and Epic monster? by the time spent in the fort. Give Warmaster coins too for capture? By 15 hours of the duration of a capturable fort create a spawn of a dragon in the central island where your realm, only and only, can enter the boats and go kill it. Mainly the importance is to increase WAR giving bonus and penalizations for incentivation. Other issue the saves on WZ, why even make saves in the first place? you go to algaros you try to capture it and you kill your enemy automatically he revives and tries to kill you? now imagine this with more than one guy. Die? no problem save near. remove saves from WZ if you die you go directly to gate making conjurers much more important and hunters a bit, only a bit more because tracking enemy zergs could be handy but still their role is a complete flaw in RvR. Last and not forgotten is the Invasions you invade you destroy the door, you try to achieve the gems, automatically the defensive realm tries to reach the battle faster because they know if they die and still get some kills they will revive at the wall. The easy play die, revive? NO. You should choose the best situation to fight and you should only have one chance to do it not go after the enemy always knowing you will revive near gate again. This is a problem I haven't found solution how to solve, so if you have ideas I would be glad to know. Some examples above are completely random examples. Last edited by AMPZORD; 08-29-2011 at 02:10 AM. Reason: typos |
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08-29-2011, 04:13 AM | #8 |
Pledge
Join Date: Jul 2010
Location: Hellas
Posts: 29
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Srry guys but isnt this thread talkin about splitting hunters into rogues and hunter??Me iiiiiiz confuuuuuuzed
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Jesus-[Antartes] Syrtis/HAVEN!!! Πας μη Έλλην Βάρβαρος
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08-29-2011, 09:48 AM | #9 |
Baron
Join Date: May 2008
Location: Portugal
Posts: 940
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Read the title again, it's about thoughts. Hope I helped.
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Daar |
08-29-2011, 01:36 PM | #10 |
Master
Join Date: Jul 2008
Location: Paradise
Posts: 306
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