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Old 11-10-2014, 12:48 PM   #61
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Please add a relic timer to the HUD of the relic carrier. No mounting and the 15 minute timer (if not changed), along with fighting all the way, would need this essential feature for strategy and information.
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Old 11-10-2014, 01:59 PM   #62
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What I typically observe during any invasion;

Realm 1 invades realm 2 -> realm 3 logs alts to defend or attack.

If that is the case (could be observational bias) then the least populated realm will never be invading / invaded. That'll make the benefits for the least populated realm a bit pointless, unless it's just a comparison of the numbers in the invading and invaded realms?

Either way, a lot of the time there's maybe 20 players invading and about the same number defending so everyone who can duel log or has a second machine logs a noob alt in the enemy realm to try and make themselves underpopulated. Duel logging happens alot, at least from what I've seen - mostly for people to spy or rage at each other, but it wont take long for them to do it for other reasons.

Also doesn't needing only one relic massively help the overpopulated realm? At about 5am (GMT) Syrtis has about 5 active in the warzone. We can sometimes survive the night if we camp whichever building the enemies go to last - usually efe. There's no way we could try and hold more than one building at that time of day. So wouldn't Ignis/Alsius simple be able to cap the two buildings we aren't camping and then invade, over and over? The current system is better than the proposes change from that perspective. The original system always required the castle to be capped - again allowing camping of this single building. I can't help but think this will benefit whichever zerg has the most on at the given time.
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Old 11-10-2014, 02:19 PM   #63
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Quote:
Originally Posted by Candyx View Post
What I typically observe during any invasion;

Realm 1 invades realm 2 -> realm 3 logs alts to defend or attack.

If that is the case (could be observational bias) then the least populated realm will never be invading / invaded. That'll make the benefits for the least populated realm a bit pointless, unless it's just a comparison of the numbers in the invading and invaded realms?

Either way, a lot of the time there's maybe 20 players invading and about the same number defending so everyone who can duel log or has a second machine logs a noob alt in the enemy realm to try and make themselves underpopulated. Duel logging happens alot, at least from what I've seen - mostly for people to spy or rage at each other, but it wont take long for them to do it for other reasons.

Also doesn't needing only one relic massively help the overpopulated realm? At about 5am (GMT) Syrtis has about 5 active in the warzone. We can sometimes survive the night if we camp whichever building the enemies go to last - usually efe. There's no way we could try and hold more than one building at that time of day. So wouldn't Ignis/Alsius simple be able to cap the two buildings we aren't camping and then invade, over and over? The current system is better than the proposes change from that perspective. The original system always required the castle to be capped - again allowing camping of this single building. I can't help but think this will benefit whichever zerg has the most on at the given time.
You are talking about vulnerations. Yes, they will happen more often and that's the focus of this new system. The catch will be being able to pass through the gate. Now it is more difficult and it's also adjustable in realtime so we can find the adequate values.

Small armies should be able to vulnerate, but not get through the door if they are not good enough or have small numbers. Only capable armies should invade.
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Old 11-10-2014, 03:19 PM   #64
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Quote:
Originally Posted by Chrysalis View Post
THERE IS NO INCENTIVE TO DEFEND
Rewards are nice, but I'd like to see changes that make it fun to play an underpopulated realm.

For example, if there is a 20:2 imbalance, those two people should get 10x health/attack bonuses and be 10x larger. Let the players of underpopulated realms become superbosses and I guarantee that people will have more fun on both sides of the imbalance.
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Old 11-10-2014, 04:06 PM   #65
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Quote:
Originally Posted by Thallium View Post
Rewards are nice, but I'd like to see changes that make it fun to play an underpopulated realm.

For example, if there is a 20:2 imbalance, those two people should get 10x health/attack bonuses and be 10x larger. Let the players of underpopulated realms become superbosses and I guarantee that people will have more fun on both sides of the imbalance.
+1 ^^

IMHO the bonus shouldn't be a fixed value, the less player are there to defend the higher the bonus should be. That would be fair... The system should scan the situation and add the bonus according to that. Also, the reward for defending should be higher too if there's less to defend the gate.
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Old 11-10-2014, 05:41 PM   #66
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Amun has been updated!

- Modified: Reward of Warmaster Quest of killing Noble reduced to 5000 WM Coins.
- Modified: Dragon Wish of Warmaster Coins raised to 12500 WM Coins.
- Modified: Dragon Wish of Experience raised to 30%.
- Modified: Dragon Wish of Dragon Dungeon reduced to 4 days. (7 days, in the long run, makes it less desirable as people get tired of it).
- Modified: Dragon Wish "There can only be one" removed.
- Modified: War Confidence now grants a 25% health bonus.
- Added: Dragon Wish "Let there be drop". Grants a Scavenger Gem which raises significantly the drop rate for 6 hours. This Gem is granted to each player at the Dragon Cave.
- Added: War Confidence is also casted in main cities (Montsognir, Altaruk, Fisgael).

Notes: WM Coins reward for defending set at 500.
Fixed not being able to mount after dying with a relic.
Fixed open relic cage after vulneration/capture finish reset.
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Old 11-10-2014, 06:25 PM   #67
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Quote:
Small armies should be able to vulnerate, but not get through the door if they are not good enough or have small numbers. Only capable armies should invade.
I'd suggest putting the gem counter back on then.... so that not only is it harder to cap gate, you would still have to work together to take gems. This will make noble and gems much harder to get, because time is also more vital with shorter invasions. If only one person needs to take the gem, then half can go noble and the other half can go for gems. Even making it 5-8 people needed to interact with gems would be good, since again.... shorter invasions. I think it's a good idea to make taking gems be much harder for the zerg realm that invades, so they can't make a few wishes in one day nearly as easy. I think we all would like to see an end to a realm making 2 or 3 wishes in a day.

Quote:
- Modified: Reward of Warmaster Quest of killing Noble reduced to 5000 WM Coins.
- Modified: Dragon Wish of Warmaster Coins raised to 12500 WM Coins.
- Modified: Dragon Wish of Experience raised to 30%.
- Modified: Dragon Wish of Dragon Dungeon reduced to 4 days. (7 days, in the long run, makes it less desirable as people get tired of it).
- Modified: Dragon Wish "There can only be one" removed.
Perfect change to these wishes! Nice!
Quote:
- Added: Dragon Wish "Let there be drop". Grants a Scavenger Gem which raises significantly the drop rate for 6 hours. This Gem is granted to each player at the Dragon Cave.
I love it.
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Old 11-10-2014, 08:38 PM   #68
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Quote:
Originally Posted by MDpro View Post
I'd suggest putting the gem counter back on then....
When you say the counter you mean the interactions needed to release the Gem? It was never removed. In Amun it was set to 1 just for testing purposes.
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Old 11-10-2014, 09:48 PM   #69
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Quote:
Originally Posted by Adrian View Post
When you say the counter you mean the interactions needed to release the Gem? It was never removed. In Amun it was set to 1 just for testing purposes.
Oh, ok.

By the way, I was just in amun testing out the scavenger gem.... IT IS AWESOME!!!! I like grinding, so this wish suits me perfectly. If this wish does end up being in the update, I will be most grateful!

I wasn't paying close attention when we wished for it, so I don't know if the gold wish was still there... But if so, I don't think it will be needed when you can wish for the scavenger gem instead. Since the basic drops that are good for selling at merchant will be worth way more than the actual gold boost.
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Old 11-10-2014, 11:35 PM   #70
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I'm just wondering how will we do get back a gem under stalker + DI people if the gate is invulnerable now..?
The korsum gem is really close to the gate, I think closest gem ever from gate.
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