08-10-2015, 01:38 PM | #201 |
NGD·Studios
Join Date: May 2007
Location: Wien, Österreich
Posts: 2,859
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No, experience is given everywhere, but WMC will be only given at forts. Regnum is an RvR game and the rewards for its war must be given where war benefits the game's main purpose.
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08-10-2015, 02:11 PM | #202 |
Banned
Join Date: Jun 2006
Location: Inside a house...
Posts: 280
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Those new jewelry will be for the new experience reward or for wmc ?
I think that most aren't enjoying with that purpose of camping forts and invading to get a reward that will be used to buy such OP items. Fort war always gives the zerging realm the advantage if the fight lasts more than 30min it become farming and boring. But bridge & open war may lasts hours. |
08-10-2015, 02:53 PM | #203 | |
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Join Date: Jul 2009
Location: Poland
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"There was a time above... a time before. There were perfect things... diamond absolutes. How things fall... and what falls... is fallen." CoR Soundtrack | SUGGESTIONS: Outdated spells | 2h weapons | Other suggestions Siwy |
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08-10-2015, 03:05 PM | #204 | |
Master
Join Date: Mar 2011
Posts: 422
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- so if you say that wmc & xp are being distributed fairly, which, sorry to say, I doubt, why aren't realm points? yes but you asked for our opinion right now ps. BRING TDM BACK!! |
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08-10-2015, 03:08 PM | #205 | |
Master
Join Date: Jun 2011
Posts: 347
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It looks well at the moment, thanks for the update. |
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08-10-2015, 04:20 PM | #206 |
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Join Date: Jan 2014
Posts: 202
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Is experience getting removed from holding a fort too? If yes, would you consider increasing the exp from players, at least in fort zones, too? 200 is really low, With fort rewards, it is quite a nice way to level up only by warring - 5000+ exp is a big help. With 200 exp per player, it would be 25 extra player kills to get same exp .. that could be a problem on Haven, and even more if players stop giving exp if you kill them several times (as it is now right?). 200 is exp a mob gives ... players are much harder to kill than a mob and it takes more time.
Edit: Now when thinking about the WMC rewards from players, the idea may have flaws too. Lets say a realm is holding more forts, people at the fort where are enemies will get all WMC/exp, but what about the players who guard the second fort so that the people in first fort can have double WMC ... they will all run back and forth between forts where is or isn't an action? If there will be lot of enemies in fort, owners will just go to capture the non guarded one. Another note, in current system when fort owner is trying to recapture a fort, they sometimes try even with lesser numbers (they wan't recapture reward and don't want enemies to get it). Now they may just say 'they are too many, let them rot there and not give them free WMC'. And then enemy capture second fort to start invasion .. but owner will go to empty fort to recapture (because all enemies only move into fort with 'active war' and leave the second one empty) On heaven, usually only enemy is having multiple forts, but owners all fight at single fort and recapturing them one by one, not at once, as perhaps on Ra, where is bigger population. Just my thoughts on this. Perhaps there is no perfect solution to this. Last edited by godismyjudge; 08-10-2015 at 04:52 PM. |
08-10-2015, 05:13 PM | #207 | |
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Join Date: Feb 2013
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08-10-2015, 05:44 PM | #208 | |
Master
Join Date: Dec 2011
Posts: 479
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You will get enemies more likely to log out or idle because it not worth giving it a try and give enemies wmc. Also who will capture and hold fort 2 and 3 when its only the action that is rewarding? Maybe the both systems could be combined, just to keep the war promoting incentives in the current system. |
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08-10-2015, 06:20 PM | #209 | |
Count
Join Date: Jun 2009
Location: France
Posts: 1,024
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This is the same with the current reward system, where preventing capture (ie. killing enemies before they break door) is generally avoided, because you can just wait and recapture if you have more people on your side. That said the proposed system could (imho must) include a bonus for fighting more with less, so it is still interesting to fight. Ie. if one of your forts is taken, and camped by 15 enemies, and you have 10 on your side, you have a huge disavantage (5 less and no fort), if the side with 10 had a significant bonus it would motivate them to fight. Let's say if one of the 15 in the fort kills one of the 10, he earns 100 wmc, the reverse could be 200 wmc. But NGD needs to implement a way to count dynamically forces in presence (accounting levels, number, and perhaps classes), not sure they can do it (but it would be great to help with realm balance for sure).
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Annavilya / War-Luck (Haven)
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08-10-2015, 08:54 PM | #210 |
Initiate
Join Date: Aug 2013
Posts: 103
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^
Lesser popped realms should earn a multiplier on coins. (and greater popped realms a penalty). So your average alsius group at night should be getting 1/10th to 1/50th of the base coin value (rounding down, so 0). |
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