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Old 08-14-2015, 05:38 PM   #221
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Quote:
Originally Posted by Frosk View Post

- Added: Obtaining Warmaster Coins when killing players in forts/castles/walls.
The base is 5 WMC per kill when the character is level 60. When there is negative level difference (IE: I'm level 60 and my enemy is level 55) the coins are reduced.
These coins are affected by the WMC Multipliers.
5 WMC per kill ? 100 kills = 500 wmc (if all are same level). Can you clarify what you count as kills ?
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Old 08-14-2015, 05:47 PM   #222
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Quote:
Originally Posted by Frosk View Post
The base is 5 WMC per kill when the character is level 60.
5 wmc? might be enough for RA but what about Haven? It's really hard to finish 'The path to Warmaster 25' quest here
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Old 08-14-2015, 06:10 PM   #223
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Quote:
Originally Posted by Zas_ View Post
5 WMC per kill ? 100 kills = 500 wmc (if all are same level). Can you clarify what you count as kills ?
It's about participation in the kill. It would be fairly easy to get the same amount as when holding the fort.

Quote:
Originally Posted by Sentan View Post
5 wmc? might be enough for RA but what about Haven? It's really hard to finish 'The path to Warmaster 25' quest here
Of course, it will be adjusted to the population of the server, as with gem interactions and such.
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Old 08-14-2015, 10:10 PM   #224
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Quote:
Originally Posted by Frosk View Post
New version in Amun with the following changes, closer to a final version. We will still be working in some Realm Balance adjustments, which would be the last addition.

- Added: Obtaining Warmaster Coins when killing players in forts/castles/walls.
The base is 5 WMC per kill when the character is level 60. When there is negative level difference (IE: I'm level 60 and my enemy is level 55) the coins are reduced.
These coins are affected by the WMC Multipliers.
As with experience there are methods to avoid collusion and other possible abuses of this feature.
- Modified: Forts don't give WMC rewards for simply holding (because of obtaining them killing players). There are still rewards for getting a Relic out of the cage and for Invading (or avoiding them).
- Fixed: Disconnection after choosing a respawn point while affected by the Cremation spell.
- Fixed: Tenax and Vesper Dragon Sets for Warriors were indicating "Hit chance" instead of "Critical chance" in their descriptions. Anyway, the modifier applied was the correct one.
- Modified: Gold rewards from Treasure Chests in all the world are now enhanced.
- Minor visual and texts bugfixes.
If I may add, Mage tenax set still has "spell focus" instead of "spell resistance". Not sure about other dragons
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Old 08-15-2015, 08:00 AM   #225
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It's good to see that fort rewards will stay, but not in the form of a timer anymore...

A little while ago in Ra, we had all 3 Syrtis forts while they were invading Ignis... I finally died at herb with 2 freaking seconds to go on the timer. 2 SECONDS was the difference between getting 1200 WMC and 0 WMC.

This has happened a few times before, and it's really annoying.
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Old 08-15-2015, 11:42 PM   #226
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Adrian how does stop zerging? It is very difficult to get kills off of zergs.
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Old 08-16-2015, 12:02 AM   #227
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Fix realm balance - then fix bugs - then fix character balance - then introduce new content.

If you introduce new content before fixing the balance then the game just becomes less balanced.

The 5 wmc/kill idea is great in theory - but in practice it'll just provoke the 'don't bother going to fort they're just farming' mentality. The only reason rp farming isn't as prohibitive is rp has no value. For example;

Alsius cap herb and alga with 15 at each, the 5 or 6 syrtis online try herb once and get killed quickly. There's almost no hope of recapping. Syrtis decides to camp wall since they don't want to give Alsius even more war master coins.
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Old 08-16-2015, 05:24 AM   #228
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I was just reminded of something...


With these new +40 amulets of elemental dmg coming out for everyone, my Daen amulet is going to be garbage (except for the +50 extra health, awesomeeeeee). Not that the amulet was ever great to begin with, but can you please at least make it +20 dexterity if you're definitely going to release these elemental amulets, so that it isn't completely useless?



Quote:
The 5 wmc/kill idea is great in theory - but in practice it'll just provoke the 'don't bother going to fort they're just farming' mentality.
Yeah, now that you mention it... Maybe the reward timer isn't so bad afterall.


Suggestion- What if you make the system like this: 5 or 10 WMC for every minute your realm holds one fort, with a fixed duration (60 minutes, kind of like it is now) in which you can get rewards from holding that fort? Of course the timers and WMC reward would change like they do now based on how many forts of a certain realm that your realm has captured. This would keep the fort reward system the same, but prevent those annoying last minute deaths from killing your reward. Also would make the defenders want to keep fighting, and would also prevent attackers from pushing the fight all the way to the defending realm's save altar, because they will want to stay by the fort to get the rewards.
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Last edited by MDpro; 08-16-2015 at 07:20 AM. Reason: I pitty a fool who don't edit
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Old 08-16-2015, 07:56 AM   #229
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Quote:
Originally Posted by Adrian View Post
It's about participation in the kill. It would be fairly easy to get the same amount as when holding the fort.

Of course, it will be adjusted to the population of the server, as with gem interactions and such.
Imho, WMC earned should decrease when target is killed more than x times in a time window, ie. 1st kill count as 5 WMC, 2nd kill within next 10 minutes as 3 WMC, sliding the time window, and next kill within next 10 minutes would only count 1 WMC, 4th kill and following will earn 0 WMC.
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Old 08-16-2015, 12:47 PM   #230
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just keep old wmc quests and change dragon wish from fixed wmc amount to the booster 3 day long, week long no matter.

only way to earn wmc will be war and it wont be zerg friendly, dragon wish wont be abused cause it will be pointless to do it.

Zerg will be starved to death as farming underpopulated realm wont allow them to finish basic kill 3O quest so no reward for zerglings.

Only other thing what will be necessary to balance it fully will be locking kill noble quest so wont be affected by dragon wish booster. And bring back old boats during invasion so other realm may join 3-way fun and disturb attacker
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