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Old 11-23-2015, 04:02 PM   #21
Kimahri_Ronso
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Quote:
Originally Posted by kowocki View Post

Current war system is a system of denial, avoid combat as not to give wmc to the enemy and let them pick relicts so we get free wmc at the gate (used by all 3 realms on Haven). It makes game dull, and kills any fun left here, so why bother to log at all? Guess only grinders and hunters got fine.

Regarding WMC jewellery, I am ok. with the damage amulets as a substitute to the dragon amulets but why damage in the rings? We got boss rings still droppable. Instead give the jewels bonuses like:

spells mana cost -15%
health +10%
repair cost -25%
armour bonus 5%
crowd control resist x%
casting speed %
melee/ranged/magic received damage -x%
resist magical damage 10%
resist physical damage 10%
mana regeneraion/health regeneration 7%

what we need in game is mostly: more hp/mana/armor points/ smaller mana consumption NOT DAMAGE (unless you are a mage)
+1

@Adrian

You making it too complicated again with this "accumlated WMC"stuff IMHO, stay simple.
Simple=easy=fun.
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Old 11-23-2015, 07:07 PM   #22
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Quote:
Originally Posted by anukai View Post
.
Most of players want war everywhere no one care about those shity forts. With that new system we lost open fight we lost casles fight we lost fun to play it is all about camping lvl 4 fort and start zerging each other. So many quit...
Exactly. to have fun in the game now you need a group. you are "group dependent". because to attract a enemy from his save ( which he camp 24/7 ) you have to hit a fort, and to hit a fort you need a warrior, and often a conj. but the fort is camped by some fagg, who will upgrade it and hide there; and in the fort is the only place in which your kill will count for the wm quest.

we actualy are restricted to the buildings... the game and the map, is so much bigger, and could be a way more explorated. we need freedom to use our play style without be restricted to a fort fight.


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Old 11-23-2015, 07:11 PM   #23
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Quote:
Originally Posted by roonwick View Post
Right now, inactivity is rewarded . The easiest way to deny an opponent a reward is by NOT fighting.
Yup.

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Old 11-23-2015, 08:54 PM   #24
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Why not change war confidence to a multiple of xp and coins? So 4x outnumbered = 4x coins. War confidence coding is there already so whats the problem.
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Old 11-23-2015, 09:21 PM   #25
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Quote:
Originally Posted by Telwe View Post
Why not change war confidence to a multiple of xp and coins? So 4x outnumbered = 4x coins. War confidence coding is there already so whats the problem.
It actually gives 2x WMC to ignis now.
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Old 11-23-2015, 09:23 PM   #26
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The shit win again , Syrtis only camp wall with war confidence and just pew pew and aera us like sheeps/ducks (chose term).
Stupid Haven rules.
Clap clap syrtis is op to play like this, that was i will admit my defeat, definitively.
Best regards, bye all, have fun in real life.
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Old 11-24-2015, 08:20 AM   #27
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Quote:
Originally Posted by Kimahri_Ronso View Post
+1
You making it too complicated again with this "accumlated WMC"stuff IMHO, stay simple.
I was thinking the same. I offered long time ago some mechanics of getting money from war. In fact there is no difference what kind of coins there will be.
According to WMC it could be like this:

once per day/week/month player can turn his rp margin (could there ever be better accumulated points than RP?) into wmc (or gold on players choice).

rp margin is a difference between amount of RP between current state and last convertion.

Value rate could be diffrerent 1:1, 1:5 (, 1:1000 Gold).

On startup of system "last convertion" values could be taken the same as current amount of RP to make it fair for all players.
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Old 11-24-2015, 08:58 AM   #28
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Quote:
Originally Posted by Truewar View Post
I was thinking the same. I offered long time ago some mechanics of getting money from war. In fact there is no difference what kind of coins there will be.
According to WMC it could be like this:

once per day/week/month player can turn his rp margin (could there ever be better accumulated points than RP?) into wmc (or gold on players choice).

rp margin is a difference between amount of RP between current state and last convertion.

Value rate could be diffrerent 1:1, 1:5 (, 1:1000 Gold).

On startup of system "last convertion" values could be taken the same as current amount of RP to make it fair for all players.
RP is not fair at all. Or did you forget how "fairly" it was distributed before few updates back?
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Old 11-24-2015, 09:02 AM   #29
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Quote:
Originally Posted by godismyjudge View Post
RP is not fair at all. Or did you forget how "fairly" it was distributed before few updates back?
no, I was on pause
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Old 11-24-2015, 09:02 PM   #30
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Hello,
I would like carifications to some points.

It is said by Adrian that the purpose is to reward regular players, but regular players often have more than one character, some have all classes, all warmaster and some even remake another set of characters. So these players were regular players but not necessarily the same char or even over several accounts (in the same realm of course: p)

IGNIS HAVEN Take for example ...
To steal a gem it took a number of months ... No luck, it was stolen by what I will call the night shift, players who play outside of my niches hours.

So those players who play a lot will have to wait 6 or 10 or 12 Gemm stolen to break the piggy bank WMC for each of their characters? Or maybe you are planning that in a period of time (24 hours would be in my opinion), any connected char could unlock the piggy bank?

Unless this piggy bank is linked to the account or to the character?

Because if anything in this style is done, I think it's not worth playing Ignis. Enemies can steal gems regularly see their dominance linked to rings and amy increase, and we will stay quietly in our corner, to be grinded for their pleasure.

The difference of numbers and the difference of rings and amy is hard to play at this moment. It should not widen the gap even more.

Thx

Last edited by Aely; 11-25-2015 at 09:17 PM.
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