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Old 02-19-2011, 09:44 AM   #21
Seher
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Quote:
Originally Posted by chilko View Post
solutions that were implemented:

1) and 2): One and only central save
This will most likely help a lot.

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Originally Posted by chilko View Post
3): New invasion mechanics
• The gate will be vulnerable when the realm looses control of all its fortifications for 15 minutes (it doesn't matter if those where taken by a single opposing realm or both of them)
Realms will team up more often then, I think that's good as well.

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Originally Posted by chilko View Post
• If the defending realm retakes one fortification the vulnerability ends.
• if the gate was broken and the defending realm retakes one fortification the gates will re-appear.
Sounds interesting. However this point is kind of... dangerous. Too many factors influencing this, too many possibilities of what is going to happen, it's nearly impossible to predict what this change actually means. You'll maybe have to remove this via hotfix, who knows.
I'm afraid it could mean more useless running, I really hope the new teleportation stuff is going to solve this.

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Originally Posted by chilko View Post
4) New invulnerability rule: If a realm looses all its gems it will become invulnerable and its fortifications will not be able to be taken unless they take back or steal a gem or one of the opposing realms visits the dragon. (now the invulnerable realm can take a fully offensive stance!)
Seems to be something good as well, combined with exp for killing enemies and the new war master coins it should bring more action to the war zone. You should rather change the warmaster coins system than this if it doesn't work out well. (There's some room for improvements, see below)

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Please don't take this changes as final as we plan to continue making modifications to invasions until we get them right and we need to test changes with live server's population. Think of this as an event
As long as it doesn't mean more running... I'm looking forward to it! My only concern is warmaster coins, having to accept it as a quest and the strict limit to 1 time per day, that's not the most elegant and comfortable solution and might decrease the war zone action.
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Old 02-19-2011, 10:14 AM   #22
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Originally Posted by Mattdoesrock View Post
I agree with Mira.

If a realm becomes invunerable, where is the motivation to take an offensive stance?

Sometimes a realm can be without ANY gems for over a week. Some people could see this as a free grinding week. They know they're not going to be needed in war - that their own war zone area will see less action, so they can grind in peace.

Not many people have enough "realm pride" to motivate them enough to make a concerted effort to retake their gems.
This might be true for Horus, but it don't think it is for Ra. Alsius has been without gems for about 2 weeks now and can you guess whose forts are taken the most? Alsius's of course. Ignis and Syrtis are in a stalemate, they know they don't have much of a chance invading each other, so they go for the third realm. Alsius on the other hand is too busy keeping their own realm clean to do much else. With this update Alsius would be free to take other forts and with that maybe help another realm to invade.

While I think your objections are valid, they are not a problem with the new mechanics. The problem is Alsius' (Horus) attitude. And you can only change that yourself.

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If this invunerability is to stay - players need to be motivated to retake their gems. Current invasion rewards are not enough to do this on their own.
That, of course, would help a lot.
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Old 02-19-2011, 10:19 AM   #23
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Sorry, got bored with reading all of the long threads so apologies if someone has posted this.

Yes I agree that it could be a big issue as large swathes will be trapped in the inner realm - it would be a good tactic to block gems being captured, wait for the invasion and then cut off any support.

A solution (cause I like these) could be....

Allow the inner realm cities/towns to be capturable so that invaders can set up a stronghold in the realm to hold out until the gates can be reopened.



I also note that the one central CS goes against the argument for more spread out battles and reduced load on the servers. If you have not already noticed NGD before most organised invasions players already group up at the central save location. Unless you are planning on removing party chat and clan chat having three saves means that war parties being spread at the three saves actually promotes the instances of multiple battles.

Apologies but before every update it seems that NGD puts out these sort of post that seem to exemplify the lack of in-game time they actually spend. I ask a dev once if he played and claimed he had two characters. Only two???

Can I suggest NGD-ers play more and maybe form random attack parties to take part and observe gameplay? If players knew NGD-ers were around incognito it could reduce cheating too.

EDIT:

That said go for it anything to get more organised invasions. As my old boss used to say: Let's suck it and see!
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Old 02-19-2011, 10:34 AM   #24
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Quote:
Originally Posted by Kyrottimus View Post
+1. The options that are available to vote for are very anti-climactic for such end-game content.

Maybe keep the current voting system and dragon-wishes, but also for those who visit the dragon, have the dragon give them all riches (after all, we know through dragon lore that they hoard loot like crazy!)

Could be some unique items/armor/jewely/etc. that would not be BETTER than anything else currently available (so as not to upset balance) but something unique and different that would be a nice bonus to make current dragon wish options not so much of a let-down.
Well i just cant wait to see all nighttime players having nice gear and the people who actually sleep around those times will have nothing...
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Old 02-19-2011, 10:40 AM   #25
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Maybe making one save will improve mechanics of invasion but...:
-personaly i will not run from aggers save to imperia twice..too long distance...
-grind in this places will be almoust forgot..this will promote more grid inside of realm.

Second issue:
-What i find inside of another realm beeside of gems to motivate me to doo this?
-About rewords of invasion...not motivate me enaugh to doo this... +XP bonus almoust all time...i am sick of grind....
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Old 02-19-2011, 11:06 AM   #26
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Instead of removing the fort capture option if realm have no gems just remove the XP attackers get. Defenders will still get XP, but attackers and farmers will get nothing.

This can bring them to search a new way to gain "W" and more XP - i.e. they will surely go to other realm.

For me Forts must not be locked. Just remove the possibility to "grind" on realm players that do not have gems. If you want get the fort for fun it is legal in a war, just you will get only fun and not a XP farm.

Locking a fort is too drastic action. Taking the XP "candy" will surely make them move.
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Old 02-19-2011, 11:07 AM   #27
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A simple solution is promising a lvl 135 drop randomly assigned to whomever is present in the golden dragon, you can even make it a 1/100000000 probability, just make sure to leak an image of its stats out.

You'll se more invasions then ever regardless of the system you implement.
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Old 02-19-2011, 11:25 AM   #28
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And as a suggestion :

Change timer till gates will be vulnerable:
-i sugest 10 minuts for 3 forts capture
-15(or 20) minuts for castle+ 1 fort capture


This can give a advantage to realms that have lower number of players but also it's a desavantage for they to defend they gates.

Alsius anyway with 30 minuts or 15 minuts will get invadet a lots..at least to have option to payback the coin :P

Timer & one save will improve ration of invasion....but question is:
Q.-What motivate me to doo this?
A.-XP bonus it's not enaught :P

And a second question:
Q.-What iit's the idea to have Warmsters if all will be warmasters...at lvl 60..?

As a sugestion too:
-Make lvl 59-60 or a cap lvl 61 (from 60 to 61) to be able to lvl-up only from war and not from grind :P
Like this a warmaster will be for real a warmaster ...not a grind master :P
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Old 02-19-2011, 11:42 AM   #29
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With making a realm invulnerable, instead of doing this why not make the castle and only the castle invulnerable if the realm has no gems, this way the main fort an secondry forts will still bring action to this realm.

So say alsius has no gems, Imp will be invulnerable to attacks (maybe a visable barrier around it), but Trelle and Aggs will still be attackable. This would in the case of Horus still give alsius a reason for war instead of mass grind.
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Old 02-19-2011, 11:56 AM   #30
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Quote:
Originally Posted by -Logan-
I would have preferred more ways to invade or break through the wall, rather then continuing to promote a single laggy high density area, I'm talking about the gate of course.
This.

If the fighting was spread out across more areas rather than concentrated in one chokepoint, it would encourage more tactical play and strategic considerations than just having a massive zerg/AoE fest.
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