02-19-2011, 03:22 PM | #41 |
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I will resume what I wrote in the other forum:
The defender only need to go to one fortification-->Big, big group to the nearest fortification. Atacker will go to the same fortification with a lot of people. The problem will be worse, more people in the same places. To maintain this system and favour battles in different locations the defender realm should retake at least 2 fortifications. Also there should be the same distance from save to all fortifications. It's problematic because there could be one entire realm in one castle, and other entire realm in two forts. I think it's necessary to increse the number of fortifications to four for each realm, this way one atacker and the defender would need to control at least two forts. Another problem with only one save is the need of teleports placed wisely. If not horses will be absolutely necessary to play. |
02-19-2011, 03:31 PM | #42 |
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One and only central save:
It maybe ok for Ra but for Horus it is not a good idea due to the relative low population. Example: If the enemy attacks Eferias many will not go there if there are not conjurers going to ress them. We do not know yet about the teleport question but some things I can assume: 1.- Before enough ppl get to lvl 60 warmaster it is going to take some time and in the meantime you will have the distance problem. 2.- We dont know if getting lvl 60 warmaster wil be very difficult and in this case only a few warmasters will not solve the problem of the castle/fort distance to CS. You need them to be online and if they are not.... less people will go to die that far. Another problem with only 1 save is that till now some players were grinding near a save (safety reasons) but if you remove it too far their grinding zone I suppose that less people will grind in wz. 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) Very good! If the defending realm retakes one fortification the vulnerability ends. In Horus it's a bad idea due to the lower population. You will need more people to defend fortifications while you invade. As it is now it's a very very big effort to get enough people to invade. 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!) Bad idea -at least in Horus-. I dont believe that if (lets say) Alsius is invaded and gems stolen they will be more motivated to attack the other realms than before. Why should they? Their fortifications are save so most of Alsius will keep on grinding without any fear of enemies taking Aggers, Trelle or being invaded. Health of the realm gate has been greatly reduced too Good idea |
02-19-2011, 03:48 PM | #43 | |
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Quote:
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02-19-2011, 03:54 PM | #44 |
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I am questioning the point when one of forts retaking makes gate out of danger.
I would rather suggest that this is ok if gate is not broken, but if gate is broken, no retaking should fix them. Or another suggestion, make it all 3 forts to be retaken to make gate safe and closed (even broken).
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02-19-2011, 04:06 PM | #45 |
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I am sorry I think I was not quite clear. I didn't mean that everybody (in Alsius, Ignis or Syrtis) will be less offensive if fortifications are invulnerable. I meant that less players will be motivated to take up any war because there is no fortification to defend.
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02-19-2011, 04:36 PM | #46 | |
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Quote:
A single central save would stop the bickering about whose fort is closest and thus unfairly advantageous. A single save would also create a more balanced and engaging fight at castles. If the enemy dies, he or she has to run all the way back from his or her realm. I like that the hometeam would have to do this as well. Would make conjury even more vital during the fight. How about reviving heals so they do a bit more? And perhaps a shorter cooldown on resurrection?
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02-19-2011, 05:16 PM | #47 | |
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Quote:
I know a lot of people who will fight at every place possible even if home forts are invulnerable. Wait and see! As chilko said: it's not final, more like a testing event on live servers. I'm looking forward to all changes coming in the future, they're what kepps our games alive and in flow. edit: It would even get cremate to a more used spell And maybe camouflage corps would be frequently used more as well. It could be the outcome, that different skillsets might be used in future.
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02-19-2011, 05:24 PM | #48 | |
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I like most of what I see, but I think most of us were hoping that 'changes to invasion mechanics' meant something more like 'different objectives in wz besides forts'.
Also: Quote:
Or will they have to rely on their allies to recapture the forts and make the gates vulnerable again? I'm ok with either of the above options as opposed to being sitting ducks inside an enemy realm. Could add some new dimensions to invasions
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02-19-2011, 09:30 PM | #49 |
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Love everything I see but I'd prefer a realm still be able to have it's forts taken but only that realm is allowed to upgrade forts when they have no gems.
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02-19-2011, 09:55 PM | #50 |
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I think the three best options if a realm has no gems are:
A) The attackers get no xp, B) No fort upgrades can be used, C) They cannot be invaded.
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