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Old 02-20-2011, 08:16 AM   #51
Punti_X
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I don't like A). Makes it all apsurde.
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Old 02-20-2011, 12:06 PM   #52
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It is not absurd. Why to farm realm that can not fight back. You go there knowing there will be no reward, so no problem. If you want reward you pick someone your own size. It is simple.

If goats can not protect self, you go ignis and get your XP. This will hurt noyone and it is alot better than the you can not get fort thing.
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Old 02-20-2011, 06:07 PM   #53
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These changes looking overall pretty interesting.

I'm not sure about this invulnerability rule though. It could lead to much more (wz-) inactivity for the poor gemless realm. But combined with other changes of the expansion, the risk that it will lead to complete wz inactivity for this realm is probably rather low. And at least it would stop that the gemless realm is farmed and zerged over and over again.
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Old 02-20-2011, 07:08 PM   #54
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After playing around on amun, i can say i love the changes. Seems war is nonestop action packed and getting into another realm and then having to go defend your own gate fast is wicked. Invasion doesn't seem frustrating at all but so fun, and I think it's a giant plus 1!

As for the invulnerable part, i change my mind, i think it goes well with these fast dynamics. If you have no gems, and lets say syrtis has samal, all we have to do is go to shana and meni very fast and hold for 2 minutes which isn't that hard and then press the gate. I see alot of gate fights happening and i like that alot Huge change to the game and i love it.
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Old 02-20-2011, 08:57 PM   #55
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2 minutes? You mean the vulnerability timer?

It is sped up on Amun for testing purposes. The real holding time is 15 minutes to make the gate vulnerable. Please note this.


Quote:
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)
Quote from opening post.

A lot of the Amun version will probably go live without much adjustment. I look forward to playing and testing it in a production environment. It will be fun.

Last edited by bois; 02-21-2011 at 01:07 AM.
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Old 02-20-2011, 10:20 PM   #56
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Ah, thank you Bois for clearing that up, that is a shame, i rather enjoyed the 2 minutes.
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Old 02-21-2011, 09:57 AM   #57
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I didnt read the whole thread (only page 1) and I dont know if what Im going to say was being changed in the past, but:

Back on my days on the German server when your realm invaded another one and the doors got closed again, because you didnt get out, there was a mechanic which let you escape although the gate was closed.

Its the end of the great wall(s) which used to act like a teleporter to cs of your realm.

As I said, I dont know if this mechanic is still active or not, but it used to be like this.

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Old 02-21-2011, 11:31 AM   #58
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They will probably change that because in many cases an army will get trapped in the realm and should have the option to "jail-break". In such a case I suppose it is up to the realm to evict the invaders that are roaming around inside.

In a strange way, if you look at it, NGD did drop the wall and extended the War zone as many battles will take place inner realm now. We could see city warfare. War will be brought to the lower levels whether they like it or not. Lower levels will be effective if they group and swarm small enemy factions.

This is shaping up to be a very interesting update. Hopefully, they will get around to adding a few more portal wishes as they would like to do.
With this landing soon , I can't wait to see what they are cooking up for forts and castles. Big year for NGD.

Artec
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Old 02-22-2011, 04:03 PM   #59
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Default Invasions gone ....

Although the changes will be well meant i think the result will be less invasions.
Everyone respawning to the same save it will be very hard to keep the near by fort.
Furthermore it will lower the battles at forts/castles not near the save. Why would a realm bother about a fort/castle that is not close to it's save, if you keep one of the 3 all is ok.
Respawn all to the save and take the fort near the save with 200/300 (RA) can be done within 15 minutes .
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Old 02-24-2011, 11:40 AM   #60
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Quote:
- Remove realm walls.
Do NOT remove realm walls. This will only end up having a dozen hunters camp newbie gates. Instead after caping required forts castle, have the the realm gate open after 15min without the need of breaking it. This would remove the stress in one location of the wz = less lag.

Quote:
- Move gems into cities.
Yes. No one would let any valuable lie around in the open.

Quote:
- Make lower than easy do not give XP, RP.
I could even imagine xp rp reduction.

Quote:
- Reinforce cities.
Decrease cities NPC defense.

Quote:
- Reinforce gem pillars into cities.
Thats ok.

Quote:
- Make cities capturable.
YES YES YES!!! All 4 of them!

Quote:
- Remove saves and move them to cities.
I think we do need a central save in wz.

Quote:
- Give XP bonuses for capturing city.
Good idea.

Quote:
- Make all equipment, mounts tradable - even xim, master ones.
Thats ok.

Quote:
- Hide bosses when realm, city, forts in danger, captured.
- Remove XP, RP from enemies when gems, forts captured.
I like the invulnerability better.


Quote:
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.
This is an invitation card on horus for farming alsius.
In vulnerability isnt (and shouldnt be) about helping a realm. It should stress that realm to attack. You want to play? Than stop sitting and camping forts and invade.
If ignis takes efe that means an opportunity for a gemless alsius to take alga and get gems back.
If your realm mates are either camping or grinding than it aint NGDs fault. Tell them to go and play an asian MMO grindfest.

Yes the changes are ment to make invasion priority, and to elevate the current realm tactics (zerg zerg farm farm.) on a higher lvl.
Yes we will need to act in more than 1 groups, to be successfull.

Last edited by Dome; 02-24-2011 at 11:50 AM.
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