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  1. Hello everyone, hope you’re having a great day! So quite some time ago, a friend of mine suggested to revert the TW system back to what it was on lvl 60 cap (at least on the german server) in order to make it more motivating for weaker guilds to take part. You can read the Thread here: Kibo also made another Thread formulating the Pro’s of this System very well. However, there was a big gap between the People who are for this system, and those who are against it, for different reasons. But i recently got an Idea that might be able to please both sides. Disclaimers: 1. Before reading this post, please get an overview about this topic from the other Threads. This is probably crucial to better understand everyone commenting on this and prevent misunderstandings. i will try however to summarize everything important so everyone has the chance to take part in this discussion. 2. As the original Thread got closed due some players talking off-topic and started insulting each other (it is a really debateable topic tbh.). However, I kindly ask you to leave this thread if you don’t plan on talking about this constructively. There has been a lot of toxicity lately in the forums and i don’t want this discussion to be closed again because some players can‘t get a hold of themselves. 3. I’m not a fan of that only one guild gets to win a territory – Because TW actually seems like to be some kind of Team-Effort of the different guilds being on either the red or blue faction. But changing that is probably a big hurdle, so instead i tried to simply merge the good sides of either System, so it doesn’t differ too much from the classic feeling. First, i will give you a quick summary of both the Point-Based-TW (which is the one we currently have on both the Awaken and the Classic Server) and the very old %-Based-TW. (Note: if you are familiar with the current TW and read the original Thread about the %-Based - You can jump to „the Points-%-Mixed-TW“) The Point-Based TW As said, this is the one most of the players should be familiar with. The Guilds try to cap the Crystals, which gives them points based on the Rank you achieved by dealing the most damage to it. 1st place gets 200 pts 2nd Place gets 180pts 3rd Place gets 160 pts 4th place gets 140 pts (Correct me if i’m wrong) In Addition to that, a guild gets rewarded with 1 point per Kill (not counting killing the same enemy multiple times) In the End, the Guild that was able to achieve the most amount of Points wins the War and gets the territory. However, i personally see a huge problem with that. Guilds have to work together in one Faction in order to repel the Enemies from the capped Crystals – but that one guild, that got the most points is the overall winner, completely ignoring all the efforts of the other guilds, that helped this faction to win. So this TW is really frustrating for smaller or medium sized guilds, that might be able to get a really solid 10-man party that plays an important role when fighting for the faction . I remember a while back, when we in OwO-Guild had 3x most Damage at crystals with well equipped Crystal-DPS, but we just couldn’t keep up with the kills that other guilds got because they had triple the amount of players. If this happens regularly to you, then it becomes really frustrating and i’m currently sensing a big loss of PvP activity because there is never really a point in trying to win for us and guilds with a similar problem. This Problem sparked the Idea of reverting the current TW-System to what it was in the very beginning. The %-Based-TW As seen in the videos in the original Thread, you can see that up to 3 guilds get an 8,3% Chance each of winning the territory for every Crystal that was capped. (25% per Crystal, splitting up to 3x 8,3% for the guilds that dealt the most Damage). So a strong guild, that deals damage to the crystals and got all 4 crystals for their faction, gets a total amount of 33,2% Chance of winning the territory. (Please watch the video for better understanding). (Example: So if lets say the red faction with Guild A,B,C,D capped all crystals. On 3 Crystals the guild A,B and C Dealt the most damage while on the forth Crystals Guild A,B and D dealt the most damage. That means that Guild A and B have a 4x 8,3% of Winning – 33,2% each in Total; Guild C has a 3x 8,3% Chance, so around 25% in Total; and Guild D has a 1x 8,3% Chance to win the territory. So regardless if you have „THE MOST“ Damage on the Crystal, and regardless of the amount of kills your Guild got, there is just a -Chance- at winning the Territory for your Guild.) And that started a huge controversy. Because that could mean that a 1-player-Guild can easily get a Territory if they just deal enough Damage to the Crystals. That could also mean that the Losing side can actually win if they manage to cap and defend one Crystal (Which is actually awesome in my opinion). So, yesterday i came up with an Idea that includes both TW-Systems; Let me Explain: - - - - - This is the actual suggestion - - - - - The Points-%-Mixed-TW (This is just an example to explain the logic) So, we keep the Point-Based TW as it is – meaning Crystals DMG gives lots of Points depending on most, second-most, third-most and fourth-most Damage. We also keep the System that 1 kill gives 1 point (not counting the same person) The Change i’d like to suggest it that after TW ends, The Points of both sides get accumulated. In This Example the Red Faction gets 479+204+184+182+160+149 Points Team Red Points: 1358 Team Blue Points: 485+241+2 = 728 After the Points have been added, the Winning Side will be decided by which side has more Points. In This Case Team Red. It’s important to know which „Side“ wins because only the winning side gets sent additional Chests that contain Warstones (1 for Winning, 1 per Crystal that you – as an individual player – hit and 1 for each „sword“ above your heard due to the amount of kills you achieved) (i’m Btw not a Fan that the losing side didnt get anything for the efforts – but thats how it is) Now, which guild gets the territory? This is where i want to include the %-Based TW. After the Total Amount of Points are calculated, Each Guild, that contributed to this Number, gets a % of getting the Territory. So if Red Wins, and Red got 1358 (=100%) Points, then the Chance of getting the Territory is the following: NoFear: 35,27% (479/1358) BloodTears: 15,02% (204/1358) Celestial: 13,55% (184/1358) … And so on, you get the point. So, whats to great about this mixed System? I think this is great as it motivates even smaller guilds to participate because there is a chance for them to win too even if they are not the best of the best. It also rewards the strong guilds because with most damage and lots of kills, their chance of winning is significantly higher. I also think that this System makes the guilds to take the fight from the start until the very end serious because every single kill counts as it adds to their % of winning. (You can’t really say the same about stomping-TWs where you are pretty much done for if you dont have most Damage, or Shura Map where usually just the last 5-10mins count) Summary: IMO TW is not really about actually getting the territory (right now you get like 40G per Day per Territory at lvl 60 – you can get the same amount of Gold by farming in Highlands in just 1/10 of the Time if you count in preperation Time like Event Buffs and banquets) The Chest you get from the Townsman is also not really that worth it as it usually just containt 3,6 oder 18 CCM and sometimes like 1-2 Warstones So What exactly is the reward for Winning TW? Participating and winning TW is just about Fun and Honor – having your Guild’s Name displayed at the end, and thus getting appreciation and attention. And Thats completely fine. However, i think that TW is a Team-based Effort of all Guilds on one Faction, but it doesn’t feel like that at all. Point-Based-TW: Pros: strong guilds WILL get rewarded because they will always win if they did enough dmg and kills Cons: Always the same 3-4 Guilds will win the TW – it’s frustrating for weaker guilds, even when they contributed to the Victory (because maybe the Strong guild wouldn’t even have won without the help of the smaller guilds to defend crystals) Guilds within one team fight „Each other“ (like letting Belk die to hopefully let the Rays destroy a crystal so a guild has another Chance of getting most-damage if they didn’t had that before) %-Based-TW Pros: almost every Guild has a chance of Winning, motivating weaker guilds to at least try - making pvp more active in the long run Cons: almost every Guild has a chance of Winning (even 1-man-guilds by just doing damage to crystals). It might feel unfair to those, who prepared very well and lose the war because of RNG Debateable: A guild from the Losing side has the chance of winning Mixed-Based-TW: Pros: Every Guild tries to do their best as they have a chance of winning even if they don’t get the Territory necessarily – it at least feels much more rewarding because that your Faction won is thanks to your guild too (because you contributed with your points to the total amount) Players fight from start to finish because every Damaged Crystal and every single kill Counts Stronger Guilds are more likely to win compared to smaller guilds – showing their „superiority“ if you want to say it like that Cons: the Winning of a Territory is RNG in the End – however – if you really want to show everyone that your Guild is the best, then do so in GvG as this is a much better fitting place to show your strength. TW imo is a team-based effort and i don’t think it is suited to display the „best guild“ but rather the „best guilds“ working together, simply assigning a Territory to one of its contributors – which isn’t that big of a deal (40g and a chest of CCM…) I put much more effort in this Topic than for my university this whole week... I Hope you appreciate it and aren’t too overwhelmed by the amount of Text. I really want to see your Opinions about this because i think that can hugely affect the activity and the Way of Thinking about TW. Let me know if you see any Problems which i might have missed (for example, only let the top5 or 6 guilds per Faction be listed in the Contribution to prevent 1-man-guilds of winning for barely any effort [Because Crystaldmg gives lots of points])
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