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SenorBernd
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1 minute ago, nudelholz97 said:

Every Guild has to put in the effort to get their people geared, and get the class knowledge to do enough damage on the crystal to get their %. 

Also one thing you all are assuming is that "people that hit one or two times on the crystal" will get their %. When you get out a system, that rewards guild diversity more than mass-guilds, you will not fight against unprepared people, you will need to go up against other fully geared people. 

You all just assume that it will be like the current system, where you have just 2 Guilds, however you will go against 5-10 Guilds, all geared, all with a strategy, but maybe not the manpower to go for the cap on multiple crystal, or they will lose out on other crystals. 

Also you are talking about strategy? Do you mean your strategy of recruting so many people into one guild that you just outnumber the other guild with so many people that they have no chance of winning? Then the other guild has to pump their member numbers to outnumber you and then you quit the game because it's unfair when others use the same "strategy" as you? 

 


Nah I'm talking about the strategy where we beat you with 7 less people than you, don't expect another reply from me because you're both irrelevant to me and to this post

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1 minute ago, Aloha said:

 


Nah I'm talking about the strategy where we beat you with 7 less people than you, don't expect another reply from me because you're both irrelevant to me and to this post

Yo Bro, I don't know who you think that I am, but I am indeed not in Jugoito or any other big guild. Sooo.... No I am not talking about that strategy. 

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8 minutes ago, nudelholz97 said:

Every Guild has to put in the effort to get their people geared, and get the class knowledge to do enough damage on the crystal to get their %. 

Also one thing you all are assuming is that "people that hit one or two times on the crystal" will get their %. When you get out a system, that rewards guild diversity more than mass-guilds, you will not fight against unprepared people, you will need to go up against other fully geared people. 

You all just assume that it will be like the current system, where you have just 2 Guilds, however you will go against 5-10 Guilds, all geared, all with a strategy, but maybe not the manpower to go for the cap on multiple crystal, or they will lose out on other crystals. 

Regardless of the details, adding RNG system to a competitive scene isn't a good idea, TW was changed back then for a reason, and the system it has right now is not bad, we could suggest to add a player cap for each guild like 15 or whatever, to make sure we get "diversity" of guilds and suggest to add more rewards to all guilds that attends which would make way more sense than any of this.

 

  

3 minutes ago, nudelholz97 said:

Yo Bro, I don't know who you think that I am, but I am indeed not in Jugoito or any other big guild. Sooo.... No I am not talking about that strategy. 

Would ask who you are but couldn't give two shits. 

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39 minutes ago, Aloha said:

don't expect another reply from me because you're both irrelevant to me and to this post

So that was a lie. But it doesn't matter for me, I like discussions. Feel free to reply to me as often as you like. 

 

31 minutes ago, Aloha said:

Regardless of the details, adding RNG system to a competitive scene isn't a good idea, TW was changed back then for a reason, and the system it has right now is not bad, we could suggest to add a player cap for each guild like 15 or whatever, to make sure we get "diversity" of guilds and suggest to add more rewards to all guilds that attends which would make way more sense than any of this.

The Reward isn't really anything in the territory war. In the Level 60 cap, what do you get for having 3 Territorys? Like 100 Gold? That really isn't the thing. And you get your territory chest in the mail, no matter if you win the TW or not. They just want to satisfy their "Better-than-you-Boner", when the Message says "Guild XY wins". 
 

A player cap would be something that could help, prevent the forming of "mass guilds", but you will still have the 15 Man, vs 5 Man. And I want to quote SenorBernd on that one: 

42 minutes ago, SenorBernd said:

Now your next point is confirming our suggestion even more. You said it, imagine someone gets kicked from ONE of the TWO active guilds there are. Maybe the other guild doesn't want him. He literally has no other choice than joining a noname guild or making is own. In my eyes it's unfair to just drop him into the abyss even if he may be one of the ebst players on the server.

It's still punishing the smaller one's, so instead of 2 Guilds with 30 people in the TW, you will get 4 Guilds with 15 People each, a step into the right direction for more guild diversity, yet still a long way to go. I just want to refer to the Video from the German Server again, in which 9 Guilds had the chance to win and even more took part in the fights and in the capping. 

And to the point of "adding a RNG System". Yes, you are adding a small point of RNG - but if you are better, you still get more %. You could also change the system: More DMG on the crystal - More % for the guild, better chances of winning. 
 

42 minutes ago, SenorBernd said:

TW back in the day was a team game and should be.

This point I also want to elaborate on: Maybe you were on the winning side, but the little 8% Guild won the Teritory. We still felt good about that, as we were still on the winning side, and like I said up there: Do the territory war rewards really matter? It's a little bit of Gold, you get your territory chests in the mail either way. Get a less competetive view of it and look more on the fun side of having a good fight. 


For the thing about how often did it happen that the 8% Guild won? On the German Server we had this one big Guild - let's call it "Guild 1". Back before we had the 3 territory limitation - Guild 1 had weeks where they had 5 Territories. After the Limitation was implemented, you still had your "big guilds" that had their 3 territories without any problem. 

It's all just about the satisfaction of every player and every guild, everyone can feel rewarded by doing TW, and not just people in the "Big Two".



(As for who I am, I don't think that it really matters, so I will just leave it out.) 

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42 minutes ago, SenorBernd said:

Sorry, i really just don't get that point. In Arena it's a full team effort to win as a whole. In TW you have a fight even within your own team. In Arena it doesn't matter who deals the most damage to the enemy, in TW it matters who does the most DPS on crystals. Could be that i get your point here wrong since i had a bit of trouble understanding it ^^ That's my bad then, sorry if we mean the same thing.

TW is a team game otherwise they wouldn't have red team and blue team? I've done far to many TW's myself as a player solo, a player in a party sized guild and player in a big guild and the leader of a successfull guild that didn't just rely on numbers to win. Example: When this server opened we won 2 TW's back to back 15 people vs 60+ due to stratergy and if I was at my home PC I'd be able to provide proof if you don't believe me.

Being in a small guild doesn't mean your unable to win for yourself and saying that Arena is more of a team effort than TW is one of the dumbest things I've heard in a long time (Sorry if that sounds rude I don't mean it that way). All I will say is you clearly value TW a lot differently than someone who played PVP on this game at a top level and a bottom level for years straight. There is a lot of people who prep hours in advance for TW, people who prepare parties with certain class setups even down to the accessories and trophies each party member wears. This is a competative mode and should not be tainted by RNG without being able to earn that 100% win. If someone tops every crystal, if someone tops all the kill score you tell me why they don't deserve to win? Crystal scoring is based on a single persons DPS, a guild of 1 person could win a crystal but if they can't win a single one they still deserve a chance to win?

Arena's are a much more casual setting where if you lose "hey thats a bummer guess I can just queue again". What with TW its "We lost even though we won so lets try harder tommorow guys". No thats absurd. Now if you where pitching to maybe create a system where a smaller guild can earn points to win that would help them compete with the bigger guilds then sure but not on RNG. People gain gold from winning this, they equally spend gold on potions and other assortments to get the job done. Why would anyone do that if they cant guarentee a win, why would X-Legend change it if it was all wonderful and perfect just how it was?

 

Either way clearly you've not understood the importance of TW's to the competitive players so continuing the back and fourth is pointless. If the active PvP community want such as system it will get implemented but honestly since only 2 active PvP'rs have commented on this thread and only 1 plays in top guilds while the other plays in small guilds. You can clearly see the difference that most PvP players, the ones who wake up 4am for a PvP match that give the game the dedication would prefer to lose because they lost than lose because they rolled a 100 sided dice and got an 8.

Since this will just continue going back and fourth this topic will be locked. Discussion about this can begin during beta if you so wish but like I said this affects PvP players and should only be discussed by PvP players who are active.

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