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Re: Castle Siege Idea
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Re: Castle Siege Idea
Guess i should clarify, 1. Zerg for me would be mainly content where its uneven and you can bring more numbers to a fight to give you a large advantage and more than likely having you win the fight. 2. When the numbers are so large for an area that the space is not suitable for the amount of players taking place in the… -
Re: Castle Siege Idea
Its not a problem at all for one guild or alliance to have more than one castle. In fact, there is no reason to fight at all in ashes. The problem is, not everyone will see eye to eye so there will be fighting. You wouldn't want a rival or a main aggressor to have more than you on any score. So too, does that stand with… -
Re: Castle Siege Idea
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Re: Castle Siege Idea
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Re: Castle Siege Idea
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Re: Castle Siege Idea
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Re: Castle Siege Idea
Well yeah, the underlying reason for any abuse of any system is that there's a benefit to doing so. But that balancing is exactly why I made these 2 threads. I'm trying to see if there even IS a way to balance the system w/o removing currently presented incentives. And it definitely been pretty hard to accomplish so far :D -
Castle Siege Idea
This idea exists mainly to counter a "limited siege members exploit" that I explained here. The idea is this:* when a guild registers as an attacker for a castle siege they get a choice of 3 instanced raids * these raids require a full 40-man group to clear * if cleared, the guild can speak to an npc at any node under the… -
Re: Castle Siege Idea
In general I separate players of competitive games into two groups when it comes to their reactions to certain game mechanics. It's an oversimplification but it helps me do certain design things. When something gets exploited in the game system, like training mobs, or a specific way of cheesing a quest or clearing a boss,…
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