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  Topic: WOE Suggestions
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Glenfiddich



Joined: 22 Jun 2008
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Post  Post subject: :) Reply with quote

luzz wrote:
We have considered this a few times in the past. Our conclusion was that it is more beneficial to have all the castles open because then smaller / weaker guilds can end up with some castles too.

If castles are limited, then the stronger guilds will usually end up with all the castles, and, depending on the rotation, might have to hold on to them longer than they wish too.


You brought this up in another post luzz, but your opinion would still be the same?

My reasoning: Why should there be so many castles, that there are some left available for smaller and weaker guilds, who havent worked as hard as larger guilds? People who have actually worked to make their guild strong are the ones that deserve the castles.

And about stronger guilds ending up with all the castles.... Cant a guild only have 3 castles at once? O.o

I really do think, maybe having half the amount of castles open one week, and the other the next, would make the WoE experience much more intense and fun
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joeodoy



Joined: 02 Feb 2009
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SilverPriest wrote:
joeodoy wrote:
I agree with some points actually, I really think emp HP is too low for example. Gloom card was meant for this purpose but now with orc skeleton and dark water every sinx can break within 3 seconds =(

I am also having a hard time finding the action packed castles cos there are just too many! Or can you guys kindly tell me which castles have more than 10 people in it during WoE?? Very Happy


you can see people crashing in Wuerz and Eyol Castles it will be fan if SOS will go there too Very Happy


Thats ally castle Mad
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Wed Sep 23, 2009 12:35 am
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Anam



Joined: 21 Jan 2009
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(Edited: Because this isn't an argument, I'll keep my opinion to myself, have a good day.)

I personally find woe a little difficult as it is, but then I'm not apart of a 'big' guild who has thirty or more active players for woe, my fault I'm sure. As for the actual Idea's.

I cant honestly say I'm for any of it, just because making woe harder may or may not bring in more people to woe. Just because people don't need 'uber' gear to get something done, doesn't mean it's not something that's important to have, you die alot quicker if you don't have the right gear to counter something. As for the LK's magnum break, I've been on this server for well over a year, and for as long as I can remember mag has always gotten out of traps.


So I would like to thank you for actually putting up a suggestion as well thought out and planned as this one.

Have a good day.

My two cents~

Anam

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Last edited by Anam on Wed Sep 23, 2009 5:36 pm; edited 1 time in total
Wed Sep 23, 2009 2:01 pm
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NightShade



Joined: 14 Sep 2009
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Anam wrote:
x.x This was a horridly long thread to read just because we have lots of people who like to quote eachoter, seriously no one can remember what they read long enough to respond to it? I suppose it'd be a little late if I whined about people sounding insulting, and others bumping chests to prove a point, seriously people shouldn't get so definsive about stuff sometimes, though I'm one to talk, I do it too, but we should try not to, it causes issues and useless drama. This thread went from talking about making woe harder and more entertaining to thoes who have greater skill, to people arguing and quoting back and forth.

I personally find woe a little difficult as it is, but then I'm not apart of a 'big' guild who has thirty or more active players for woe, my fault I'm sure. As for the actual Idea's.

I cant honestly say I'm for any of it, just because making woe harder may or may not bring in more people to woe. Just because people don't need 'uber' gear to get something done, doesn't mean it's not something that's important to have, you die alot quicker if you don't have the right gear to counter something. As for the LK's magnum break, I've been on this server for well over a year, and for as long as I can remember mag has always gotten out of traps.

If anything the best idea I've seen is the emp having more HP.

About the statement Luzz made, and the one that was made right after it.

How rude, I do think, you are being to assume that 'weaker' guilds haven't worked just as hard, or harder as the 'stronger' ones, I think you hardly know what you are talking about in this regards, because, you openly admited you don't talk to people outside your guild. So how could you know about how hard the smaller guilds work to get a castle, or to get members. Not everyone starts out with money, or has the ability to obtain donation items, or godly mvp cards. So pleas excuse me if I sound a little harsh, but that is very judgemental of you to have said.

If I've upset anyone with my opinion on this issue, please take it to private pms, don't drag it out on the forum, this was a suggestion to make woe better, and not saying I'm any better, but it was turned into a very opinionated argument, which descusions tend to turn into.

I do like the idea of more hp for the emp's but, in the long run, it's what the GM's and most importantly the Admin think is best that really matters, our opinions and suggestions mearly add veriaty.

So I would like to thank you for actually putting up a suggestion as well thought out and planned as this one.

My two cents~

Anam


I'm only reading bits and pieces of this post and here's my reply since I think this is rediculous.

Now just out of curiousity, how many people would be in thie "weaker" guild? Me being in the guild that I am, SOS, we BARELY have 6 people for woe, yet we still do a pretty damn decent job concerning the amount of players we have DURING woe. Numbers isn't everything, it's knowing how to setup for woe that decides what happens. Yes numbers are nice, but what if those numbers ( being players ) are level 1/1 Novices? Then they're not really helpful. Now if it's decent players who know What to do in woe (Remember PvP and WoE are two Very different concepts), can be any number and you'll still do a pretty good job.

And no, before you start saying this is an arguement, it's not. I'm just stating facts about the whole "Weaker and Stronger" guild.

As for the topic, as everyone else has said before, the Emp does need more HP regarding this is a Mid-Rate, not a Low-Rate. Really does make woe less intriguing knowing that if I woe for the full amount, I'd rarely see that many people UNTIL the very end, which seems pointless. And rules out that last minute or thirty-seconds rush towards the emp.
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Wed Sep 23, 2009 2:26 pm
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kinness



Joined: 26 Jun 2009
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so long....finally finish reading it..xD

do u experience defense a castle for 2 hours?
and totally no people coming?
i believe a lot trappers experience that...

spent 2 hours sitting in front of pc.. nothing to do...
just angle snare, remove trap, angle snare, remove trap..ZZzzzz

if limit the number of castle....
then a lot people will come to "visit" us..(no choice..)
woe will like a war!
sound great! =p
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SilverPriest



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xD
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Anam



Joined: 21 Jan 2009
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Did you even read the posts I was referring to? I'm not gonna argue with you, I plainly stated in my post that if you had any concerns with what I said to pm me, and not spam the thread with your disagreements or your arguments.

And I was stating how rude I thought his comment was, not that a guild with 5 people is weak to a guild with 30, I don't believe you grasped the point I was trying to make, and I apologize it wasn't clear enough.

I hadn't even said anything about weak guilds being with only 'such and such ' numbers while stronger has more. It pays to read everything thoroughly before you point something out, just a suggestion of course.

Anyhow, enjoy your day.

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Wed Sep 23, 2009 5:52 pm
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NightShade



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Why would I have to Pm you if you came back to check what someone has posted on the thread? Look, leave the agenda's out of it and leave it where it is.

End.

Back on Topic.
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Wed Sep 23, 2009 6:24 pm
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XDoggStrafe



Joined: 30 Mar 2009
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Honestly, a few points here about the whole "WoE is too easy" complaint/suggestions.
1) Giving the Emp more HP would make it more difficult to break it, but not much more unless the HP was seriously kicked up. And even then, you'd have people fighting for about a week, maybe 2 (so about 2 - 4 WoE's) til they find out just how long it'll take to break the emp, then you can expect the last minute rush strategy to adapt to this. Personally, I find the last minute thing annoying, but it's a legit tactic in wars.
2) Dividing the castles by days, that would destroy the whole WoE idea, the whole point of it is to fight right? Well, how fun is it going to be if one guild controls swanhild, and has the players to keep said castle indefinitely? And to make the matters worse, you'd have the biggest guilds (Dreams, DE, SOS, etc.) fully prepared for those WoE days since they wouldn't have to divide as much to conquer castles. I've seen servers implement this before, and it destroyed their WoE days.
3) Making WoE more challenging, why not ban certain MVP cards? Such as GTB? I mean, if you're no longer immune to all magic you're gonna need a new strategy (btw, iRO's official servers have banned GTB from WoE apparently). Or what about things like Gloom Under Night? You wanna make the emp harder to break, ban all the items that make breaking it easier from WoE, thus nullifying the whole "I'll just run" tactics. There are far more indepth ways to make WoE more challenging without totally ruining it's balance by doing things like dividing castles by day or unnerfing skills. *EDIT* I forgot to mention this, but what about banning donate only items from WoE? That would level the playing field and make things a little more challenging. (For the record, I do have donates, so I'm not just suggesting this so that others suffer from it, I'd lose out too. It's just an idea)

These are just my two cents and personal opinions on the matter, though I'd really hope that Luzz or Skye reads this and takes it into consideration.
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marine



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XDoggStrafe wrote:
Honestly, a few points here about the whole "WoE is too easy" complaint/suggestions.
1) Giving the Emp more HP would make it more difficult to break it, but not much more unless the HP was seriously kicked up. And even then, you'd have people fighting for about a week, maybe 2 (so about 2 - 4 WoE's) til they find out just how long it'll take to break the emp, then you can expect the last minute rush strategy to adapt to this. Personally, I find the last minute thing annoying, but it's a legit tactic in wars.
2) Dividing the castles by days, that would destroy the whole WoE idea, the whole point of it is to fight right? Well, how fun is it going to be if one guild controls swanhild, and has the players to keep said castle indefinitely? And to make the matters worse, you'd have the biggest guilds (Dreams, DE, SOS, etc.) fully prepared for those WoE days since they wouldn't have to divide as much to conquer castles. I've seen servers implement this before, and it destroyed their WoE days.
3) Making WoE more challenging, why not ban certain MVP cards? Such as GTB? I mean, if you're no longer immune to all magic you're gonna need a new strategy (btw, iRO's official servers have banned GTB from WoE apparently). Or what about things like Gloom Under Night? You wanna make the emp harder to break, ban all the items that make breaking it easier from WoE, thus nullifying the whole "I'll just run" tactics. There are far more indepth ways to make WoE more challenging without totally ruining it's balance by doing things like dividing castles by day or unnerfing skills. *EDIT* I forgot to mention this, but what about banning donate only items from WoE? That would level the playing field and make things a little more challenging. (For the record, I do have donates, so I'm not just suggesting this so that others suffer from it, I'd lose out too. It's just an idea)

These are just my two cents and personal opinions on the matter, though I'd really hope that Luzz or Skye reads this and takes it into consideration.
Basicly u sayin , woe should be played by mvp room cards . no donation items and no rares cards. Dont take me wrong ... i dont like it . gtb banned , but wand of hermonde is baned?
Thu Sep 24, 2009 8:10 pm
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Bubbaknoxz



Joined: 11 Sep 2009
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XDoggStrafe wrote:
Honestly, a few points here about the whole "WoE is too easy" complaint/suggestions.
1) Giving the Emp more HP would make it more difficult to break it, but not much more unless the HP was seriously kicked up. And even then, you'd have people fighting for about a week, maybe 2 (so about 2 - 4 WoE's) til they find out just how long it'll take to break the emp, then you can expect the last minute rush strategy to adapt to this. Personally, I find the last minute thing annoying, but it's a legit tactic in wars.
2) Dividing the castles by days, that would destroy the whole WoE idea, the whole point of it is to fight right? Well, how fun is it going to be if one guild controls swanhild, and has the players to keep said castle indefinitely? And to make the matters worse, you'd have the biggest guilds (Dreams, DE, SOS, etc.) fully prepared for those WoE days since they wouldn't have to divide as much to conquer castles. I've seen servers implement this before, and it destroyed their WoE days.
3) Making WoE more challenging, why not ban certain MVP cards? Such as GTB? I mean, if you're no longer immune to all magic you're gonna need a new strategy (btw, iRO's official servers have banned GTB from WoE apparently). Or what about things like Gloom Under Night? You wanna make the emp harder to break, ban all the items that make breaking it easier from WoE, thus nullifying the whole "I'll just run" tactics. There are far more indepth ways to make WoE more challenging without totally ruining it's balance by doing things like dividing castles by day or unnerfing skills. *EDIT* I forgot to mention this, but what about banning donate only items from WoE? That would level the playing field and make things a little more challenging. (For the record, I do have donates, so I'm not just suggesting this so that others suffer from it, I'd lose out too. It's just an idea)

These are just my two cents and personal opinions on the matter, though I'd really hope that Luzz or Skye reads this and takes it into consideration.



SOS isn't a big guild.. We have 6-8 people woe usually, we are quite small compared to many of the other guilds. Doesn't stop us from taking 2+ castles per woe. Plus having good allies usually helps out as well.

Limiting the castles will make the entire two hours worth while. Currently I can sit in Payon for an hour and 30 mins while woe is going on. Then in the last 30 mins I'll actually woe. Raise the EMP's HP cut the castles down to a few per town or certain realms per day.

As far as removing MVP cards, donates, etc. I don't care for the idea.
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Andi



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Additional suggestion (if it's already been mentioned, sorry):

Shorten the length of WoE. It would make it more intense. Smile
Thu Sep 24, 2009 9:35 pm
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Glenfiddich



Joined: 22 Jun 2008
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Post  Post subject: :O Reply with quote

XDoggStrafe wrote:

Giving the Emp more HP would make it more difficult to break it, but not much more unless the HP was seriously kicked up. And even then, you'd have people fighting for about a week, maybe 2 (so about 2 - 4 WoE's) til they find out just how long it'll take to break the emp, then you can expect the last minute rush strategy to adapt to this. Personally, I find the last minute thing annoying, but it's a legit tactic in wars.


The more hp the emp has, the less people will run away from you in woe. People dont fight because they know they can break emp before you can kill them. Last minute rush strategy will now include actually fighting back.

XDoggStrafe wrote:
Dividing the castles by days, that would destroy the whole WoE idea, the whole point of it is to fight right?


Official servers have done it before, and it has worked fine. I think an official server would know the whole woe idea a whole lot better then us guys and this private server.

XDoggStrafe wrote:
Well, how fun is it going to be if one guild controls swanhild, and has the players to keep said castle indefinitely? And to make the matters worse, you'd have the biggest guilds (Dreams, DE, SOS, etc.) fully prepared for those WoE days since they wouldn't have to divide as much to conquer castles.


Woe isnt meant to be easy. Big guilds deserve castles as they have put the time and effort in to get these castles. As you said, they are fully prepared, of course they will get a castle.

XDoggStrafe wrote:
Making WoE more challenging, why not ban certain MVP cards? Such as GTB? I mean, if you're no longer immune to all magic you're gonna need a new strategy


You're an idiot.

XDoggStrafe wrote:
Btw, iRO's official servers have banned GTB from WoE apparently.


No, they havent. Gtb is only overpowered in PvP, as you can prepare for a situation. In woe, you dont know what the hell is gonna happen.

XDoggStrafe wrote:
Or what about things like Gloom Under Night?


What a stupid idea. Banning gloom card would reduce emp breaking from a 3 second break, to a five second break. Its only 40% damage more.

XDoggStrafe wrote:
There are far more indepth ways to make WoE more challenging without totally ruining it's balance by doing things like dividing castles by day


Not really, banning cards throws out balance. Castle division has been done on official servers before and it works fine. 3 Sets of castles for a week, or two, and so on.

More emp on hp please. Edp breaks up around the 8-10 second mark would be nice.
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Thu Sep 24, 2009 9:36 pm
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ShadowNguyen91



Joined: 14 Aug 2008
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Post  Post subject: Re: :) Reply with quote

Glenfiddich wrote:
luzz wrote:
We have considered this a few times in the past. Our conclusion was that it is more beneficial to have all the castles open because then smaller / weaker guilds can end up with some castles too.

If castles are limited, then the stronger guilds will usually end up with all the castles, and, depending on the rotation, might have to hold on to them longer than they wish too.


You brought this up in another post luzz, but your opinion would still be the same?

My reasoning: Why should there be so many castles, that there are some left available for smaller and weaker guilds, who havent worked as hard as larger guilds? People who have actually worked to make their guild strong are the ones that deserve the castles.

And about stronger guilds ending up with all the castles.... Cant a guild only have 3 castles at once? O.o

I really do think, maybe having half the amount of castles open one week, and the other the next, would make the WoE experience much more intense and fun

Guilds can currently hold up to 4 different castles.
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Glenfiddich



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Post  Post subject: Re: :) Reply with quote

ShadowNguyen91 wrote:

Guilds can currently hold up to 3 different castles.


Thought so >: D
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