If the badges you need for more powerful PvP gear are only gained through attacking forts, one thing that could happen is guilds will swap the keeps back and forth to 'maximize' their rewards.
Kind of like in Warhammer Online, you got PvP gear by attacking forts, so fort swapping ended up happening sometimes.
Happened quite often on the server I played on. Enough that it bordered on being ridiculous. Of course, it didn't help that when both sides tried having an "epic" battle over a fort it lagged so bad effecting the entire zone or at times actually crashed the zone and sometimes even the server.
Of course part of War's PvP issues were the scenarios so it had a rather dramatic effect on world PvP which this game doesn't have so maybe without that item people will put more effort into actual world/realm pvp.
I hope if this game does go for the same design they have things in place to stop fortswapping and have the server capabilities or instance the areas to a level to handle multiple players going after each other.
Hmmm... your post and Serdoc's changes "kinda cool" to "ugh." I wonder how this all will work out in the end. Looking forward to updates/more news.
I don't know what the breakdown for faction rewards are, but wouldn't it be easier for fortresses to give out rewards across the whole faction instead of a single guild? Or do they already do this? Maybe they could force guilds within a faction to rotate ownership (like a changing of the guards) to spread out responsibility/rewards and promote healthy guild relationships. That would keep bigger guilds from being too complacent and keep the entire faction involved. Maybe even have guilds sign up to apply for fort rotations once they reached a min number of members needed to defend a fort.
This would all serve to keep factions on their toes as you never know which guild will be "caught" defending once a fort is subject to a attack.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
I don't know what the breakdown for faction rewards are, but wouldn't it be easier for fortresses to give out rewards across the whole faction instead of a single guild? Or do they already do this? Maybe they could force guilds within a faction to rotate ownership (like a changing of the guards) to spread out responsibility/rewards and promote healthy guild relationships. That would keep bigger guilds from being too complacent and keep the entire faction involved. Maybe even have guilds sign up to apply for fort rotations once they reached a min number of members needed to defend a fort.
This would all serve to keep factions on their toes as you never know which guild will be "caught" defending once a fort is subject to a attack.
There are bonuses for the entire faction when the faction gains control of a fortress. It's just the guild gets more benefits. If it works anything like Lineage 2 did, then it's not that easy, you can't just "hand over" a fortress, and neither would you want to. The only way would to let the Balour or enemy faction take it then siege it back, and never would it be guaranteed the guild you want would take it as it's last hit, not most damage.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
If the badges you need for more powerful PvP gear are only gained through attacking forts, one thing that could happen is guilds will swap the keeps back and forth to 'maximize' their rewards.
Kind of like in Warhammer Online, you got PvP gear by attacking forts, so fort swapping ended up happening sometimes.
Badges can be bought in AH. The price is not that high.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
From what I see a lot of guilds would not capture a fortress so they can farm AP's from the NPC's that are stationed in and around the fortress.
I think a patch / update in Korea corrected this. But still effective in China retail.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
I would if I could but I'm not at max lvl yet, And I play on the Chinese retail ( cap is lvl45 there with client version 1.0 ). But I agree with you about more end game content info.
The game is still new and they just added more content in the Korean version so we shall see.
The Dev's did say that they are not going to raise the lvl cap but instead focus on more content.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
If the badges you need for more powerful PvP gear are only gained through attacking forts, one thing that could happen is guilds will swap the keeps back and forth to 'maximize' their rewards.
Kind of like in Warhammer Online, you got PvP gear by attacking forts, so fort swapping ended up happening sometimes.
There's a constant reward through holding a fortress, so it's not about insta rewards only like warhammer.
And about guilds holding fortresses, in Korea, a lot of random groups organize up to siege, the top 100 in contribution get rewarded.
Im the only one scared about the comment of no pve raid content?
Im level 50 and that's not true.
So there are zones for raid pve or just one mob here and there that can be raideable? Some info about this is needed, i like the game but i find the pve group and raid content lacking, atleast that the impression i get.
Im the only one scared about the comment of no pve raid content?
Im level 50 and that's not true.
So there are zones for raid pve or just one mob here and there that can be raideable? Some info about this is needed, i like the game but i find the pve group and raid content lacking, atleast that the impression i get.
From what I've seen, there are several outdoor PvE raid bosses throughout the world. I guess Fortress Guardians could count as raid content too. But yeah, I havent seen any Raid Dungeon yet.
Currently waiting for the MMO industry to put out something good.
Comments
Happened quite often on the server I played on. Enough that it bordered on being ridiculous. Of course, it didn't help that when both sides tried having an "epic" battle over a fort it lagged so bad effecting the entire zone or at times actually crashed the zone and sometimes even the server.
Of course part of War's PvP issues were the scenarios so it had a rather dramatic effect on world PvP which this game doesn't have so maybe without that item people will put more effort into actual world/realm pvp.
I hope if this game does go for the same design they have things in place to stop fortswapping and have the server capabilities or instance the areas to a level to handle multiple players going after each other.
Hmmm... your post and Serdoc's changes "kinda cool" to "ugh." I wonder how this all will work out in the end. Looking forward to updates/more news.
Hehe, the lag in Warhammer Online was probably the biggest 'bug' that caused me to un-subscribe.
6 FPS + Crash to desktop for the win
Lets hope that Aion can handle 200 vs 200 without uber lag...
I don't know what the breakdown for faction rewards are, but wouldn't it be easier for fortresses to give out rewards across the whole faction instead of a single guild? Or do they already do this? Maybe they could force guilds within a faction to rotate ownership (like a changing of the guards) to spread out responsibility/rewards and promote healthy guild relationships. That would keep bigger guilds from being too complacent and keep the entire faction involved. Maybe even have guilds sign up to apply for fort rotations once they reached a min number of members needed to defend a fort.
This would all serve to keep factions on their toes as you never know which guild will be "caught" defending once a fort is subject to a attack.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
There are bonuses for the entire faction when the faction gains control of a fortress. It's just the guild gets more benefits. If it works anything like Lineage 2 did, then it's not that easy, you can't just "hand over" a fortress, and neither would you want to. The only way would to let the Balour or enemy faction take it then siege it back, and never would it be guaranteed the guild you want would take it as it's last hit, not most damage.
*Ramonski7*
I dig your sig. dam nice.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
Badges can be bought in AH. The price is not that high.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
From what I see a lot of guilds would not capture a fortress so they can farm AP's from the NPC's that are stationed in and around the fortress.
I think a patch / update in Korea corrected this. But still effective in China retail.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
Im the only one scared about the comment of no pve raid content?
I would if I could but I'm not at max lvl yet, And I play on the Chinese retail ( cap is lvl45 there with client version 1.0 ). But I agree with you about more end game content info.
The game is still new and they just added more content in the Korean version so we shall see.
The Dev's did say that they are not going to raise the lvl cap but instead focus on more content.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
Im level 50 and that's not true.
There's a constant reward through holding a fortress, so it's not about insta rewards only like warhammer.
And about guilds holding fortresses, in Korea, a lot of random groups organize up to siege, the top 100 in contribution get rewarded.
Im level 50 and that's not true.
So there are zones for raid pve or just one mob here and there that can be raideable? Some info about this is needed, i like the game but i find the pve group and raid content lacking, atleast that the impression i get.
Im level 50 and that's not true.
So there are zones for raid pve or just one mob here and there that can be raideable? Some info about this is needed, i like the game but i find the pve group and raid content lacking, atleast that the impression i get.
From what I've seen, there are several outdoor PvE raid bosses throughout the world. I guess Fortress Guardians could count as raid content too. But yeah, I havent seen any Raid Dungeon yet.
Much better to have big legions control fortresses rather than free-for-all bumfests.
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