Sdiddy73

Member

Total Posts: 1,092
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Thu Mar 7 13:35:54 EST 2013

NEEDS TO BE FIXED!!! UPDATED...SOMETHING!!

  • Reduce time to 6 hours like Boss raiding.
  • Have the defending guild needing to join a raid. Once a player has entered into a gvg raid they cannot leave the raid till its done and cannot join a new raid until the one they are in is done (strategy) Min 2 players for each side entered into the raid is considered a legal raid. This would make for a more strategic way of who enters a raid for both defending and attacking. 
  • Eliminate exp.gain/loss from Guild vs. Guild. As a smaller guild we lose exp from something that is out of our control.
  • Have a raiding range like a player attack range.
  • Be able to occasionally steal a random item from a guild vault.
  • Please do all of the above.




  • Edited 1 time(s). Last edited by Sdiddy73 @ Thu Mar 7 13:42:03 EST 2013

    Aurum KodEXo

    Mod

    Total Posts: 2,575
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    Thu Mar 7 13:58:01 EST 2013

    With other ideas implemented, getting rid of exp gain thingy won't be necessary. As for all other ideas, yes.


    ¯\_(ツ)_/¯

    Symphony

    Half Mod

    Total Posts: 1,073
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    Thu Mar 7 19:06:10 EST 2013

    I like the ideas, however it would be easy to troll with the new version of GvG. Like, form a raid against them. DE hasn't been raiding a lot, so we could say, form a raid on IW. Force them to join it, wait the time out, then cancel it. Or the other way, IW could form a raid on us, get Jackk and Dolfy in, and kill us once we get just 2 players in... it's too easy to beat another Guild who can acquire the power needed in time, or too easy to troll.


    Aurum KodEXo

    Mod

    Total Posts: 2,575
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    Thu Mar 7 20:12:39 EST 2013

    What could be done is that no one can cancel or launch the raid prematurely. You have 6 hours to join the raid and that's it.


    ¯\_(ツ)_/¯

    Cyberkilla

    Admin

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    Fri Mar 8 8:30:10 EST 2013

    I completely agree about a guild "attack range". I've brought that up a few times in the past myself. That's probably the easiest fix for now.

    Also, do we really want to make vault items vulnerable, or should we keep them safe but make guild a**ets to steal?

    Atm, I'm working on the quest editor. It's nearly finished. Well, the first version of it anyway. I'm still a bit undecided about the rewards for custom quests, so I'm locking that functionality down quite a lot for the initial release.


    Invisible War ][
    Edited 2 time(s). Last edited by Cyberkilla @ Fri Mar 8 8:32:48 EST 2013

    Symphony

    Half Mod

    Total Posts: 1,073
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    Fri Mar 8 8:35:54 EST 2013

    Ideally, Guild a**ets should be stolen. Stealing items from a vault kind of defeats the purpose of a vault.

    To be quite honest, I'm not even excited for the quest editor. I know I made my map based around that factor. A lot of people are wanting this (like Meph), but I'm more content with smaller improvements, like guild a**ets (I think that's small), or brand new things. Like item sockets, pets system... but I've digressed from the topic now.