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End WoE 2.0 Econ and Reform WPS


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#1 Babbles

Babbles

    I made it Off Topic

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Posted 16 October 2010 - 10:13 PM

Can't say this is true of Valk, but on Ymir, the formation of a super-alliance pretty much ruined WoE.

A super-alliance was formed among guilds who preferred gaining God Items and WPS points over fighting. The result was that the guilds who liked good fights couldn't find any (either they got pwnd by the super-alliance or just rolled over smaller guilds), while at the same time they failed to get WoE 2.0 God Items and WPS points. Essentially, they lost all incentive to WoE (because guild dungeons suck too). After loosing incentive to WoE, they lost incentive to play.

2.0 Solution a: Instead, of a single castle econ requirement, make it a realm econ requirement: all castles must have 30 econ / 20 defense to enable anyone to summon Okolnir. This introduces a different dimension. Every castle in the realm will need more than 1 week's econ (10 or more days). Even a super-alliance would be hard pressed to accomplish this. When enough guilds want a God Item, then they collaborate and econ, otherwise, they can rain on the other's parade.

2.0 Solution b: End econ requirement. No econ requirement to summon Okolnir. Instead, the guild must start a quest to kill monsters in the appropriate GD. When everyone in the party has like, 1000 various monster kills, then they can summon Okolnir. Of course, other guilds can enter the GD and try to interfere. Maybe put a time limit on it, say 6 hours to kill the monsters, one attempt per day.

WPS Solution: While econning can gain WPS points, there should be some alternate means related to the fighting itself. A system related to the duration of a hold would be good. Maybe, 1 WPS point for every 30 minutes a castle remains unbroken, awarded to the guild holding it. Award 5 WPS points if a WoE 2.0 castle reaches full guardian support (limit once per holder per WoE).
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