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#26 Campitor

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Posted 10 September 2014 - 01:45 PM

Who wants to go to the challange dung with me this weekend?

It comes in next week.


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#27 Gn1ydnu

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Posted 10 September 2014 - 01:47 PM

I got owned!

 

Who wants to go to Challange Dung next weekend?


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#28 IcedCafeMocha

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Posted 10 September 2014 - 02:34 PM

Will the ice dungeon TI be implemented as long as the AL3 TI was or will there be a change sooner?

 

(tiki thread not up yet xD)


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#29 Bucetation

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Posted 10 September 2014 - 07:03 PM

Amistir hat on boxter...

you flooded the serer with this hats, and we just cant trade it...

I know you normaly do not accept grooe pack items on boxter, but Amistir Hat comes at the normal pack too.

And it was a lot expenssive.
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#30 AlmrOfAtlas

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Posted 10 September 2014 - 07:09 PM

Amistir hat on boxter...

you flooded the serer with this hats, and we just cant trade it...

I know you normaly do not accept grooe pack items on boxter, but Amistir Hat comes at the normal pack too.

And it was a lot expenssive.

 

Seconded! I have quite a few of those sitting around. Despite their immense cuteness, no one wants them.

 

And Star-Spangled Bandannas because they ain't tradable.


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#31 Ralis

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Posted 10 September 2014 - 10:43 PM

Bumping this because people don't know how to use the current patch note thread. D:


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#32 viraj

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Posted 11 September 2014 - 12:27 AM

I'm sorry was my 28 man guild too big for your alliance? :p_swt:

 

Unless something changed, I imagine they (Still) can't implement this.

 

They should seriously look at the Economy creep and maybe ... consider closing some castles and #nerfguardians :p_sick:

They should reduce castle's so we have more action and not the boring empty castle woe's.


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#33 Xellie

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Posted 11 September 2014 - 12:41 AM

I despise the mentality that running between empty castle to empty castle that just doesn't get broken down enough brings in rewards over those who fight. Some may argue that abusing the fact that there are only 5 guilds in WoE 2 and ending up with 60 econ is a strategy, but all it does is devalue any potential reward from WoE.

 

I've not been motivated to defend a castle because of this for months. Nothing is worth it. Rather off, screw around for 2 hours and come back to 60+ econ in some random ass castle even if it breaks at this stage.

 

There's no reason to compete if there's nothing to compete over... that is I have storages with 20+ of each WoE SE god item part in. (both bryn and asprika) - also asprikas don't work properly on this server anymore. They used to but they changed... wtf? Even the items aren't motivation. And even when you do take part, there's one guild that will fight and then 3 that run away, meaning one castle with action and 9 with guardians.

 

dumb and boring!

 


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#34 needmorezleep

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Posted 11 September 2014 - 12:46 AM

I love to pvm guardians in woe se since that's what woe is all about here


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#35 iamvrypwrful

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Posted 11 September 2014 - 10:48 AM

reduce castle amount, buff castle treasure, reduce max guild size

 

:rice:


Edited by iamvrypwrful, 11 September 2014 - 10:48 AM.

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#36 ElenaGilbert

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Posted 11 September 2014 - 11:35 AM

i wish u can buy fat whites and store em right away, instead of buying 400 at the time..... it takes tooo much timeeee!!


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#37 Xellie

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Posted 11 September 2014 - 03:49 PM

I despise the mentality that running between empty castle to empty castle that just doesn't get broken down enough brings in rewards over those who fight. Some may argue that abusing the fact that there are only 5 guilds in WoE 2 and ending up with 60 econ is a strategy, but all it does is devalue any potential reward from WoE.

 

I've not been motivated to defend a castle because of this for months. Nothing is worth it. Rather off, screw around for 2 hours and come back to 60+ econ in some random ass castle even if it breaks at this stage.

 

There's no reason to compete if there's nothing to compete over... that is I have storages with 20+ of each WoE SE god item part in. (both bryn and asprika) - also asprikas don't work properly on this server anymore. They used to but they changed... wtf? Even the items aren't motivation. And even when you do take part, there's one guild that will fight and then 3 that run away, meaning one castle with action and 9 with guardians.

 

dumb and boring!

 

Dear staff,

does any of this concern you?

It should.


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#38 Themes

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Posted 11 September 2014 - 05:06 PM

reduce castle amount, buff castle treasure, reduce max guild size

 

:rice:

 

Instead of trying to get the GMs to do stuff they wont (or cant) do. Has anyone got any other ideas?

 

This is something I've mentioned before but if you want to get people more active in a realm or selection of forts just make them more attractive. Balance out the GDs more and then every week or two have a siege spotlight. Dungeons in <realm> have significantly increased spawn/gsb drop rate, non-god drops from treasure increased, hell throw in actually useful stuff in the treasure for that period instead of all the junk nobody actually wants. With only five forts up for grabs there's plenty of potential for guilds to miss out right now, especially when you consider a couple of the larger guilds can probably hold two (or more) under the right circumstances. 

 

That said, I've found siege more fun the last few weeks than I have in quite a while. There's always going to be people with different opinions and im sure someones going to post something in response to that statement about guardians, precasting on doors or running away. But siege has been pretty active lately smaller guilds have been getting stronger and there seems to be less of the larger guilds interrupting them fighting amongst themselves.


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#39 Xellie

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Posted 11 September 2014 - 05:13 PM

There are no large guilds!

 

And yes please buff the chainmail drop rate o_o


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#40 iamvrypwrful

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Posted 11 September 2014 - 05:13 PM

Instead of trying to get the GMs to do stuff they wont (or cant) do. Has anyone got any other ideas?

 

 

nope, nothing else will matter much

 

i like the idea of multiple "small" guilds fighting each other instead of 2 guilds that everyone has no chance against.

 

5 guilds of 20 players would be awesome, more fun than 2 guilds of 50 players. However, as of now there is nothing stopping a big guild from bullying everyone else and forcing guilds to ally or merge. (unless the server was able to setup some unofficial woe agreements to benefit the server, which probably won't happen).


Edited by iamvrypwrful, 11 September 2014 - 05:17 PM.

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#41 Themes

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Posted 11 September 2014 - 05:33 PM

nope, nothing else will matter much

 

i like the idea of multiple "small" guilds fighting each other instead of 2 guilds that everyone has no chance against.

 

5 guilds of 20 players would be awesome, more fun than 2 guilds of 50 players. However, as of now there is nothing stopping a big guild from bullying everyone else and forcing guilds to ally or merge. (unless the server was able to setup some unofficial woe agreements to benefit the server, which probably won't happen).

 

Even if the GMs did reduce guild sizes or remove alliances, there's nothing to stop guilds working together just like we did before they increased guild sizes.

 

As much more interesting as the small scale stuff is, it's impossible to enforce or create an environment suitable on an established server. While big guilds are the strongest people will generally choose that because they want to win. 

 

There's nothing stopping you from running your own 20man guild right now, you can avoid the big guild/s and just play how you want. If you avoid them long enough maybe they'll try meet you with similar numbers.


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#42 Xellie

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Posted 11 September 2014 - 05:38 PM

Only if the guildleader is willing to communicate.

 

If they're not willing to talk to other guildleaders, there will always be misconceptions on what everyone wants.

 

My guild got bullied by an alliance when we had 10 people, now I don't give a damn about the guilds on that side! They clearly only care about getting the numbers and hiding, therefore they are met appropriately.

 

more small guilds would be great but lets face it, there's too much bs and ego in the community and the moment "some" of those guild lose they ally up which defeats the point.

 

What I'm saying is that there's 2 levels of a problem here

  • Classic is not engineered for a small population
  • the majority of the community do not want a competitive atmosphere.

There is a difference between "winning" and competing. If you're always "winning" or being rewarded, then there is no competition.


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#43 Gn1ydnu

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Posted 11 September 2014 - 05:47 PM

There's nothing stopping you from running your own 20man guild right now, you can avoid the big guild/s and just play how you want. If you avoid them long enough maybe they'll try meet you with similar numbers.

 

Been there and done that. There is nobody to fight. Kill off another "small" guild and then their alliance come along and its back to 3-4 guilds vs 20 people. Or there is nothing better to do other then break the "alliances" precasts.

 

So no, there is nothing in this server to promote smallish guilds running solo. I feel terribly for the only small solo guild left. I honestly would do my best to help them if I could do so without backlash from the current people I help/my friends.


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#44 iamvrypwrful

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Posted 11 September 2014 - 05:55 PM

 

As much more interesting as the small scale stuff is, it's impossible to enforce or create an environment suitable on an established server. While big guilds are the strongest people will generally choose that because they want to win. 

 

 

It's not small scale relative to the woe population. Max guild size should be determined by how many people are woeing, not some random number (54) that was decided on years ago.

 

It's definitely possible to create an environment where guilds are smaller, but it won't happen without enforcement and restrictions.


Edited by iamvrypwrful, 11 September 2014 - 05:59 PM.

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#45 Themes

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Posted 11 September 2014 - 06:00 PM

So no, there is nothing in this server to promote smallish guilds running solo.

 

Of course not, the game was never designed with a server like this in mind. The GMs have said they wont modify stuff like castle numbers/guild sizes/alliances (probably because they cant for two of those). So what would you like to see?

 

 

It's not small scale relative to the woe population. Max guild size should be determined by how many people are woeing, not some random number (54) that was decided on years ago.

 

It's definitely possible to create an environment where guilds are smaller, but it won't happen without enforcement and restrictions.

 

No -_-. But the GMs cant change these things, what else would you like to see to help encourage guild sizes proportional to siege population?


Edited by Themes, 11 September 2014 - 06:03 PM.

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#46 Gn1ydnu

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Posted 11 September 2014 - 06:01 PM

Guild cap should be in mid 20's with 1 alliance spot. I know for a fact that people would rise up and make/lead guilds. This would bring a ton more actual competition to the table and make WoE's more interesting. 

 

It should be done, but it probably "can't" or more importantly it just flat out wont happen.

 

Edit: Of course the game was never designed for a server like "classic"! The game was made a decade ago and times have changed in 10 years. 10 years ago the most popular cellphone was the Razor phone, times change... However things like guild size camp and alliance cap on such a low population server have stayed the same. Major flaws in the game have stayed without anything done about it. If nobody bring it up then why would they ever do anything about it?

 

We need to update and bring these things up to the times to reflect the server...

 

-Guild cap

-Number of allies

-The potting system should have been redone YEARS ago

-Anti cheat programs (need to get better servers first lol)

 

ect ect


Edited by Gn1ydnu, 11 September 2014 - 06:06 PM.

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#47 Xellie

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Posted 11 September 2014 - 06:03 PM

ah yes, because the 10-17 person guilds will create more guilds if the cap is lowered to 2x

 

this makes complete sense.


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#48 iamvrypwrful

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Posted 11 September 2014 - 06:08 PM

ah yes, because the 10-17 person guilds will create more guilds if the cap is lowered to 2x

 

this makes complete sense.

 

you have no chance at competing if you know you won't pull more than 20 people atm, it makes sense because people wouldn't be afraid of getting zerged


Edited by iamvrypwrful, 11 September 2014 - 06:08 PM.

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#49 iamvrypwrful

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Posted 11 September 2014 - 06:09 PM

 

No -_-. But the GMs cant change these things

 

i don't understand why not. they can't request changes? 


Edited by iamvrypwrful, 11 September 2014 - 06:10 PM.

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#50 Xellie

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Posted 11 September 2014 - 06:10 PM

on sundays yes, on saturdays its just silly.

 

I feel like you're all way off the mark anyway, what you really need to talk about is why nobody will lead.

 

I feel like fixing those issues would make a bigger impact.

That and population increase.

 

Those are both things they can deal with.

 

Either way, if you were making new guilds, you'll just rip into the population of current ones and almost kill them (those 13 man woes SURE WERE FREAKIN FUN). It'd be a reformation, not an increase.


Edited by Xellie, 11 September 2014 - 06:12 PM.

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