Sabuk Wall Ideas

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mrmayfair

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Sep 2, 2013
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Basically I feel in past servers this hasn't really been something anyone bothers going for, rather than bragging rights. I think it would be nice to see something more than cheaper pots, couple of examples..

-Teleports straight to caves
-Maybe a 1week bonus?

Can't think of much more, but it's just an incentive to create more bonuses for taking control of the wall. Plus I'd like more encouragement for fights :)

Feel free to post ideas, but no doubt people will come up with idiotic ones that corrupt server. Ideas that won't effect game play is what we need!
 

Gezza

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Sabuk wall has its own incentives any ways, occupying guild makes money from sales (make refining cost a bit), has home teleport . For a low rate what more do you want to add ? teleport straight to normal caves sounds fine but not all! IMO it's all about the title of being the strongest guild not the benefits.
 

Hyd

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Sep 25, 2013
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The strongest guild overall retains Sabuk Wall, why is there a need to make whichever guild this is more stronger?

If Sabuk Wars are not happening often enough then it means that one guild/alliance is dominating.
 

mrmayfair

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Sep 2, 2013
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Too much? Not really, especially if its only to the entrance. I'm just throwing this idea out there as i'd like to see more effort for sabuk.

The strongest guild overall retains Sabuk Wall, why is there a need to make whichever guild this is more stronger?

Thats the whole point. Making it worth people / guilds going for. Like i said, the bonuses shouldn't be ridiculous but enough for more wars to happen.
 

Easie

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2 Hour wars were to long. Longest I've seen anyone going for it is about 1 hour. Most of the time it was just the last 20 mins.
 

jez

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Jun 9, 2013
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2 Hour wars were to long. Longest I've seen anyone going for it is about 1 hour. Most of the time it was just the last 20 mins.

i never much liked how the mechanics of the war worked really, if you died and couldnt get back in it would be better, no need for overly long fights then, it also mite demand better tactics.!

i never liked the stupid long title you have over chars when you have wall either, just a colour change would be suffice, Gold lettering signifies you own the wall.. jez

other than that i think its fine, its the prestige as other have mentioned.
 

MrMcD

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Sep 27, 2004
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add more building you have to control to take over, so its not all over crowded in one place and takes better tactics , also hope theres some control over the size of guilds on this server.

Get teleported onto a different map where you can only have 20vs20 or more depending, and players drop tokens guild with most tokens wins :D
 

d1craig

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Aug 12, 2010
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Sabuk wall has its own incentives any ways, occupying guild makes money from sales (make refining cost a bit), has home teleport . For a low rate what more do you want to add ? teleport straight to normal caves sounds fine but not all! IMO it's all about the title of being the strongest guild not the benefits.

or just delete it to save memory and **** on the server then yea?

the general idea is no1 is bothered with it so lets make some ideas to make people bother with it. i for one think a @torch command would be awesome for any1 in the guild that owns it.

having guilds with restricted numbers doesnt appeal to me, i have stopped playing couple servers because of guild limit sizes. numbers are a part of tactics, greater numbers = greater chance to win, if you cant compete recruit more...
 
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Hyd

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Sep 25, 2013
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Guilds didn't go for Sabuk because they were not strong enough to take it. Apex would have attempted it if the server had been up a couple more weeks. Whether we'd have been successful with people returning for it we'll never know.

I think this time around there will be more contenders for it. The important thing is to keep the server count up.


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xXxX

Golden Oldie
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Mar 9, 2005
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Maybe have SW funds take a percentage of income from a main town pot npc like MW or BW and not just in SW
 

ervinzed

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Jan 26, 2013
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how about pvp lobby npcs where you apply for pvp through the npc you wait until another player checks whos waiting for pvp, applies (1v1) then both get teleported and fight on the map chosen. and then if all guild members lose on 1v1 against other non guild players the wall is lost

it sounds better in my head than on the forum lmao
 
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Jacko

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Jul 7, 2011
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SW Advantages:
10% off on shops in SW
shops pay 10% more for your wares (armor selling business meng :P)
50% off repairing in SW
SW npc's are only accesible by guildies
@sw command teleports you to sw
@return command returns you to the map you were (if it's in a cave you be teleported out due to it acting as a dungeon escape and if it was a town it'll act as a tt back to middle of town)

and give all players a daily care package based on level that consists of some pots and 2 torches

these are some worthwhile perks and can ask for wars while not really making huge differences it makes life alot easier as a sabukwall member
 

Koriban

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SW should last 30minutes, because 1hour wars eventually become last 10-minute rushes and people just submit relics to waste time to the holder...

SW reward should just give each member a little bit of gold that they claim via npc. That's it. Nothing overpowered.
 

TheDayIDie

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Jul 29, 2011
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Too much? Not really, especially if its only to the entrance. I'm just throwing this idea out there as i'd like to see more effort for sabuk.



Thats the whole point. Making it worth people / guilds going for. Like i said, the bonuses shouldn't be ridiculous but enough for more wars to happen.
No you don't get the whole point. Lets use "Apex" as an example because I know their name from other servers.
If this guild has bummed the server from day 1 and has the majority of high levels, they will most likely dominate and hog SabukWall and other guild's will not be able to have any chance at taking SabukWall, especially new guilds. This means that the strongest guild "most likely highest levels" will just become even stronger permanently.

Also it's not like you can have alliances on here because there is only one wall and everybody will be fighting for the same wall.

add more building you have to control to take over, so its not all over crowded in one place and takes better tactics , also hope theres some control over the size of guilds on this server.

Get teleported onto a different map where you can only have 20vs20 or more depending, and players drop tokens guild with most tokens wins :D
- I like the control zone suggestion. I think there should be flags / capture zones within SabukWall that players have to hold abit like COD domination. The tokens not such a good idea because it will just be like normal wars, highest players win by spamming flamefield etc and no tactics required.

- Tactical Zone
3 locations (sub zones) within small buildings / in certain locations outside - don't cram everything into buildings. Ruins pvp for people with the spam of Blizzard, Flamefield, pets and the rest. Some open area pvp would encourage people.

Each sub location must be captured (taking 60 seconds) to capture - 1 second per person in the radius - 5 people = 12seconds
Each sub zone capture is 1 point per person within the capture zone.
Once all of the 3 sub zones are captured your guild can progress into the main Sabuk building. Capture of all 3 zone's together is 10points.
For every 2 seconds within the main building (per person) is 1 point.
If the 3 control zone chain is broken the players within Sabuk Palace will be randomly moved outside the palace.
(e.g. If one of the zones is captured by the opposing guild)
For every death is -1 point. The death of guild leader 10 times will be minus 25points (or wipe of points to 0) depending on how harsh you want to be. :P

First guild to reach 150 points will win the wall.
After 1 hour the guild with the most points will win.
If a sub zone is not taken by the opposing team within 15 minutes the war should end automatically.


Thoughts on my idea?
 
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mrmayfair

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No you don't get the whole point. Lets use "Apex" as an example because I know their name from other servers.
If this guild has bummed the server from day 1 and has the majority of high levels, they will most likely dominate and hog SabukWall and other guild's will not be able to have any chance at taking SabukWall, especially new guilds. This means that the strongest guild "most likely highest levels" will just become even stronger permanently.

Also it's not like you can have alliances on here because there is only one wall and everybody will be fighting for the same wall.

Not my problem if people don't play from early stages really is it. Not being funny but this server has been waiting long enough to go live, aswel been advertised for ages for people to get a fair chance.

Like i said if there were to be bonuses/extra for having the wall, I wouldn't suggest anything to effect game play too much. How is Teleporting to caves making a guild that stronger.. really? Especially if there are going to be gamegold ones (which is most likely).
 

TheDayIDie

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Not my problem if people don't play from early stages really is it. Not being funny but this server has been waiting long enough to go live, aswel been advertised for ages for people to get a fair chance.

Like i said if there were to be bonuses/extra for having the wall, I wouldn't suggest anything to effect game play too much. How is Teleporting to caves making a guild that stronger.. really? Especially if there are going to be gamegold ones (which is most likely).

And what game have you played that puts new players at a disadvantage. New players helps the owners with donations and players economy/ gameplay.

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Hoody

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Mar 26, 2004
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should rename it "castle for fags" since its no use other then give people an ego trip!
 

swift

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Why not just make it so that refine costs a little more and the holders get free refines.
 

Pottsy

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Feb 26, 2004
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Extra Shops:

When you own Sabuk, you have to purchase the use of the shops. Refining, Pots, Armour, Weps etc. YOU (As the owner) set the price of the items, then also the % that you charge to buy those items (Ultimately you could make things cheaper than anywhere else to attract custom and make money).

Then you spend that money either personally or unlocking more of the shops.

Not sure if it can be done or not, but obviously you can't make the building appear but perhaps lock their doors till they're bought?

Then the traditional upgrading of defences (More HP, More Defence) more Guards (HP, Defence, Roaming ability) etc.