Sabuk Wall - Fight Room

ILovePie:D

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I think it would make the fights a lot more interesting there to have no body drop, no one wants to fight there in their best kits, due to being able to drop. There is no point taking your best kit, with a chance to drop in the palace, when there is 10 people walled around each door.

Not sure if you can change it so the area outside the palace is no item drop too - but the palace could be changed to a fight room, similar to Evil Mir KR - so that people can have a proper fight in there.
 

Babyhack

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Keep this thread clean people
Any 'hard man, keyboard warrior rubbish' will result is a 12 hour cool down ban from LOMCN

A point has been made, so lets discuss it fairly

BH
 

ILovePie:D

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Keep the tele spot where it currently is too, so the defenders still have the tactical advantage.

Just gives the attacking team a fighting chance, rather than just dropping like lemmings inside the palace in shop items.

It's always been the same in the past, could never drop inside there.

At the moment, unless there is fights outside the palace, the fights are no fun.
 

CrazyBear...

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Sabuk Wall needs to be revised in general, obviously the defending guild is allowed an advantage, but i doubt 30 people walling up inside the palace is fun for either side. even something like 11 max people are allowed inside the palace during the war, the rest have to fight outside, especially if its a fight zone, i guess that would entice guilds to come outside, atleast there would be some action and both sides will enjoy it.

/Team
 

muffinpie

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Yeah i agree that it should be limited to 11 people from each guild (full group) allowed in the palace and no one thats unguilded allowed in palace (to stop people unguilding and camping it on group attack) during the war,that way you cant just park 20+ people in the palace and not fight because because your scared of shadow step/dont have all the skills you think you need to win a fight.
 

Techno

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i think the whole warzone should be a a non-bodydrop-zone (bag drops on) to encourage attendance numbers from all guilds in their best kits,it would make for some brilliant wars,probably the whole server would turn up for a riot it`d b great fun,and thats what chronicles SW is missing,mass riot fun without having to worry about your items safety(we do this in every hunting cave there is on the game) bring the fun back to SW!
 

The NightAngel

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There is a big problem of body drops with sebuk wars, i dont understand why they would be in place makes little to no sense.

the other issues for me, and ive found this on every server ever because noone is smart enough (coding wise) or bothered to make it worthwhile.

1) Get rid of the palace, lock the doors noone in or out.
2) Lock the shops no one in no one out.
3) The noise!!! monsters from deep under ground raise up from the passages to attack everyone. were talking hard as nails zombies with zombie dogs (fast as hell move speed) a zombie gargantua or balrog as a boss. densities and damage that would tear a group apart, im thinking viper style attack speed with zero flinch. or high damage low health so they are managable.
4) Change the capture to a points system, king of the hill style. seperate areas within the wall generates points over time or multiple locations so the guilds need to spread out, could have 3-4 guilds all accumilating capture points at anyone time.

Thats just a few ideas, but the main thing here is stop wars being boring. -


lets talk about benefits for holding the wall.
1) free town teleport system, so TH first then a free tele stone instead of the 2.5k-10k tele stone prices. (excludes PB for 40-)
2) pet leveling room, the old scarecrow (no drops) room, for fast leveling of pets.
3) bin the money aspect.
4) monster spawn stone. - boss' have a chance (slim) to drop a spawn stone. if the wall holders take this to the enchanters in the palace basement, they can spawn a replica of that mob.
5) mob spawner with zero xp zero drops. this allows the guild to test tactics against all boss types without any benefit (also lets people test solo kills etc etc.


something along those lines.
 

Exwizz

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I've lost 3 weps in Sw palace.. I just dont see the point in trying to fight for something if i can't even wear my good gear :/
 

Samuel

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If I was a player I would most likely shy away from SW war's for two reasons:
- I don't want to loose my kit.
- Almost impossible to win as an attacker with current tele home position.

I would propose:
- Make SW wars a drop free zone.
- Move tele home spot to outside of SW main gate.
- Make tele home work for defenders and attacks during war.

Sam
 

HarryH

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Looks like I've sold my 10 zumarelics too cheap :( Team incoming!
 

CrazyBear...

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If I was a player I would most likely shy away from SW war's for two reasons:
- I don't want to loose my kit.
- Almost impossible to win as an attacker with current tele home position.

I would propose:
- Make SW wars a drop free zone.
- Move tele home spot to outside of SW main gate.
- Make tele home work for defenders and attacks during war.

Sam
That would be interesting, but won't that encourage the defending guild to wall up inside the palace even more than before? If there was a limit on users allowed inside the palace at one time, this would force the defending guild to come out and fight rather than hide behind one another stacked 3 deep inside the palace.
 

Turrican

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I don't understand the no drop mentality, if you don't want to risk dropping your gear don't wear your best gear? if you want an advantage wear your best gear but with the risk of losing it, seems like a fair trade off to me. Everyone is in the same boat so nobody has an advantage over anyone else when it comes to dropping gear.

Mir is about risk, if you keep taking the risk away, its not mir and Sabuk will end up being just a big contest room.

Though i agree with the palace should have a restricted amount of players per side, and the teleport location should be moved to the gate, and attackers should have a teleport location a bit further outside the wall.
 

CrazyBear...

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I don't understand the no drop mentality, if you don't want to risk dropping your gear don't wear your best gear? if you want an advantage wear your best gear but with the risk of losing it, seems like a fair trade off to me. Everyone is in the same boat so nobody has an advantage over anyone else when it comes to dropping gear.

Mir is about risk, if you keep taking the risk away, its not mir and Sabuk will end up being just a big contest room.

Though i agree with the palace should have a restricted amount of players per side, and the teleport location should be moved to the gate, and attackers should have a teleport location a bit further outside the wall.

I think that is fair, the attackers teleport location could be the bottom left of the wall so the defenders always have a head start. I would still have the inside of the palace a drop free zone but leave the outside dropable.
 

ILovePie:D

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I don't understand the no drop mentality, if you don't want to risk dropping your gear don't wear your best gear? if you want an advantage wear your best gear but with the risk of losing it, seems like a fair trade off to me. Everyone is in the same boat so nobody has an advantage over anyone else when it comes to dropping gear.

There is a difference.

The defending guild, double stacked over each entry point inside the palace, all hitting 1 spot - they will kill the 1 person entering instantly. They can be in their best kits, as it's near on impossible for 1 attacker to kill anyone with all those hits on you, from knockback to the pure damage. Why would the attacker wear his best kit, when it's an insta-kill on him?

There is no recall sets ingame, which would possibly alter the fights in there.

Sabuk was always a fight room inside.
 

Turrican

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There is a difference.

The defending guild, double stacked over each entry point inside the palace, all hitting 1 spot - they will kill the 1 person entering instantly. They can be in their best kits, as it's near on impossible for 1 attacker to kill anyone with all those hits on you, from knockback to the pure damage. Why would the attacker wear his best kit, when it's an insta-kill on him?
I agree, but as mentioned a 10 player cap, per side would put make this fairer, as there are 3 entry points.

As it currently is stands the palace should be a fight zone, but this doesn't solve the issue of defenders door stacking, and with spells like flamefield coming into the game more often its only going to become alot easier for the defenders to clear those 5+ people stuck in one square.
 

reecew

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why would any server let the defenders teleport back to palace ent once died no excuse its a ridiculous advantage fair enough outside palace GATES but out side the door is daft...
babyhack said himself and nothings been changed and i recall babyhack saying this months ago.
 

ILovePie:D

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I agree, but as mentioned a 10 player cap, per side would put make this fairer, as there are 3 entry points.

As it currently is stands the palace should be a fight zone, but this doesn't solve the issue of defenders door stacking, and with spells like flamefield coming into the game more often its only going to become alot easier for the defenders to clear those 5+ people stuck in one square.

I only said being a fight room would allow people to kit up a bit better. I'd fight in my best kit, and shadow step past a few, then being able to take a few out. Our attacking guild could then defend the steps and stop people from getting back inside. Slowly lowing down their numbers inside ... proper tactics.

---------- Post Merged at 01:46 PM ---------- Previous Post was at 01:38 PM ----------

I don't see the tele spot as a bad thing tbh, it's ALWAYS been in that spot.

A good attacking guild, should be able to defend the steps and clear out the palace too
 

Babyhack

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babyhack said himself and nothings been changed and i recall babyhack saying this months ago.

I said it was an advantage to the defending guild, I never said I was going to change it.
As others have said it has always been this way (not saying it is right)

BH
 

Kamikaze

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Have always said sabuk should go down the much better Mir 3 route, flag on a podium out I. The open, the guild leader has to get next to it and click on it, but can only be captured if no defending guild member is next to it, non of this walking in a tiny room and getting zerged bullshit!
 

DiabloVodkaShot

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First of all, lets face the true facts that whatever Orgasmics say they will be seen as a pointless view because we have the wall... However firstly Sabuk Wall is currently worthless in having... and as much as we have complained and so have previous guilds i highly doubt this will get altered in the Friday reboot. Secondly why change the fact you can drop... it makes it more interesting and worth fighting for because we may advance our kits on both sides.

I am open to suggestions about limiting players inside and outside thats fine... but isn't sabuk wall about tactics. Just like Team are attempting to do now by boring us with wars untill we decide not to turn up.

Sabuk Wall can be easily taken if you look inside the palace we often leave empty spaces its up to you to find that space. Also once recall sets are ingame and i believe Team may have one but choose not to use... from my sources that is, it will be a game changer.

Perhaps leave Sabuk Wall as it is, but give it something worth fighting... I don't mind where the tele spot goes but the attackers should not gain access to it.