Important Next Update: Sabuk Conquest

Koriban

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What was wrong with 8pm starts from before? (I don't dislike your current feature, just playing devils advocate)
 

JustAUser

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I accept your feedback about the times, So what do you propose instead?

A reward system

24 hours of sw= free teles, town and cave ent
48 hours = 30% pot cost at mw pot shop
72 hours = eternal flame ac2-2Amc 2-2 d30 non rep, 7 day expire.
96 hours = sw aura that gives 10% hpr mpr

Give the ability to war every 24h.
First war cost 2m 2nd 4m 3rd 8m etc
Resets to 2m every 7 days
 

xGenDanceax

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To make it even more interesting , i wud add a sabuk buff for the holders that gains 1% exp/drop rate per day for each day they can hold the SW e.g u hold SW for the last 10 days then all guild has a 10% exp/drop , this also needs to stop @ max 15% exp/drop still gd if any 1 can hold sw for like 2 weeks .
 

deathking

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be good if you could choose if you wanted to drop or not, if you chose too drop you'd gain a 10% dmg buff ect
 

Shane/Banshee

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Start times are hard with many different players from around the world playing,

would be good to see it changing hands on a regular basis.

times should be when the attacking guild feels they are strongest.

maybe make it so no wars can be scheduled for 24 hours after take over, planned wars would roll over a day or cancled


reward would be something like drop rate imo
 

RTHaworth

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Reward 2% drop and exp. twice a week at 8pm till 10pm. Tuesday and Sunday. No drops.

---------- Post Merged at 08:31 PM ---------- Previous Post was at 08:27 PM ----------

sorry, Wednesday not Tuesday.
 

Piff1

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leave it how it is, do not change the times. This server has players from china, romania, egypt, qatar, uk, spain, usa... Many of them guilds hunt in squads of friends... I myself play with 2 USA dude who would never get chance to take part if it was 8PM everyday... 4 times a day is fair it gives everybody from their timezone a chance to shine and to get part of the rewards, i'm from the UK and noway would i cry for this to be based at 8PM, this server is like 50% english 50% mixed countrys. 4 times a day is fairest way this can happen.. good gold sink too
 

1westy1

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leave it how it is, do not change the times. This server has players from china, romania, egypt, qatar, uk, spain, usa... Many of them guilds hunt in squads of friends... I myself play with 2 USA dude who would never get chance to take part if it was 8PM everyday... 4 times a day is fair it gives everybody from their timezone a chance to shine and to get part of the rewards, i'm from the UK and noway would i cry for this to be based at 8PM, this server is like 50% english 50% mixed countrys. 4 times a day is fairest way this can happen.. good gold sink too

With that system, everyone will be bored of it by the end of the month, guaranteed.
 

SamRivers2017

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Could have it 3x a week, 8 hour rotation each time. So like GMT time for example. 6am monday, 2pm thursday, 10pm saturday... or something along those lines? Keeps it interesting and fair for players around the globe.
 

Lionsm!ght

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I accept your feedback about the times, So what do you propose instead?


I like the post someone said about having a 1% exp/drop buff for every 24 hours you hold it. Capped at 10%.

I would say have it so you can war once every 12 hours ish, but the attacking guild can decide the start time. If you submit for war, but are unsuccessful then you have a 36hour cooldown from when the war ended until your guild can resubmit.

Once a war has ended, any guild can submit for the next war, but the start time cannot be until 12-24hours hours later, giving the holding guild time to prepare.

For example, Guild A goes to SW at 8pm today to declare war, you can then choose a start time between 8am and 8pm the following day.
If guild A schedules for 10am the following day, then guild B turns up at 9pm today to declare, they see a war is scheduled, then they will be able to schedule one from 11pm-11am the next day.(12 hours after the scheduled war is due to end). If guild A schedules for 6pm, then guild B will not be able to schedule a war prior to that, even though it is within 12hours. (First come first served).

If you are the defending guild and lose you dont have a 36hour cooldown, you can declare for the next available slot as above

Keeping the requirement of 20+ guild members, and unable to recruit for declaring guild is a good idea. I would also add in if the holding guild has made an alt guild and keeps submitting to block up the schedule then there will be repercussions (lose the war/unable to submit for a week)



How will the first war be determined? A rush to SW to submit first? Given a relic is no longer required, whoever logs in first looks guaranteed to take the castle.

Also as a difference to the enter the castle, I think it would be good to have a monument to defend.
This would be similar to EC, in that if no attackers/neutral are near it then it is hidden, once attackers/neutral are within range it will appear and can be attacked by both melee and range attacks. If only defenders/allies are near then it will be hidden. (May be worth introducing an ally system) The monument does not attack, while it is hidden it slowly regens, while it is up it does not regen and cannot be healed.

Defending guilds can upgrade the monument, materials can be gathered from SW cave only, the exp will be similar to PB, but low gold drops and only SW materials drop. (things like wood/ores used to upgrade) Upgrading it will just make a level'd version of the monument

When a guild takes over, the monument is reset to the basic version. Gates and archers can still be purchased by the defending guild.


Further idea on how to take castle.


1 main totem/monument in the middle that needs to be destroyed in order to take the castle.
There are 4 sub totems around it giving a 25% defence boost to the main monument.
These monuments do not regenerate any health. All totems are visible throughout the siege
These can be upgraded by the defending guild to boost defence.

There all also 10 nodes within the castle, 5 defensive and 5 damage based. These give a 10% increase per node to attack/defense stats for players. These cannot be upgraded

At the start of the siege the nodes belong to the defending guild. Once the siege starts the attacking guild can take control of these nodes (hitting them like trees to dmg them), killing the node transfers the buff from the defending guild to the attacking guild. The node can be retaken every 5minutes, during this cooldown time it is immune to damage, but the buff applies during the cooldown. The buffs apply during the war and you dont need to be in a certain range to benefit

The sub totems give 25% defence to the main totem, attacking guilds can then look to either take these down to make taking the main totem easier, or go straight for the main totem. Sub totems do not respawn during the war. they require repairing outside of war in order to work on the next war.

the main totem does not require repairing between wars

Totems are damaged like normal mobs (not individual hits like the nodes)
 
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ChaseyLane

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Aug 22, 2012
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only one criticism why cant the defending team retake it if they lose it during the 1 hour war time..? some of the best SW fights ive been to on any server has changed hands 4 times in the last 10 minutes THAT'S WHAT MAKES IT EXCITING ..... everything else about it seems pretty well thought out ... aside that
 

DeeKayDee

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Same boring SW, will become a walled up fest just like every other server

Shame you didn't add my idea Jamie, you said you liked it, maybe post it up and see what others think ?
 

xXxX

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Edited ,Woops Wrong thread -.-
 
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ipwnu

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Instead of being old school get in the castle etc could it not just be a huge block on the floor to stop people just ffing / whacking the entrance. It gets boring fast

---------- Post Merged at 10:45 PM ---------- Previous Post was at 10:44 PM ----------

I think I've seen it all now a war with no body or bag drops .,.
Why on earth would anyone attend a sw knowing when they walk in the castle they can lose half there **** before the screen even loads
 

Koriban

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Tbh if I were to implement a SW I'd implement it so that there's "stages" to it, rather than just one long brawl. Try to implement stages that benefit Aoe, Melee and tactics.

I'll be honest this is something I really, really want to see in Mir.

A 3 Stage SW. Where the victor is decided by who ever wins the best out of 3 stages.

The AoE Stage - SW as it currently is. Need to take over the wall. Wizzies most important here.

The melee stage - Capture the Flag at 3 (or more!) different spread out spots at SW in nice open areas. Have to be standing next to the flag to take it. Flags can change hands only when all opposing round it are dead. Lots of tactics involved. Whoever holds majority at end of time, wins. Warriors most important here.

Last Guild Standing stage - with a twist. When this round starts, EVERYONE from both guilds gets randomly teleported somewhere within SW. Everyone gets spread out, multiple small fights break out, tactics and comms important here. . Everyone gets RT'd again every 30 seconds. Sins most valuable here.

Taos obviously vital for all 3 stages.

There are other potential stage ideas, but you get the point. I'm well aware this requires a lot of work, but it'd be damn cool and exciting (and more fair overall) tbh than just your bog standard SW war.
 

Pottsy

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A reward system

24 hours of sw= free teles, town and cave ent
48 hours = 30% pot cost at mw pot shop
72 hours = eternal flame ac2-2Amc 2-2 d30 non rep, 7 day expire.
96 hours = sw aura that gives 10% hpr mpr

Give the ability to war every 24h.
First war cost 2m 2nd 4m 3rd 8m etc
Resets to 2m every 7 days

I like this idea...

Although how about for the sign up of the Wars?

Have the wars be scheduled whenever (This would assist with the timezone differences). Have a minimum delay of 4 or 8 hours or something?

But, the more of a delay you use (For example, starting the war in 2 days time or something), you would get a HP+ buff? This rewards you for giving the guilds a chance to organise and who knows....maybe even assist with that entry into the palace? Further rewarding by costing less money...having an immunity buff....could be anything really.

Or perhaps a reward of actually winning the war....the more time you give them to organise, the bigger luxury/reward you have for owning the Wall? So instead of a set Skill EXP+ buff, it would increase depending on how much notice you gave the defending guild?
 

ascended

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Tbh if I were to implement a SW I'd implement it so that there's "stages" to it, rather than just one long brawl. Try to implement stages that benefit Aoe, Melee and tactics.

I'll be honest this is something I really, really want to see in Mir.

A 3 Stage SW. Where the victor is decided by who ever wins the best out of 3 stages.

The AoE Stage - SW as it currently is. Need to take over the wall. Wizzies most important here.

The melee stage - Capture the Flag at 3 (or more!) different spread out spots at SW in nice open areas. Have to be standing next to the flag to take it. Flags can change hands only when all opposing round it are dead. Lots of tactics involved. Whoever holds majority at end of time, wins. Warriors most important here.

Last Guild Standing stage - with a twist. When this round starts, EVERYONE from both guilds gets randomly teleported somewhere within SW. Everyone gets spread out, multiple small fights break out, tactics and comms important here. . Everyone gets RT'd again every 30 seconds. Sins most valuable here.

Taos obviously vital for all 3 stages.

There are other potential stage ideas, but you get the point. I'm well aware this requires a lot of work, but it'd be damn cool and exciting (and more fair overall) tbh than just your bog standard SW war.
lol.. Anything else?