Sw needs to change

GeeDee

Dedicated Member
Dedicated Member
Sep 16, 2011
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Agreed a "king of the hill" style mechanic where by you gain points for every successful minute you hold the flag podium. This gives the defending guild a slight advantage which is perfectly normal.


Bring back the different doors, siege weapons, archer/magic guards. Add Guild Alliances so that you can actually plan a co-ordinated attack,

Yeah exactly. Imagine the scenareo if the defenders hold it for 29 mins, then the attackers hold it for 29 mins. The boss on 100 hp with 1 minute left for the defenders to retake, would be intense!
 

Lionsm!ght

LOMCN Veteran
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Aug 28, 2015
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I can't remember how MIR2 wars worked. Was it clear out the palace from all oposing guild members? Surely this would again mean that only the last 10 minutes matters.

If it goes by how long you can defend and hold the Sabuk Lord, at least it's a big test for each guild. If the defending guild can hold for more than 30 minutes, they win. They are 100% the strongest guild and would deserve the wall.

mir2 you had to break a hole in the castle walls to be able to enter the palace, then you had to clear out the holding guild in palace. Problem was firewall spam all around the palace and flamefield spam as people entered the palace, that would be just as bad on here with tempest spam.

Several ideas where put forward during the alpha, but it seems if the idea doesn't come from Jamie or Shane then it will never make it in.

Atleast in the original mir3 SW you had to clear people away from the flag and not just a run and click. If you was the holding guild you respawned inside the castle, defending allies spawned in the camp above SW, attackers at the bottom left and their allies/neutrals in the bottom right camps. The camps where not safezones so were open to being killed on respawn - but this can be changed to be a sz during war only.

SW can be made so much more interesting.
Points based system based on the following.
1. Flag in the middle - who ever holds the flag gains 10 points per minute. Capturing the flag from the enemy team = 50 points. To capture the flag you must be stood next to it, and no defending players (pets dont count as defending players) stood within a 5x5 area (2 spaces either side). If you are dragon repulsing, you are unable to click the flag
2. 1 point per kill when killing the enemy team.
3. Allow alliances - friendly guilds will then contribute to the points scoring for the attackers/defenders. Neutral guilds will not.
4. Repoint the safezones/respawn points as above. Add in a storage/pot/essentials npc in each camp so people can restock supplies there
5. Optional - sub objectives, some additional flags/pillars within SW, that when captured give a 5minute buff to the capturing team (1 gives 20dc/mc/sc, 1 gives 100hp/mp, 1 gives 2 ADV per element). Maybe have it so you get 2points per minute for holding and 10points for capturing - spreads the fight out rather than camping just the flag.

Whoever has the most points after an hour wins or if a guild has a 500 point lead they will win. Can then also generate kill/death stats. MVP for points gained, ie kills/captures
 
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GeeDee

Dedicated Member
Dedicated Member
Sep 16, 2011
197
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mir2 you had to break a hole in the castle walls to be able to enter the palace, then you had to clear out the holding guild in palace. Problem was firewall spam all around the palace and flamefield spam as people entered the palace, that would be just as bad on here with tempest spam.

Several ideas where put forward during the alpha, but it seems if the idea doesn't come from Jamie or Shane then it will never make it in.

Atleast in the original mir3 SW you had to clear people away from the flag and not just a run and click. If you was the holding guild you respawned inside the castle, defending allies spawned in the camp above SW, attackers at the bottom left and their allies/neutrals in the bottom right camps. The camps where not safezones so were open to being killed on respawn - but this can be changed to be a sz during war only.

SW can be made so much more interesting.
Points based system based on the following.
1. Flag in the middle - who ever holds the flag gains 10 points per minute. Capturing the flag from the enemy team = 50 points. To capture the flag you must be stood next to it, and no defending players (pets dont count as defending players) stood within a 5x5 area (2 spaces either side). If you are dragon repulsing, you are unable to click the flag
2. 1 point per kill when killing the enemy team.
3. Allow alliances - friendly guilds will then contribute to the points scoring for the attackers/defenders. Neutral guilds will not.
4. Repoint the safezones/respawn points as above. Add in a storage/pot/essentials npc in each camp so people can restock supplies there
5. Optional - sub objectives, some additional flags/pillars within SW, that when captured give a 5minute buff to the capturing team (1 gives 20dc/mc/sc, 1 gives 100hp/mp, 1 gives 2 ADV per element). Maybe have it so you get 2points per minute for holding and 10points for capturing - spreads the fight out rather than camping just the flag.

Whoever has the most points after an hour wins or if a guild has a 500 point lead they will win. Can then also generate kill/death stats. MVP for points gained, ie kills/captures

Would be amazing if that could be implemented. All apart from the 1 point per player death. Would open it up to exploiting and people telling lower levels to not bother coming, less fun for them :p

---------- Post Merged at 09:41 AM ---------- Previous Post was at 09:30 AM ----------

lmao you never go full retard mate and you just went there.

With the master tactician lycan in your guild obviously you knew the tactic.

If you knew that we knew the tactic then why not try to do something to stop it? I know that's impossible with the mechanics, BUT you could have at least mounted a proper defence like SD did.

The way Thc played it, you may as well have not even bothered to show up at all.

You were hoping that we took it early, was obvious.
 

MrMatt

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Apr 20, 2011
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Would be amazing if that could be implemented. All apart from the 1 point per player death. Would open it up to exploiting and people telling lower levels to not bother coming, less fun for them :p

---------- Post Merged at 09:41 AM ---------- Previous Post was at 09:30 AM ----------



If you knew that we knew the tactic then why not try to do something to stop it? I know that's impossible with the mechanics, BUT you could have at least mounted a proper defence like SD did.

The way Thc played it, you may as well have not even bothered to show up at all.

You were hoping that we took it early, was obvious.

SD didn't put up a good fight either it was the same scenario lol, the boss just makes it 10x easier for whoever is attacking. Bring back the traditional mir 3 war system with the flag where you had to click it made the last 5 mins rush 10x more fun and actually able to put up some sort of defence instead of ranged just taking the boss whenever they want.

I still can't believe in the 2-3 months of alpha server had the sabuk wasn't tested, people could of given this feedback in the first place, just bring back the original system it was perfectly fine and made the wars "fun"
 

Lionsm!ght

LOMCN Veteran
Veteran
Aug 28, 2015
540
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SD didn't put up a good fight either it was the same scenario lol, the boss just makes it 10x easier for whoever is attacking. Bring back the traditional mir 3 war system with the flag where you had to click it made the last 5 mins rush 10x more fun and actually able to put up some sort of defence instead of ranged just taking the boss whenever they want.

I still can't believe in the 2-3 months of alpha server had the sabuk wasn't tested, people could of given this feedback in the first place, just bring back the original system it was perfectly fine and made the wars "fun"

Jamie didnt implement it for anyone to use until live, he wanted it to be a surprise
 

UnluckyXIII

LOMCN Member
Jan 5, 2018
170
1
30
SW can be made so much more interesting.
Points based system based on the following.
1. Flag in the middle - who ever holds the flag gains 10 points per minute. Capturing the flag from the enemy team = 50 points. To capture the flag you must be stood next to it, and no defending players (pets dont count as defending players) stood within a 5x5 area (2 spaces either side). If you are dragon repulsing, you are unable to click the flag
2. 1 point per kill when killing the enemy team.
3. Allow alliances - friendly guilds will then contribute to the points scoring for the attackers/defenders. Neutral guilds will not.
4. Repoint the safezones/respawn points as above. Add in a storage/pot/essentials npc in each camp so people can restock supplies there
5. Optional - sub objectives, some additional flags/pillars within SW, that when captured give a 5minute buff to the capturing team (1 gives 20dc/mc/sc, 1 gives 100hp/mp, 1 gives 2 ADV per element). Maybe have it so you get 2points per minute for holding and 10points for capturing - spreads the fight out rather than camping just the flag.

Whoever has the most points after an hour wins or if a guild has a 500 point lead they will win. Can then also generate kill/death stats. MVP for points gained, ie kills/captures

Sounds much better than the current system (aside from points per kills for the above mentioned reason).

I’ll throw my idea into the mix since we are all coming up with ideas, for me I would keep the boss system as it is, but require the attackers to hold 2 positions on the map, once these are held the boss loses its shield and can be attacked. This would make having an alliance worth while as they could look to help secure/defend the additional points and work as a team to take the keep. This would also prevent the attackers from waiting until the end as when the bosses shield is up it would regain HP, meanings it’s in the best interest for the attackers to keep active and not just afk until the last 5 mins of the war.

XIII
 

TeenAgeDirtBag

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Jul 28, 2004
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Its quite obvious Jamie needs to go away and take 'some' of this constructive criticism.
Its pointless flaming each other and having a biggest dick competition....

Firstly guild ally/enemy needs to be looked at. It is completely un-usable at the minute.

Secondly how the wall is submitted / Dates/ times etc

Thirdly Jamie needs to decide which system he prefers... Boss / Mir2 / Flag / New 1?

Once decided he then needs to fine tune this idea using ideas that people have suggested...

Boss - Consider regen? Weather the boss should be able to move out of the wall? Where it spawns? etc?
Mir2 - Consider how many ways you can get inside the wall? if there should be walls/gates to break down? If the defending team gets extra defence such as archers? If the attackers have to hold the palace for a certain time? Are wizards going to dominate so that its pointless?
Flag - Consider what area needs to be captured (clicked on)? the time?

I think personally any of these ideas could work. They just require a bit of thought. People are generally happy and you get the best wars when it is even for both sides...

I would also consider if the wall should remain with SD for the same length that THC had the wall then it gets taken out until its full useable?

PS I am not a member of THC/SD - thanks