War system questions
Re: War system questions
Makes more sense after your reply Elysia, thank you.
Here is another idea I was thinking of: Cap the number of warpoints that can be earned by the general scalp turn ins. Say, 30 per war or 300 points. This would up the value of PK scalps...
Here is another idea I was thinking of: Cap the number of warpoints that can be earned by the general scalp turn ins. Say, 30 per war or 300 points. This would up the value of PK scalps...
Re: War system questions
Actually, I guess there already is a cap based on time of repop (2hr repop would be 360 turn ins?)
Re: War system questions
Yes, the repop time is on the long end for that reason and to ensure that having a group for 30 minutes won't automatically lead to 2 general hits. It takes sustained group activity to do these multiple times a day.raal wrote:Actually, I guess there already is a cap based on time of repop (2hr repop would be 360 turn ins?)
Re: War system questions
Sad part is that war system seems to benefit those that play at peak times or who can co-ordinate quickly when the others are asleep. For example Winged Guard been smashing Tear repeatedly while most of us Defenders can't play. When Defenders are actually online we kill the players and are certainly ahead on the player kills however the general hits far outweigh the player scalp points. Not really sure if that's an accurate indication of who is really winning the war when they're just farming a patty in a no mob while no one is online.
Also appears to be the theme with other wars. Just depends on who can get a group together most often while the others are asleep. Just not really a fair system in my view.
Also appears to be the theme with other wars. Just depends on who can get a group together most often while the others are asleep. Just not really a fair system in my view.
Re: War system questions
Come out of your city sometime and we'll see who wins in the scalp count too. We dont have people feeding us scalps either. Also, usually in any war the people who have numbers and can coordinate quickly always have the advantage.
Re: War system questions
Will be interesting to see the final count in these wars. I suspect that the disparity between scalps and general hits will be minimal. I.e. I doubt one side will win with generals but substantially lose on scalps, though perhaps general hits may be a little over valued currently. Or they may be just fine how they are, again will be interesting to see final scores.
Re: War system questions
It's time to make the General rooms channeler friendly. The bulk of the Tower has basically been disallowed from participating in the war and the main Seanchan power has been rendered ineffective in those rooms. With the lower Seanchan numbers it is all but impossible for Sul'dam and damage to participate in the war.
Not allowing channelers keeps stacking the deck against them and excluding them from this part of the game.
Not allowing channelers keeps stacking the deck against them and excluding them from this part of the game.
Re: War system questions
Considering how powerful channelers are, no.
Re: War system questions
Playing with channelers is like playing crazy 8's with your friends and one friend shows up with a hand full of Jokers. 

Re: War system questions
Honestly why even have them in the game then if you are going to create such a huge addition to the game and then exclude them. Seanchan players have almost no chance of winning any war without their help because of our low numbers.Elysia wrote:Considering how powerful channelers are, no.