Jun 09, 2007, 10:50 AM // 10:50
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#21
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Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
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Quote:
Originally Posted by onerabbit
But couldnt people use this to get towns? .. all save up like 50k each
thats 50k that wont get taxed.
u get 10 people in the guild, thats 50k x 10 = 500k
then do the same for the whole alliance .. so 5mil
all put it in at the last min before the border changes .. bang u get a town.
and u just keep putting it in at the last min before the border changes for a big chunk.
i mean a guild of one could own cavalon for a few hours ..
if he saves up long enough as he wont get taxed.
So i think it needs a Cap, maybe what holymasamune sugested
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The only long-term advantage I see to a spike is that it gets you up to the point you can remain at (the point where you gain as much as you lose each day) faster. But if you go over, you won't be able to farm enough to keep yourself at that level.
So if you overreach with a spike, that will get you a town for a few days until either someone hits with a bigger spike or you decay below the level your alliance can sustain. And if your somehow figure out something crafty with the spikes to stay above the alliances that farm more faction per day, they will figure it out and still beat you once your faction decays.
So what is the actual harm or the towns changing hands a lot more than they currently do ?
Though the other option is to have no actual cap, but your faction over a certain point suffers decay back to that cap, so that such spikes aren't possible.
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Jun 10, 2007, 12:46 AM // 00:46
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#22
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Frost Gate Guardian
Join Date: May 2007
Location: Argentina
Guild: Umbrella Corp.
Profession: N/
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/signed
it would be nice
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Jun 10, 2007, 01:01 AM // 01:01
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#23
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Ascalonian Squire
Join Date: Dec 2006
Guild: Hopper
Profession: E/
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Sounds great to me, I HATE the cap, I see no benefits from it but to force people afk and to stop what their doing. Maybe to help prevent from leechers and such but what are they gonna do with balth points >.> too many times ive overdone the balth faction and then when i need it i run out, hardly fair.
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Jun 10, 2007, 08:15 PM // 20:15
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#24
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Academy Page
Join Date: May 2006
Location: Ontario, Canada
Guild: Canthan Wanderers
Profession: E/A
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Actually guys/gals this prevent leechers from taking advantage of the system. Having to leave the AB map every 10,000 points discourages people who would leech 24/7. They make it so that you have to leave the area once in a while. Thus bot-proof.
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Aug 12, 2008, 08:04 PM // 20:04
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#25
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Frost Gate Guardian
Join Date: Nov 2006
Guild: Angels of Death
Profession: Mo/
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/signed
This should be looked into.
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Aug 12, 2008, 08:08 PM // 20:08
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#26
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Thanks for raising this stiffy!
/signed
Although I guess the request to raise the cap on Balths faction does lose it point a bit today - but the whole 10k on Luxon/Kurzy should be raised - if in no other way as you advance in the ranks!
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Aug 12, 2008, 08:18 PM // 20:18
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#27
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Ascalonian Squire
Join Date: May 2007
Guild: sinners saved by grace
Profession: E/
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/signed
remove it or raise it very high so we can stay with our groups
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Aug 12, 2008, 10:30 PM // 22:30
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#28
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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/signed for Kurz/Lux cap removal.
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Aug 12, 2008, 10:41 PM // 22:41
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#29
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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Quote:
Originally Posted by Bane of Worlds
/signed for increased cap for kurzick/luxon factions per allegiance rank
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/signed for that as well, always been for it.
Quote:
Originally Posted by axe
I would guess that with the Lux/Kurz faction caps that it helps to minimize the effectiveness of leechers? I mean if you could just sit AFK for the entire day and leech faction then when you get a chance go spend it, that might encourage leeching, but I dont know.
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If the faction cap was meant to help prevent leeching, then it has ran its course with the /report system in affect, even though that system still has it's flaws. It now needs to be changed.
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Aug 13, 2008, 12:12 AM // 00:12
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#30
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Forge Runner
Join Date: Aug 2006
Location: Australia
Guild: Lost Templars [LoTe]
Profession: Me/Mo
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/signed. Or at least raise it substantially.
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Aug 13, 2008, 12:49 AM // 00:49
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#31
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Desert Nomad
Join Date: Oct 2006
Location: Earthrealm
Profession: W/A
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/sign, it seems like a good idea.
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Aug 13, 2008, 01:12 AM // 01:12
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#32
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Lion's Arch Merchant
Join Date: Jan 2007
Guild: Fire and [ICE]
Profession: W/
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/signed, wanted this for a while.
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Aug 13, 2008, 02:38 AM // 02:38
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#33
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Jungle Guide
Join Date: Feb 2007
Location: Oregon, USA.
Guild: Zero Mercy [zm]
Profession: W/
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Past rank 2, I'd say increase the cap by 1,000 faction. So, by rank 12, you can have up to 20,000 as your limitation.
Unlimited only calls for bothersome annoyances. I have 29,000 on my Balthazar cap. That's fine and dandy. 10,000 serves me fine in the Alliance Battles. If anything, offer a guy to give Tournament Tokens and Zaishen keys in the Alliance Battle outposts.
Unless one of these changes come into play, I shall remain,
/unsigned
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Aug 13, 2008, 04:51 AM // 04:51
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#34
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Frost Gate Guardian
Join Date: Aug 2005
Guild: OCAU
Profession: Mo/Me
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Balth faction only had a cap so you couldn't stockpile it before a new game came out and unlock everything within minutes. I see no reason for this to keep this cap with no new games being released.
The luxon/kurzick faction has a cap to manage the town ownership so a guild cannot stockpile and then donate all at once. I think they should double the cap rather than remove it.
/signed
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Aug 13, 2008, 05:23 AM // 05:23
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#35
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Ascalonian Squire
Join Date: Jan 2008
Location: Soviet Jersey
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/signed for cap increase
Removing the cap would lead have too many people abusing it.
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Aug 13, 2008, 05:57 AM // 05:57
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#36
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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One thing that people going through the Kurz/Lux territories for the first time might appreciate is raising the cap by at least a thousand or so - that way, they can make the ten thousand required to befriend each side without necassarily losing any excess.
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Aug 13, 2008, 04:57 PM // 16:57
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#37
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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I don't mid for Balthazar faction, but since PvP are grind titles, they would need another reward to compensate.
For Factions Luxon/Kurzick faction, sorry, but not. Maybe an increase in the cap, but for all, not related to titles, and not too much. Maybe to 20k or 50k.
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Aug 13, 2008, 04:59 PM // 16:59
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#38
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Forge Runner
Join Date: Dec 2007
Profession: E/
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/signed for raising it per rank
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Aug 14, 2008, 05:47 AM // 05:47
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#39
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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/signed for balth.
/notsigned for kurz/luxon, wouldnt this be like free afk bot farming titles?
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Aug 14, 2008, 02:49 PM // 14:49
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#40
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Jungle Guide
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Quote:
Originally Posted by Teh [prefession]-zorz
/signed for balth.
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Already been done
Quote:
Originally Posted by Teh [prefession]-zorz
/notsigned for kurz/luxon, wouldnt this be like free afk bot farming titles?
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No it wouldn't, you still have to get a group and enter games and hope you
aren't reported.
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