May 22, 2008, 12:31 AM // 00:31
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#41
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Desert Nomad
Join Date: Jun 2006
Location: Look out!
Profession: E/
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Quote:
Originally Posted by Illfated Fat
QQQQ
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I still disagree. It isn't like random/team/snowball/dragon arenas, where you go several matches without being able to dump faction. You do a match, gain up to what, 5-6k faction on double weekends winning in the other side's farthest territory? Then you get sent back to the staging area. OMG I HAVE TO CLICK ON A CHARACTER AND TYPE MY NAME! QQ. What's the big deal? I can see how it would be annoying if you're fff and have to map to cav/hzh/gh to donate, but hardly the end of the world.
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May 22, 2008, 02:23 AM // 02:23
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#42
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Ascalonian Squire
Join Date: Dec 2006
Guild: Vanguard of the Forsaken
Profession: N/
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I wouldn't mind if it was only 1K per rank.. just some more would be nice
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May 22, 2008, 07:15 AM // 07:15
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#43
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Grotto Attendant
Join Date: May 2005
Location: The Netherlands
Guild: Limburgse Jagers [LJ]
Profession: R/
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FYI, discounted Lockpicks costs 1,2 k at those traders. The people selling them for 1,25k make a whopping 50g profit per key.
I'm all for increasing the faction cap. Saves me a bit of travelling to my guildhall after each HFFF session.
Quote:
Originally Posted by Phoenix Tears
So those people of those guilds get a real unfair financial advantage over others, because they can easily make through that some quite profit, when thry buy the lockpicks for 1,1P and sell them to players for 1,25P in large amounts over times...
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To make a bit of profit, say 50k, you need to sell 1,000 Lockpicks. You really think those Lockpick sellers in every major town are able to sell that much every hour? Not to mention they just stand there, and can't do any adventuring.
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May 22, 2008, 10:53 AM // 10:53
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#44
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Ascalonian Squire
Join Date: May 2006
Profession: W/
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/signed 5k per level
some people farm faction for other reasons than towns, and if people as so concerned with spikes here and there being massive than add another taxation to counter than or up the amount taxed to begin with
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May 22, 2008, 12:58 PM // 12:58
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#45
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Furnace Stoker
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/signed, but..
..only at a much lower faction cap increase, I'd like 1k (so I'd have 17k cap at rank 7, a big difference) but a max of 2k faction per rank is acceptable.
Definately Not higher.
The system of town holding and taxation is vorking pretty fine as it is now, but giving people too high faction cap is certainly going to unbalance that.
Going +5k for each rank is absurdly ridiculous. With people storing up to 40-60k and doing huge millions spikes, town holding would become a joke.
A small cap buff such as 1k per rank would cause average players to have around 15-17k pool, clearly not a difference for the system as a whole, but a very nice bonus for the players themselves. A buff of 2k per rank would mean average players pools at 20-24k, which opens some faction spiking possibilities, but so small they shouldn't cause problems. But for the players low rank5 for a double pool, rank10 for a triple would be a very big bonus.
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May 22, 2008, 01:52 PM // 13:52
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#46
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Frost Gate Guardian
Join Date: Mar 2007
Profession: W/
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Quote:
Originally Posted by Yawgmoth
Going +5k for each rank is absurdly ridiculous. With people storing up to 40-60k and doing huge millions spikes, town holding would become a joke.
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Actually that would add a strategic element ... alliances would have to plan when to spend faction in order to keep the towns and when to hold back.
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May 23, 2008, 03:12 PM // 15:12
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#47
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Ascalonian Squire
Join Date: Nov 2006
Location: Ebon Hawk
Guild: Blood of the Martyr [Hope]
Profession: E/Me
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/signed
I've been wanting this for a long time... kinda curious why it hadn't been put into effect already. However, at this point, I doubt we'll see it.
Queue up "Everyone's working on GW2" :P
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May 23, 2008, 03:26 PM // 15:26
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#48
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Desert Nomad
Join Date: Nov 2005
Location: United Kingdom
Profession: Me/
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The faction transfer npc's where added to AB staging areas as a solution to this problem. upping the cap is not needed.
Adding a zkey guy was a good idea however.
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