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castle war rewards
Posted: Thu Oct 29, 2015 3:00 am
by Enigma
was talking to people about the rewards and what they got it seemed like alot of people feel as if the rewards make it not worth going to today we had got vys to last stone and lost the most reward we got were 6/3 fame/ df and when i won before it was like 10/5 i dont think fame is the bigger factor but i think that with more df more people would be encouraged to go.
secondly there needs to be some type of respawn delay for the defense side we couldnt kill the last stone cause the second someone was dead they were back giving the attack team 0 time to focus stone and only constant killing which is why we lost they literally had like 20 people one after another auto /revival and 2 steps away from the stone while we have to run all the way from our spawn...
Re: castle war rewards
Posted: Thu Oct 29, 2015 2:33 pm
by GMSignPainter
Enigma wrote:was talking to people about the rewards and what they got it seemed like alot of people feel as if the rewards make it not worth going to today we had got vys to last stone and lost the most reward we got were 6/3 fame/ df and when i won before it was like 10/5 i dont think fame is the bigger factor but i think that with more df more people would be encouraged to go.
secondly there needs to be some type of respawn delay for the defense side we couldnt kill the last stone cause the second someone was dead they were back giving the attack team 0 time to focus stone and only constant killing which is why we lost they literally had like 20 people one after another auto /revival and 2 steps away from the stone while we have to run all the way from our spawn...
I guess we could add a slight respawn delay for defense team.
As for the rewards, you are supposed to be able to get up to like 15 DF and 20 fame. Perhaps the "hidden" points you get for killing players, stones, etc... do not get high enough.
Anyway, there are for sure still many things that could use slight tweaks, so keep on giving us feedbacks

Re: castle war rewards
Posted: Thu Oct 29, 2015 4:31 pm
by bminickw
Let the /revival command only be used when you turn into a ghost. Not immediately.
Re: castle war rewards
Posted: Thu Oct 29, 2015 9:39 pm
by GMGeek
bminickw wrote:Let the /revival command only be used when you turn into a ghost. Not immediately.
i believe it was like that in the beginning, but sometimes you bug (like when you die but ur char is still "alive") so people couldnt /revival anymore
Re: castle war rewards
Posted: Thu Oct 29, 2015 10:34 pm
by bminickw
GMGeek wrote:bminickw wrote:Let the /revival command only be used when you turn into a ghost. Not immediately.
i believe it was like that in the beginning, but sometimes you bug (like when you die but ur char is still "alive") so people couldnt /revival anymore
Even when you die, but your char is still alive. You still turn into a ghost.
/Revival should only be used when your turn into a ghost.
Re: castle war rewards
Posted: Thu Oct 29, 2015 11:35 pm
by Enigma
is there a way to have pwp set up like local war to see how far we are in earning rewards and i agree even if it waits till ghosted would be nice
Re: castle war rewards
Posted: Fri Oct 30, 2015 2:01 am
by GMSignPainter
Enigma wrote:is there a way to have pwp set up like local war to see how far we are in earning rewards and i agree even if it waits till ghosted would be nice
I could. I kinda wanted to keep it hidden at first to prevent players from knowing how it works, to prevent farming XD. But well, people always find a way hehe.
Re: castle war rewards
Posted: Fri Oct 30, 2015 10:03 am
by Thomas
I have not fought alot at CW but it seems to me it is easy to camp attacker spawn area - there is only 1narrow exit?
Ive seen before that the attackers become defenders and have serious problems getting out of the spawn area.
Re: castle war rewards
Posted: Fri Oct 30, 2015 11:04 am
by GMSignPainter
Thomas wrote:I have not fought alot at CW but it seems to me it is easy to camp attacker spawn area - there is only 1narrow exit?
Ive seen before that the attackers become defenders and have serious problems getting out of the spawn area.
There are three attack points (4 in Island Warfield) and the officer of an unit can change the attack point of his unit any time during the war.
Re: castle war rewards
Posted: Fri Oct 30, 2015 1:44 pm
by bminickw
GMSignPainter wrote:Thomas wrote:I have not fought alot at CW but it seems to me it is easy to camp attacker spawn area - there is only 1narrow exit?
Ive seen before that the attackers become defenders and have serious problems getting out of the spawn area.
There are three attack points (4 in Island Warfield) and the officer of an unit can change the attack point of his unit any time during the war.
On a serious note. Nobody listens to that.
