| Walls and Regions in Olympus | |
|
|
Author | Message |
---|
Dobraine
Posts : 256 Join date : 2013-04-30 Location : Canada
| Subject: Walls and Regions in Olympus Wed Dec 25, 2013 12:46 pm | |
| STUPID DARKIES TEAR DOWN MY S***TY WALL!
Ahem...
To make it quick:
-the walls I build are torn down in about 1/4 to 1/2 of the time it takes to build them (2hrs)
I suggest decreasing the rate at which walls deteriorate when attacked
-it is nice feeling a more individual-player effect on the regions, however with the rate and ease with which they flip, it seems more risk than reward to hold and upgrade a region
I suggest decreasing the cost of these upgrades in Olympus
Would like to hear from some Olympus Darkies on how strong my walls are, and their opinions on the matter.
Maybe more iron, less wood? I've already shot the engineer, that didnt help... | |
|
| |
Pearl
Posts : 774 Join date : 2013-07-26
| Subject: Re: Walls and Regions in Olympus Wed Dec 25, 2013 1:02 pm | |
| First: The smaller containers & super fast action on Olympus is tons of fun I think its just about right. So, Thanks Second, on the other hand it is so so so fast:
- For example, last night we had region #53 at 70% blue;
- Someone said in light faction chat, to have everyone on #53 before cycle ended;
- I did one fight (four minutes);
- Region #53 had move to 93% blue
Its great fun ... however ... so fast:
- It is simply too risky to build up supply, it could be lost in a blink of any eye (one cycle or two);
- And no guild can have people online 24/7 (four times a day when cycle changes) to see if supply needs to be degrated down since region will be lost.
| The cost of level 12 supplies is ~278k (average) of each resource |
A few of us are coming to the belief that until this is changed, it doesn't really make sense either to build walls or upgrade any special region. Too risky. Summary:
- New container size on Olympus just right - lots of fun
- Walls on Everos too strong - lead to stalemate;
- Walls and resources on Olympus too weak - too risky to build supply for them.
| |
|
| |
Bobba
Posts : 782 Join date : 2013-07-19
| Subject: Re: Walls and Regions in Olympus Wed Dec 25, 2013 1:49 pm | |
| To support the increased speed of Olympus, maybe guild region upgrades should be cheaper and build faster. I also like the idea of regional bonuses losing 1 level when taken as has been mentioned before instead of starting over from scratch. On Everos it makes some sense that regions are slow and expensive and reset when captured, because the pace is much slower. But in Olympus, the pace is much faster and the regional control systems should keep this in mind.
Oh, and I like the idea of seeing the level of a region bonus with a number on the map, and it would work very well with the ability to take a region bonus while only losing it one level. This would all go a long way in making upgrading guild regions worthwhile and making the map look interesting. | |
|
| |
kuba_
Posts : 451 Join date : 2013-05-26
| Subject: Re: Walls and Regions in Olympus Wed Dec 25, 2013 2:11 pm | |
| 1 lvl of walls can absorp only 20 cp. I belive it is not worth to build it. | |
|
| |
Pearl
Posts : 774 Join date : 2013-07-26
| Subject: Re: Walls and Regions in Olympus Wed Dec 25, 2013 2:42 pm | |
| - kuba_ wrote:
- 1 lvl of walls can absorp only 20 cp. I belive it is not worth to build it.
On Everos they absorb exactly 500 CP. | |
|
| |
kuba_
Posts : 451 Join date : 2013-05-26
| Subject: Re: Walls and Regions in Olympus Thu Dec 26, 2013 12:51 am | |
| There was some update on Olympus. Now walls can absorb about 100 cp. | |
|
| |
Pearl
Posts : 774 Join date : 2013-07-26
| Subject: Re: Walls and Regions in Olympus Thu Dec 26, 2013 12:55 am | |
| - kuba_ wrote:
- There was some update on Olympus. Now walls can absorb about 100 cp.
Still not worth spending 10k of each resource to block 100 Conquest points. And certainly not the high cost of supplies for higher level walls. Still the high cost walls (current case) that block 500 conquest points (Erevos) leads to a stalemate, so I don't think we want that either. I love walls -- there needs to be a balancing mechanism also (ways to counter walls) Until the developers have time to add features to counter walls:
- I think 100 Conquest points blockage can make sense for Olympus;
- in which case, I suggest lowering the cost of walls significantly also, like to 3k of each resource (on Olympus).
| |
|
| |
kuba_
Posts : 451 Join date : 2013-05-26
| Subject: Re: Walls and Regions in Olympus Thu Dec 26, 2013 1:12 am | |
| it might be even little different than 100 cp. After absorbing 10 cp wall dropped from 5% to 4,25% however i am not sure if i was the only one attacking it. So it seems that it will be changing every thursday along with regions containmers. | |
|
| |
Gimli
Posts : 175 Join date : 2013-12-22 Age : 25 Location : South Africa (+02:00 of Meridian)
| Subject: Walls Fri Dec 27, 2013 7:35 am | |
| - kuba_ wrote:
- There was some update on Olympus. Now walls can absorb about 100 cp.
To someone like James11 tearing down those walls will be 1 fight(co-op or solo) | |
|
| |
Pearl
Posts : 774 Join date : 2013-07-26
| Subject: Re: Walls and Regions in Olympus Sun Dec 29, 2013 11:20 am | |
| - kuba_ wrote:
- it might be even little different than 100 cp. After absorbing 10 cp wall dropped from 5% to 4,25% however i am not sure if i was the only one attacking it. So it seems that it will be changing every thursday along with regions containmers.
According to my measurements on December 29th, 2013 ... A wall on Olympus blocks 65 conquest points! (for reference its 500 on Everos). Toothpicks. Not even, lol No one is going to spend 10k of each resource to block 65 conquest points ... (well now that we know how much they block) unless they are like totally totally vain. | |
|
| |
kuba_
Posts : 451 Join date : 2013-05-26
| Subject: Re: Walls and Regions in Olympus Sun Dec 29, 2013 11:49 am | |
| Pearl you have to remember that on old world there is much more cp production than on Olympus, however it would be nice if cost of walls would be depended on how much cp it can absorp. | |
|
| |
Pearl
Posts : 774 Join date : 2013-07-26
| Subject: Re: Walls and Regions in Olympus Sun Dec 29, 2013 12:09 pm | |
| - kuba_ wrote:
- Pearl you have to remember that on old world there is much more cp production than on Olympus, however it would be nice if cost of walls would be depended on how much cp it can absorp.
Agreed. +1 My earlier suggestion: - Pearl wrote:
- I think 100 Conquest points blockage can make sense for Olympus;
- in which case, I suggest lowering the cost of walls significantly also, like to 3k of each resource (on Olympus).
I started a poll for suggested numbers . I think we all agree we don't want those 500 conquest point blocking walls from Everos ... On the other hand 65 too low. | |
|
| |
Ala
Posts : 98 Join date : 2013-07-25
| Subject: Re: Walls and Regions in Olympus Mon Dec 30, 2013 1:50 am | |
| Nobody will tear down walls with one battle Gimli (fyi walls don't absorb all of the cp input from a battle, only a percentage of it) I like how it is with walls now. I like everything Joyce hates about walls now. Just maintain this feeling in her, so that we don't have to face 50-60% walls everywhere on the map bc of the wallet fighters. It was really boring on Erevos too. | |
|
| |
Sponsored content
| Subject: Re: Walls and Regions in Olympus | |
| |
|
| |
| Walls and Regions in Olympus | |
|