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2/27/09 12:09:57 PM#21
Originally posted by RedMorgan
Thank you for being honest. My question is this though. What's the point in it being soooooooooo easy to put up a clan city. In the end, if it's this easy to do, cities will have absolutely NO meaning at all. Thus, losing a city won't really matter that much. So in the end, the cities will be as meaningfull as taking keeps in WAR. It will mean nothing. You see my point. This game mechanic, whether exploited or not, needs to be revised ASAP. |
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2/27/09 12:09:58 PM#22
Originally posted by RedMorgan
Indeed. But it is still not the way to launch a mmorpg dude... /rollback BigCountry | Head Hunters | www.wefarmpeople.com |
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2/27/09 12:11:19 PM#23
Originally posted by radtweak
This is not true. The guilds in question knew in advance which high level mobs would bug out because of terrain issues. The entire guild is there killing mobs that don't respond which they KNEW in beta wouldn't respond. Casually coming across a bugged mob is one thing, but having your entire guild kill a high level mob that you purposefully 'bug' is another thing. And then having the same mob respawn in 8 seconds at the exact same place. Yes, there are players that randomly find bugged mobs. But the guilds that are building endgame cities right now aren't just 'randomly' finding bugged mobs. |
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2/27/09 12:14:27 PM#24
Everyone that didn't vote for the first option weren't in beta and have no understanding of the city claiming mechanics. |
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2/27/09 12:20:57 PM#25
Originally posted by dave816am
I have to completely disagree with you man. Exploiting small to medium mobs getting them to "stick" with no sync issues is one thing, exploiting epic mobs who do not move/attack AND spawn in the exact same place with massive sync issues is a totally totally totally unfair advantage....
Oh well. W/out a wipe, the EURO server is officially hosed....lol Better reason not to take all this that serious until a US server is launched. Euro's got fuct though by this....big time....
BigCountry | Head Hunters | www.wefarmpeople.com |
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2/27/09 12:22:36 PM#26
Originally posted by COORS
Thank you for being honest. My question is this though. What's the point in it being soooooooooo easy to put up a clan city. In the end, if it's this easy to do, cities will have absolutely NO meaning at all. Thus, losing a city won't really matter that much. So in the end, the cities will be as meaningfull as taking keeps in WAR. It will mean nothing. You see my point. This game mechanic, whether exploited or not, needs to be revised ASAP.
see you fail!
you dont claim a city for 10 k you claim a city stone where you can BUILD your city. when you claim the terrotory you dont have anything more then a bindstone and a bank. from there you need to Build yout city up.
its easy to claim a terretory but its hard to build up your city and KEEP your terretory/city
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2/27/09 12:23:09 PM#27
Originally posted by strongaxe
Clan shards are 10k now. Some people were exploiting but it was not widespread and it will have no lasting effects on the server. They were killing desynced mobs that just stood still. Not like people were activly looking for exploits, more the servers fault. There are more things to exploit than just stuck mobs. I can pretty much assure you that the bigger clans found exploits and didn't report them during beta so they could use them to their advantage. There was very nearly a dupe bug that made it to release, too. Someone reported it days before the release date. |
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2/27/09 12:25:59 PM#28
Originally posted by amish_farmer There are more things to exploit than just stuck mobs. I can pretty much assure you that the bigger clans found exploits and didn't report them during beta so they could use them to their advantage. There was very nearly a dupe bug that made it to release, too. Someone reported it days before the release date.
Partly your lieng
yes there was a dupe bug discovered a few day's for release. and that bug was because of a new patch! and they fixed it. thats why your testing thinks that are being patched! to discover such thinks!
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2/27/09 12:29:09 PM#29
mobs in alfar area were bugged out in a way where they wouldnt move or fight back, so they were basically all on free-farm. including several mobs that dropped 150+ gold EACH. this is why there is an exploit outcry. we, without having alfar players, spent 10+ hours farming invisible mobs aiming for blood spatter in the air for 5-15gold per drop and the quests. and several humans lost about 3k total due to the logout/login bug which delayed us a good while. |
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2/27/09 12:29:50 PM#30
There's nothing easy about having and maintaining a city. Claiming cities at launch is a rat race, and only the most organized and efficient clans will be able to get the city they want. There is a very limited number of cities as well, so most clans will go without one. Then building those cities is pretty grindalicious, and you have to be really dedicated to put it all together. I share your concern however, as I haven't seen much reason to keep a city yet. Maybe having the ability to construct with higher things on the tech-tree will make them worthwhile, but that remains to be seen.
No argument there. Personally, a rollback would screw me and my clan, but the launch itself screwed many more people. I'm not sure if it's going to happen though. |
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2/27/09 12:39:46 PM#31
Having a clanstone != having a clan city. Cities require time and resources. If you can get a 10-20 people together, getting a clanstone and city going shouldn't be that hard. Its building the city up, maintaining and defending it that will be hard. ___ |
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2/27/09 12:45:58 PM#32
i am hoping for a server wipe, if its not happening then i can life with it.
its not like my friends and me where going for a hamlet/city stone right away. we decided it would be best to let the dust settle a bit |
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2/27/09 12:58:46 PM#33
people are exploiting...duh. I was killing bugged goblins just yesterday |
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