leonin Posted June 3, 2010 Report Posted June 3, 2010 i got some idea for make a better woe environment, why dont the gm rewarded to the guild who defend their castle for 10 consecutive weeks for example,so people will try to create a decent guild instead of 1 man guild
Cirrus Posted June 3, 2010 Report Posted June 3, 2010 ^ Exactly. Plus, with how things are now... no guild ever defends their castle for a full WoE. ;)
leonin Posted June 3, 2010 Author Report Posted June 3, 2010 nope,you can mess up the econmy by breaking the emperium, what i mean is to defend the castle so if the guild own sacred altar when woe start it means they have to keep the castle when woe ends.
juice Posted June 3, 2010 Report Posted June 3, 2010 (edited) it doesnt matter if the castle break in the middle of woe what matter is they have to get it back before woe ends-Maybe thats the point of he said and i thnik thats great idea Edited June 3, 2010 by juice
Cirrus Posted June 3, 2010 Report Posted June 3, 2010 Or guilds should be more diplomatic with recruitment and alliances, or just really step up their game.
Adum* Posted June 3, 2010 Report Posted June 3, 2010 i dont think its really needed. the economy is just enough to defend their emperium.
Kittie Posted June 3, 2010 Report Posted June 3, 2010 (edited) nope,you can mess up the econmy by breaking the emperium, what i mean is to defend the castle so if the guild own sacred altar when woe start it means they have to keep the castle when woe ends. No. I understood exactly what you meant by your suggestion in terms of being the one to hold it at the end of WOE, and I still believe the rewards given by raising the economy is sufficient enough as a rewards system. Breaking the emperium does lower the economy, so therefore the challenge is to defend well enough that it never breaks once during WOE - which guilds have done before. Doing a last minute break on a guild full of breakers to regain the castle is an easy task anyways. Do you really want to make WOE more about doing quick blitz breaks at the end like EuroWOE, or weigh heavily more on defending a castle? Plus the castle economy rewards system in place already propels the idea of creating a "decent guild" since that is what's needed to defend properly. The "1 man guild" idea that you put forth is only fueled by having to hold the castle at the beginning and at the end - because they'd only need one skilled breaker. Edited June 3, 2010 by Kittie
Veracity Posted August 11, 2010 Report Posted August 11, 2010 There really isn't much of a point in doing this. Like others have said, castle economy already serves to promote defense in WOE. - Rejected -