also reason kami always lose is most our members refuse to enter the year 2000 and buy decent computer that can handle them.....
**looks at Red**

The only other alternative though is what situation currently is, gross imbalance on both servers between factions. No kami influence on ari, no karavan on cho. How can an underdog guild on the lesser side ever take an OP from a guild (even a less powerful one) when every other kami/karavan that wants to keep it out of the others hands can join in and make it a 5:1 fight with no chance of winning?wardone wrote:grim..
i would not want to limit player numbers allowed at op battles as that would end up with people being left out because of low lvls and thats not right all should have the same chance to get involved.
Pero... I love you. Allow me to contribute this large (non-redeemable) novelty cheque for 1 million dappers to your great statue fund.danolt wrote:I like the idea of adding more...
*snipped to shorten post length, but please refer to main post for overall details*
...We need more. More to fight over, but most importantly, a way to make a permanent difference on Atys without having to do violence to another player.
Pero
ah so all the hard work you do to level up becomes worthless temporarily. sorry nextvandie wrote:1. Limit the defenders and attackers to the level of the op battle if you attack a q150 outpost then it limits/clamps your fighting/casting to 150 skill level doing this would definately cause it to be far more about skill and tactics then about who has the most players of overpowering skill/levels that can overwhelm the ops' defenders.
but then the non pvp players would want it too and whine on the forums about not having itvandie wrote:2. add some unique/can only be obtained by pvp, items to game.
hey this soundly like how outposts are supposed to be, you know constant defenses, switching sides all the time time, no real "personal" attachment to them etcvandie wrote:3. If you want more pvp then add a few new "portals" that have to be constantly defended that have some sort of unique benefit to controlling ie who controls the portal controls its access.
agreedvandie wrote:In reality the PVP thing doesnt work because the Risk/time/effort versus reward/percieved reward for doing so isnt balanced. PvP in this game is simply a diversion from the on-going issue of many games lack of something tangable to do past a certain point.
If they make it 50 on both sides, how are the attackers supposed to win against even # of players AND guards? Outposts would become very stagnant.slay13 wrote:Heck, even if they make is something like 50 or so, thats still one big fight that any other MMORPG would be jealous of.
That's an interesting point. A little more range on the Ranged weapons could add a little to tactics and is something that range fighters have been asking for for a long time. I'd think adding a minimum range for the largest weapons might then also be appropriate too.marct wrote:... When everyone is basically limited to a 50m attack (some ranged is slightly better), everyone is out in the open, and such it is difficult. ...
Playtesting hopefully.sehracii wrote:If they make it 50 on both sides, how are the attackers supposed to win against even # of players AND guards? Outposts would become very stagnant.
Ok, so let the attackers have more people. 20 more? Maybe that's too much, then defenders don't stand a chance?
10 more? Maybe that's not enough.
How do you balance it?