KotC Carbon D. Metric wrote:
ITT: Players either RP themselves not RPing the act of digging their own grave, or players refusing to RP about other people RPing. Also KC
Haha, yeah its all fun n games. I don't actually hate anyone in this game, yet.
Except that annoying kobold. I'd swear kobolds are just a cross between a halfling and Jar Jar Binks. Epic annoyance.
Doc || Allegiant Gemstone Co. wrote:
We'd love to do that with you but it would require you having friends...
Gol Phyllain wrote:
I can only speak for myself. When I am down in Brighthaven and Keepers Pass we kill one afk bank zombie to start a fight and then spend a while running around the town fighting. The only time we run is when we are outnumbered two to one. We can't get people to come out and fight at towers so we come in after you and then laugh when I get whispered about being a coward when I run from eight people when I only brought three friends.
I'll vouch for that. Golgotha's raids have been mostly legit attempts to generate PvP. That said, the towns are not supposed to be PvP zones until you can actually raze the towns. I'm in favor of the mechanics changes as GW continues to fine tune the system into funneling the PvP the game is designed to have.
Kobold Cleaver wrote:
Maybe if you play on the message boards.
My hat goes off to Golgotha, the only "evils" on the server creating meaningful content in game.
I honestly wish I could make this stuff up.
Nice suggestion. I like the WoT in theory. We just don't have the population to play it correctly with that many towers and windows open every day. With half the towers and windows open 2-3 times a week, this would be a blast.
That's what the NAP was for you numbskull. So we don't have to waste our time sitting at towers. The only people on the server who have come and said they will get better PvP by taking towers is...
1. Defenders should subtract points when they are in tower, even if it's at 1/3 what attackers score. I understand GW wants an offensive flavor to WoT, but defense needs to stand a chance
2. More players.
3. Signals for defenders when tower attacked.
That's about it. I wouldn't want to see too much programming go into something this temporary.
Zef leans against a post at Keeper's pass, the clanging of mugs and song of fiddles fill the ramshackle town. Keeper's Pass showed the signs of having been propped up in a fortnight, just like all the towns did, the roads were muddy and unsafe, the only defenses decrepit watchtowers left over from an long forgotten war. Desan stood with her, both somewhat apart from the revel, neither priest taking in the full joy that some of the dwarves seemed to be mustering.
Did you hear about Thod and his Emerald Lodge?, he said, the usual hint of calm danger in his voice
I did. They are the child who throws the stone and hides the hand and as neutral as a blight druid. But all will be revealed, in time. Milani teaches that the oppressed rarely acknowledge their oppression and misplace their anger on those who would free them. Such is the curse of Milani's calling.
Together they stood and watched the fires burn in silence.
Stephen Cheney wrote:
Thank you! It really sucked being a slow Desnan!
KotC - Erian El'ranelen wrote:
Both teams were itching to scrimmage. As we speak some tactics are getting scrapped from the playbook and others are being added. It was good for everyone involved, it was good or the game.
As far as I know that was the first major battle since alpha 7.
Savage Grace wrote:
That's exactly how we are playing it on most nights. The touch range forces you to "cover a man", you are certainly NOT roaming the mid field applying buffs and heals and attacks depending on the situation.
Ryan Dancey wrote:
We want healing to be something you have to do in the thick of battle, not just a bar that you manage sitting safely off to one side. The intent of the design is that Clerics stand right behind the Fighters giving them healing as needed, just like on the tabletop.
Touch based healing forces the cleric to be right in the thick of the AOE's. If the intent is for Clerics to be linebackers, then we have to play 10' off the line of scrimmage. Right now it plays like a cornerback, running around the field trying to cover your man
Most cleric spells should have 10' range, within danger, not weaving through enemies to heal. The touch based cleric is not much fun in a game where tanks aren't even true tanks, they move around quite a bit. Throw in friendly fire and it's just brutal.
For a true 2nd line feel I'd even suggest lowering most of the range attacks to 15' to gain 5' on the touch ones.
Calling all Alpha participants, GW staff, and anyone with Alpha access! Come spend Thursday Night in Brighthaven for a large scale battle and event!
Three miles high and glowing green like an emerald! And it hums, a diabolical noise can be heard for a mile!. The swamp trapper's expression is half mad. He pokes his pipe at the gathered around Hammerfall's town square bonfire. A dark half elf in the crowd slips into the shadows of the night and heads Northwest.