March 1, 200917 yr As I was browsing many a forum, I noticed that from the beginning to even now most of the rants on Soul Wars have merely touched upon the issue that slayer level matters and that the rewards are something of a rival to Pest Control. In my opinion those are both very viable pluses to a minigame, none of which should be removed. My issue with this minigame- and the reason I avoid it- is the fact that it's too simple. It really is. It has elements directly taken from Castle Wars (bandages, barricades, explosive potions, maybe more. I haven't played it enough to memorize the stock.) and they're very few ways to achieve your goal. In order to effectively play the game, x about of players kill other players and y amount kill for, oh, 5 "souls" apiece until you then flood the main obelisk, instantly putting the other team's avatar to a slayer level of 0. Then x(y-z) (z=number of players who don't bother help with the avatar slaying, they just enjoy killing other players) players flood the avatar and kill it brutally. While this happens, the other team does the same thing. Most of the time, the team that gains control of the obelisk first wins. It's just that one dimensional. That's where the game that I particularly love just as a game shines- Barbarian Assault. In this specific minigame, not only can you not flood your way to victory, but you, as an individual, matter. It requires the mixture of actual strategy (even though it itself becomes easy to master) and highly skilled and leveled characters. This game requires people to pay attention because of the calling. To some this is annoying, but it's from games like this that revolutionary items can be created. (Fighter Torso, first plate with a strength bonus. Revolutionized player killing and JaGex's combat idea.) For the next new minigame, I do hope JaGex plans it to be more complex than just a flood of 130s deciding the outcome. If you think I'm wrong in any way, please say. I'm interested to hear others opinion's on this game.
March 1, 200917 yr Not to mention the GROUPS of people who freeload. There is a pile reaching the top/bottom of my screen of freeloaders (on low detail) that you will see on a soul wars world. Pureprayer, you're awesome.
March 1, 200917 yr Soul WARS Thats what wars usually are. Overwhelming your opponent with strength. I know there is a tactical advantage, but thats not possible with large amounts of people on the internet who are free to do what they want.
March 1, 200917 yr Author Soul WARS Thats what wars usually are. Overwhelming your opponent with strength. I know there is a tactical advantage, but thats not possible with large amounts of people on the internet who are free to do what they want. That's my point. The reason that said effect happens is because games are allowed to host too many people at once, and that advantage allows too much of a blitz. Games like Barbarian Assault, with a more limited about of persons on a team, are better constructed.
March 3, 200917 yr I completely agree. The game is basically a snowball. There needs to be at least another obelisk for the other team. That way, there's another target to control. Two teams can go at the avatar simultaneously while two try to capture the opposing obelisk to dominate the field, diffusing the power amongst the teams instead of concentrating, literally, a hundred players in the soul obelisk. It also causes a lot of lag because of the concentration. I think the playing field should be bigger, maybe about 50% more so that players must use their bandages to replenish their run energy. There should also be more slayer monsters with higher slayer levels.
March 4, 200917 yr My issue with it is how unorganized it is. If the game maybe had different ranks for people in each team. Gatherers: Players with 30+ Slayer can be put on the Gatherer team. There task is to obtain soul fragments. Benefits: Cannot be attacked by Offense Pros: Must use runners to move materials. Offense: Players with Str, mage, or range higher then there Def are placed here. There Job is to assault enemy occupied zones. Benefits: Captures bases quicker then any unit Con: Spawns in 20 sec. Defense: Players with Def higher then there main Combat stat, are placed here. There job is too defend occupied zones. Benefits: No delay in spawning Con: Cannot Capture bases Runners: Players who are below above skills become runners, there job is to run soul fragments to the obelisk. Benefits: They are given infinite run, and a 15% def increase Cons: They cannot ingage in combat. Medic: Players with 30+ Herblore, or 80+ magic with lunar are made medics, they supply players with potions and healing. Benefits: Free runes, and herbs Cons: 1/2 exp Repair: Players with 40+ Construction are placed on the Repair team. They are allowed to build barricades, and use lumber to make ranger/mage towers and traps. Benefits: Can build faster then any unit. Cons: Run is drained. Lumberjacks: Players with 30+ Woodcutting are placed in this job. They must cut logs for use in herb beds, and construction items. Benefits: Str enhanced 200% with an axe equiped Con: Cannot attack, can only retaliate. Farmer: Players with 10+ Farming can grow herbs and food for use of the Medics. Benefits: Escape Pollen, dropping a bag full stuns everyone is a 5x5 grid. Allowing an escape. Pros: Poison hits 2x as hard. I got carried away =/ this is an entirely new game haha. Creator of the Toy Penguin army! Penguin Army Goal: 397/2000 Toy Penguins
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