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25-Mar-2013 - Wilderness Warbands


Unknown_Warrior
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The slightly funny thing atm with Warband pk having pk warband also people are dumb and not picking up on the team cape rule and of course the 'kill white dots' rule stands.

Therefore you end up with 2 issues:

1) Users of one of the fcs freaking out at all the white dotes because they don't have a cape so the entire other fc is white dots.

2) Users inside one of the fcs being killed because they are a white dot to the other fc due to lack of cape.

 

Neither is major though, case 1 is just a noob freakin' out who needs to read rules, case 2 is just a noob dying for not bothering to read rules

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Does the rule on armor/weapons still stand?

 

Treaty is off apparently but cape rule still applies.

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TBH; these Warband chats should meet as often as possible on the same world without knowing it...

 

I've been a few times to both of these FCs and both of them have people whining constantly and annoyingly about getting killed... They definitely need to be taught how the Wilderness works... 100k XP for a few minutes of work means you do risk getting killed, and therefor occasionally SHOULD be...

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TBH; these Warband chats should meet as often as possible on the same world without knowing it...

 

I've been a few times to both of these FCs and both of them have people whining constantly and annoyingly about getting killed... They definitely need to be taught how the Wilderness works... 100k XP for a few minutes of work means you do risk getting killed, and therefor occasionally SHOULD be...

 

You have to be delusional to believe people are not of the understanding they are likely to die in the Wilderness. That is the trade off at Warbands. People know they are likely to die, and that if they don't, they'll receive a large amount of experience as a reward, saving big time and/or big money. EVEN THEN, people get mad. It's not because they didn't expect at some point to die, it's because of the supreme nature of the reward.

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[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

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TBH; these Warband chats should meet as often as possible on the same world without knowing it...

 

I've been a few times to both of these FCs and both of them have people whining constantly and annoyingly about getting killed... They definitely need to be taught how the Wilderness works... 100k XP for a few minutes of work means you do risk getting killed, and therefor occasionally SHOULD be...

 

You have to be delusional to believe people are not of the understanding they are likely to die in the Wilderness. That is the trade off at Warbands. People know they are likely to die, and that if they don't, they'll receive a large amount of experience as a reward, saving big time and/or big money. EVEN THEN, people get mad. It's not because they didn't expect at some point to die, it's because of the supreme nature of the reward.

I agree that the risk vs reward is fair, but it is still reasonable to be frustrated by it. When you get killed by a griefer, you lose 150k xp (about an hour and a half worth of your time if you spend it on mining) and they gain almost nothing. They're just doing it to cost other people time, which is extremely annoying. It's one thing to have dangerous NPCs hanging around, it's another to have punks there just to waste your time.

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TBH; these Warband chats should meet as often as possible on the same world without knowing it...

 

I've been a few times to both of these FCs and both of them have people whining constantly and annoyingly about getting killed... They definitely need to be taught how the Wilderness works... 100k XP for a few minutes of work means you do risk getting killed, and therefor occasionally SHOULD be...

 

You have to be delusional to believe people are not of the understanding they are likely to die in the Wilderness. That is the trade off at Warbands. People know they are likely to die, and that if they don't, they'll receive a large amount of experience as a reward, saving big time and/or big money. EVEN THEN, people get mad. It's not because they didn't expect at some point to die, it's because of the supreme nature of the reward.

I agree that the risk vs reward is fair, but it is still reasonable to be frustrated by it. When you get killed by a griefer, you lose 150k xp (about an hour and a half worth of your time if you spend it on mining) and they gain almost nothing. They're just doing it to cost other people time, which is extremely annoying. It's one thing to have dangerous NPCs hanging around, it's another to have punks there just to waste your time.

 

 

 

I see you agree with my points then.

Excellent.

 

[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

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TBH; these Warband chats should meet as often as possible on the same world without knowing it...

 

I've been a few times to both of these FCs and both of them have people whining constantly and annoyingly about getting killed... They definitely need to be taught how the Wilderness works... 100k XP for a few minutes of work means you do risk getting killed, and therefor occasionally SHOULD be...

 

You have to be delusional to believe people are not of the understanding they are likely to die in the Wilderness. That is the trade off at Warbands. People know they are likely to die, and that if they don't, they'll receive a large amount of experience as a reward, saving big time and/or big money. EVEN THEN, people get mad. It's not because they didn't expect at some point to die, it's because of the supreme nature of the reward.

I agree that the risk vs reward is fair, but it is still reasonable to be frustrated by it. When you get killed by a griefer, you lose 150k xp (about an hour and a half worth of your time if you spend it on mining) and they gain almost nothing. They're just doing it to cost other people time, which is extremely annoying. It's one thing to have dangerous NPCs hanging around, it's another to have punks there just to waste your time.

 

 

 

I see you agree with my points then.

Excellent.

No, read my post.

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You have to be delusional to believe people are not of the understanding they are likely to die in the Wilderness. That is the trade off at Warbands. People know they are likely to die, and that if they don't, they'll receive a large amount of experience as a reward, saving big time and/or big money. EVEN THEN, people get mad. It's not because they didn't expect at some point to die, it's because of the supreme nature of the reward.

I agree that the risk vs reward is fair, but it is still reasonable to be frustrated by it. When you get killed by a griefer, you lose 150k xp (about an hour and a half worth of your time if you spend it on mining) and they gain almost nothing. They're just doing it to cost other people time, which is extremely annoying. It's one thing to have dangerous NPCs hanging around, it's another to have punks there just to waste your time.

 

 

 

I see you agree with my points then.

Excellent.

No, read my post.

 

Can you explain where we differ please, I am at a loss.

 

[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

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You have to be delusional to believe people are not of the understanding they are likely to die in the Wilderness. That is the trade off at Warbands. People know they are likely to die, and that if they don't, they'll receive a large amount of experience as a reward, saving big time and/or big money. EVEN THEN, people get mad. It's not because they didn't expect at some point to die, it's because of the supreme nature of the reward.

I agree that the risk vs reward is fair, but it is still reasonable to be frustrated by it. When you get killed by a griefer, you lose 150k xp (about an hour and a half worth of your time if you spend it on mining) and they gain almost nothing. They're just doing it to cost other people time, which is extremely annoying. It's one thing to have dangerous NPCs hanging around, it's another to have punks there just to waste your time.

 

 

 

I see you agree with my points then.

Excellent.

No, read my post.

 

Can you explain where we differ please, I am at a loss.

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Seems like this is going in circles, and will likely continue to do so. Didn't realise not rehashing the "because of greifers" somehow morphed the point into something entirely different.

 

[hide]2JSfh.png[/hide]

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[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

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They really should have added an incentive to killing those with supplies... As it stands now I don't get why anyone would waste their time killing anyone but the wand bearer (outside of the griefing mentality).

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There's already a small gp incentive (4k? 5k?) for each supply on the guy you kill. Adding a unique reward or incentive for killing those with supplies (such as the supplies themselves, further XP gain etc.) leaves open the possibility for even more boosting/griefing, I'd guess.

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If you're already full on supplies then there's no point killing someone else to take theirs, since you won't be able to fit them in :P

 

If they're made stackable, you'd probably end up with massive brawls that could potentially leave one winner walking away with 1 million, 2 million XP, and leave the system much more open to boosting.

 

I don't think the XP potential of the supplies should be transferable between players through death, but at the same time you'd be hard-pressed to come up with another incentive besides a paltry amount of coins.

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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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I haven't tried this yet, I read the wiki article on it. Only question is, do you get to choose which supplies you want? I would only do it if I can guarantee that all my experience will be in mining.

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I haven't tried this yet, I read the wiki article on it. Only question is, do you get to choose which supplies you want? I would only do it if I can guarantee that all my experience will be in mining.

 

Each camp has three tents, a combination of: Mining/smith/construction/farming/herblore

 

If a camp doesn't have the tent you want (Mining), leave. The 2 major FCs generally call what tents each camp has, but if not, just go and if there isn't one, leave. You don't use up a "turn" (3 loot interactions) until you've started looting.

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[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

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Warband FC has been hijacked by two former ranks (One of whom had started a new Warband FC thread on the official forums so can hijack it that way) and there is currently a truce between the new chat (Warbanding) and Warband PK.

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Warband fc issues apparently stem from 1 guy (I got friends in the ranks)

Basically they had the truce then the 1 guy called the truce off because he disliked Warband pk ffa wand rule.

Prior to this his attitude and rule changes had annoyed many of the staff and users who had jumped ship to warband pk.

With the truce called off many more followed suit.

 

In the wake of this the ranks have usurped the fc from this guy (creating warbanding) which is once again at a truce with warband pk sharing team cape 16 and using the rule of wand ffa is allowed IF they share a world with warband pk, if they end up no a different world their usual rules of no-killing what so ever abide.

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Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

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Warband pk also seem to have a second FC now called pk warband? (Not sure if space or not)

 

Correct. It's the spillover fc, they said it would only be active in "peak" times but not sure whether they have actually been closing it in offpeak.

 

[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

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