Grow some power, Tynon is already way to noob friendly, so no.
Worst suggestion ever.
Grow some power, Tynon is already way to noob friendly, so no.
Worst suggestion ever.
I kind of have to agree with madonkane, that's a big no no.
Might as well make a handicap boat for pirates so noobs can make it across.
With "Do not attack us, handicaps!"
Why not remove the player's protection in the wild then?
And mandonake, you know very well that it is impossible to grow some power equivalent to that of the top dogs if you were not there from the start. They have great advantages that make it impossible to surpass them, such as:
- top 5 rewards in the arena
- rewards from baal and cerberus
Unless you're here from the start, you cannot surpass the players who get these advantages. Once the first few days have been played out on a server, the top dogs remain there. Forever. When you grow some power, they grow a lot more.
There's nothing noob friendly about my suggestion. It's just about offering fair PvP battles for those who didn't join on the first day of a server. You can be a good player and still suffer from that if you were not there from the start.
I think about another game which deals with this problem pretty easily: Tribalwars. When you start later on a server, you're on the outside circle of the map, not inside. This makes you fight people who started at the same time as you on the server, and when you're ready, you can go and fight the top dogs in the middle of the map. There's nothing wrong/noob about fair battles.
I tend to agree with ChickenWing here, though not totally.
New players on established servers cannot make it across even with the best of luck, and though that isn't the end of the game, it leaves a little wiggle room for improvement.
At one point, I liked the current setup, and did not support an idea like this, but after watching some friends join recently, changed my opinion.
I think that the first 7-14 days on a server should be protected by a beginner protection or some other type of "shield" that allows the new player to experience most events, including pirates, for even a short period. At this point, when the protection ends, the player may be more likely to remain focused, active and try to get powerful enough to sail again. At very least it gives them taste of what they could have if they continue growing. I think it kills some of the "new player frustration" that so many complain about.
That's just my two sense
-- Deuc
In my view something is a bit off with carib.
The fact that you can beat a combined power of twice your size doesn't seem right.
I think the combined teams should have 10 turns against the attackers 5 turns instead of first team 1 and then team 2.
That way it would be impossible to beat higher combined forces and people have more chances of making the sail.
It would help people with actively finding a larger power to sail with and would be more realistic.
~ You are just jealous 'cause the voices only talk to me..~
~ There is a crack in everything, that is where the light comes in~
~<3~
Pirates was already adjusted from battling both players at full power, to battling them one at a time with no refresh. And the "half-sail" benefits were set in place. Watering down every aspect of this "war game" is not the answer. Over regulating everything is taking away from the war aspect here and making it more like farmville as it is. And i understand the big dogs vs the small fry aspect. But do much more and you will have a game of events and no war at all. Why bother. Where is the incentive to grow and invest in a big acct. if you can't use it. People certainly take this too personally. It is only pixels.
What i would agree with, is making assistant easier to reach if you don't get a sail. Now it is such that if you miss a banish, don't get a GW or a sail, you can't reach it. And for the non-spenders it is important to get those gems, for all really.
I am not for making pirates easier, not nearly so. In fact, I'd propose making it a bit harder, or more in depth if possible. What I proposed is essentially a "sneak peak" or whatever you want to call it, so that new players can see what benefits come from powering up, possibly solving the "I can't ever sail" argument all together.
-- Deuc
even the big players get sunk in pirates. its all part of the game. Your best bet is to join an established guild and sail with someone who is established in the server. On the other hand why join an older server in the first place?
And here lies 1 of the major reasons why some older servers are becoming ghost towns and need to be merged.
1. Nobody like to be bullied. Hell they got lots of that in their real working life they don't need some more after work at home.
2. Why should I join an older server and never get a chance to be top dog might as well wait for new server or play another game
3. Sr. members that joined from the start people are seeing people leaving its so boring playing with these few ( some cases less than 10 ) all the time its like DIY in the toilet.
Look at some other mmo games in the net and you notice that they have not server merged before like for 4yrs or why lowbies and high-ups and play side by side without being bullied or feel that they could never chase up.