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Kazalus

Emperium Fragment Gaining

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I noticed that in emperium fragment gaining is quite unfair to players that are struggling in WoE. So, I'm putting up suggestions on how we can increase the Emperium fragment gain for all to encourage players to use other characters aside from Sorcerers, Rune Knights, or RGs, and make other classes worth using in War of Emperium.

 

Here's a suggested change in the WoE scoreboard:

 

ORIGINAL:

Original.png.cf7546e1a1df1bbb9b30c28298538f2e.png

 

 

SUGGESTED:

935996194_SuggestedChange.thumb.png.a87bc2f40fe36c69ab1728b806b3d9cd.png

 

Let me elaborate the suggested changes ^_^ :

 

General Stats:

Spoiler

 

Assists: Assists will involve well... assisting. Take for example when you're dealing a lot of damage to a player and someone comes in and 'accidentally' finishes off the person you were hitting really hard. Instead of the kill just going to the last hit, the players who've dealt damage to the killed player will receive an assist point which will contribute to fragment gain depending on the class (one of which we shall cover later).

 

Equipment Broken: This awards players for not only stripping the armor of a target, but also destroying it, rendering it useless until repaired. Certain classes will receive more fragments when they break equipment

.

Martyrdom: Martyrdom awards players for killing/saving someone before they die. A good example is a Royal Guard doing "Sacrifice" and killing himself/herself in the process. This awards Emperium Fragments for most classes.

 

 

Buildings Made and Healed:

Spoiler

 

G.Stone Made: Pretty self-explanatory. This is to encourage players to build Guardian Stones and thus, fortifying castles making it harder for other guilds to penetrate the protected castle. This awards points for ALL players despite class.

 

G.Stone Healed: This one involves healing the Guardian Stone (duh). A good example is an Arch Bishop casting "Sanctuary" on the Guardian Stones in order to heal it. (Suggestion: Make Guardian stones targetable by healing spells such as "Highness Heal" and "Heal").

 

Barricades Healed: The same concept with healing the Guardian stones and with the same suggestion.

 

Guardians Healed: The same as healing the G.Stones and Barricades except re-purchasing the guardians won't count towards healing them.

 

Emperiums Protected: Protecting the Emperiums is a must but people aren't really awarded much points to really defending it when breakers start hugging it. This should be a score multiplier of sorts that enhances Emperium fragment gained whenever someone either:

1) Disables a breaker while he/she is breaking the Emperium

2) Kills the breaker while he/she is breaking the Emperium

3) Protecting the Emperium with skills thus causing damage from attackers to be nullified

4) Enchanting a target's weapon with any type other than Shadow ("Aspersio" skill rakes in more points)

 

G.Stones Protected: The same concept as protecting the Emperium except the endowment clause is not counted.

 

 

 

 

Support skills:

Spoiler

 

Wrong: Debuffs: I noticed that Shadow Chasers (especially the disablers!) get very few Emperium fragments because their Masquerade skills are considered "Wrong". They should be counted as a good point because it's already hard to Masquerade people or strip them due to Master Scroll Buffs and GTB users. Sample skills that should fall under this category are: Decrease Agility, Lex Aeterna, Marsh of the Abyss, Dispel, Full Strip etc. Basically any skill that makes a player less powerful but can still act.

 

Disabling: Disabling is crucial for WoE because well, it prevents disaster from occurring. It's like defusing a bomb except the bomb is a breaker ready to obliterate the Emperium. The same concept as the previous skill except different skills fall under this category such as: Manhole, Masquerade (Ignorance, Weakness, Unlucky, etc.), Arrullo, White Imprison, Sienna Execrate, Cursed Circle etc. Basically any skill that stops targets from moving or casting skills which leave them open to other attacks.

 

Clutch Heals: Ooooh, I love this one. Clutch healing occurs when an ally's HP drops at critical (red bar) and you heal them before they take a mortal blow. For example, an ally is hit by Diamond Dust and is at critical HP. Before the ally takes fatal damage, another player heals the ally and thus saving the person from the next blow which would've been fatal. This should rake in more points compared to regular healing.

 

Debuffs Removed: Debuffs removed should apply to when a person removes debuffs from an ally using a particular skill of their own. For example: an ally is affected by a Guillotine Cross' poison (most commonly Oblivion Curse) and is practically useless. Then, another ally comes in to cast a friendly 'Dispel' on an ally to remove the said debuff. Players who remove debuffs/disables are awarded more points, players who do not remove any debuff/disables and only positive buffs are penalized points, and players who do not remove any debuffs are neither awarded points nor given penalties.

 

Damage Prevented: This category in particular is for support classes. Those who prevent DIRECT damage taken. Skill like Devotion and Tuna Party are one of them. Kyrie Eleison can be considered as a damage prevention skill as well.

 

 

Items:

Spoiler

Glistening Coat: To encourage use of FCP. Moar frags!

 

Guild Master-ing: Guild masters should be awarded for their hard work  therefore, I propose a category specifically to keep track on how well a guild master handles his/her guild.

Spoiler

Emergency Calls: The number of Emergency calls used in WoE to encourage the usage of guild skills often.

 

Restores: Same with E-call. It will tally how many times a player used this skill.

 

Regenerations: Tallies how many times the person used the skill Regeneration.

 

Guardians Created: This is to encourage the creation of guardians to aid in protecting a castle. The more guardians made in WoE by the guild master, the more fragments that person gains.

 

Guild-combined Damage: This will only count within 30 seconds after an Emergency Call wherein the Guild master commits to an offensive E-call in order to take down a castle or a defensive E-call to defend a castle. Within 30 seconds after an E-call, damage done by the guild will be tallied here. The more damage a guild does within 30-seconds, the more points everyone ESPECIALLY THE GUILD MASTER gains at the end of the war.

 

Clutch Saves: This applies to the Restore and Emergency Call guild skills. If an ally would be in critical HP and is saved by the Restore skill, the guild leader will be awarded more fragments per player saved in this manner. Emergency Call also applies when an ally(s) are in critical HP and are recalled to the Guild master. The E-call save only awards points if the player in critical HP survives the 30 second threshold.

 

Castles Taken: This will tally the total number of castles the guild has taken during the war. This will serve as a score multiplier for all the guild members as well as the guild leader.

 

Buildings Destroyed:

Spoiler

 

Clutch Breaks: This awards breakers who destroy an Emperium under these conditions:

1) If the Emperium has been RECENTLY damaged by another breaker and is broken by the player.

2) If the Emperium is broken 30 Seconds before War of Emperium ends.

3) If the Emperium is broken while the breaker is debuffed or in critical HP.

4) If the Emperium is shattered while the breaker is being damaged by a different source.

 

 

Total Healing:

Spoiler

Wrong: Assisted Recovery: Assisted recovery is a very specialized form of support. Skills like Warmer, Epiclesis, Renovatio, and Regeneration (Guild Skill) are to be awarded extra points for indirect healing.

 

More suggestions would be welcome. ^_^

===================================================Currently Under Construction==========================================

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3 answers to this question

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I like some of your ideas, but not all of them, while some others are pretty much amazing. :P
Point of the entire reward system was to bring every WoE player to the same level as of being rewarded.

Not by giving everyone the same amount of fragments, but to reward you based on certain achieved goals.


Guild Leaders are not supposed to earn any additional fragment because they are already being rewarded with the treasure chests.

The entire idea of the reward system was to find a way to reward non-guild leaders.

So please forget about that right away :D

 


Sorry to let you down but:

These are not simple implementations, but most of your suggestions require a major overhaul on the battle systems or a huge amount of skill source code changes.

And we do not have the ressources to basically re-code the entire woe, battle, skill and buffing system from scratch.
 

The things we're tracking is based on an already existing modification which has been in place long before i've released the WoE reward system.
That means that the tracking system itself isn't our original creation.... -> Only the reward system which is based on the available meta data.

 

As you're already noticed, some skills may be considered differntly than you might expect it.
That's because not every single skill itself includes a source code modification, but the core of the battle system includes such checks.
This does not allow us to be flexible at all when it comes to tracking certain skills or to create certain exceptions.

So your suggestions majorly asks us to rewrite everything from scratch.

I wouldn't be able to do this myself, which means i would have to pay external coders to do it for us.
But since gRO is a non-profit server since several years, there's no way that i could afford this kind of implementation anymore.

And even if.... it's fairly complex and would require a lot of time and effort.

 

 

Sidenote:
Our WoE ranking page "scoreboard" is not directly connected to your actual ingame rewards.
Yes... we do reward you based on some of the information from the ranking, but not everything matters.

 

Most common issue for players not being rewarded enough is not because they don't play a certain class.
But because they don't bother to play multiple objectives. ( Data according to our WoE reward logs )


Yes some classes might be easier to farm fragments, but that will always be the case.
I personally would always prefer having fun over some additional fragments, but that's just my opinion.

 

 

Short version:
Really great ideas and i would love to get most of them into the game asap.
But we're not capable to realise them at this point.

 

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 I understand how hard most of these are to program but these are just my raw suggestions. If any of these could give the GMs/developers some ideas, that'd be great :) We need WoE to be for all classes. It's sad to see only 4 classes being played out every WoE.

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12 hours ago, Everade said:

I like some of your ideas, but not all of them, while some others are pretty much amazing. :P
Point of the entire reward system was to bring every WoE player to the same level as of being rewarded.

Not by giving everyone the same amount of fragments, but to reward you based on certain achieved goals.


Guild Leaders are not supposed to earn any additional fragment because they are already being rewarded with the treasure chests.

The entire idea of the reward system was to find a way to reward non-guild leaders.

So please forget about that right away :D

 


Sorry to let you down but:

These are not simple implementations, but most of your suggestions require a major overhaul on the battle systems or a huge amount of skill source code changes.

And we do not have the ressources to basically re-code the entire woe, battle, skill and buffing system from scratch.
 

The things we're tracking is based on an already existing modification which has been in place long before i've released the WoE reward system.
That means that the tracking system itself isn't our original creation.... -> Only the reward system which is based on the available meta data.

 

As you're already noticed, some skills may be considered differntly than you might expect it.
That's because not every single skill itself includes a source code modification, but the core of the battle system includes such checks.
This does not allow us to be flexible at all when it comes to tracking certain skills or to create certain exceptions.

So your suggestions majorly asks us to rewrite everything from scratch.

I wouldn't be able to do this myself, which means i would have to pay external coders to do it for us.
But since gRO is a non-profit server since several years, there's no way that i could afford this kind of implementation anymore.

And even if.... it's fairly complex and would require a lot of time and effort.

 

 

Sidenote:
Our WoE ranking page "scoreboard" is not directly connected to your actual ingame rewards.
Yes... we do reward you based on some of the information from the ranking, but not everything matters.

 

Most common issue for players not being rewarded enough is not because they don't play a certain class.
But because they don't bother to play multiple objectives. ( Data according to our WoE reward logs )


Yes some classes might be easier to farm fragments, but that will always be the case.
I personally would always prefer having fun over some additional fragments, but that's just my opinion.

 

 

Short version:
Really great ideas and i would love to get most of them into the game asap.
But we're not capable to realise them at this point.

 

Yes, I understand that it's complicated. I made this for suggestions sake, and yes, I realize that this is really hard to code (Ichi told me about this), and I hope some of these get implemented. It's just frustrating to see a few classes being played during WoE time that it's quite monotonous. I hope you GMs continue to thrive! We're rooting for you ❤️ 

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