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Found 2 results

  1. Alot of thought has gone in to this over years of playing. What made pvp so fun on wild and why did it do so well for how small the community was? Purpose for MR and JK was control over the WL, deeds upon deeds where built to push and capture the WL. This created long term and lasting pvp not just skirmishs that epic had with hota but real kingdom building stuff. Why did this work? Champions where powerful and had a permadeath so every single life mattered, the only issue came from the lack of balls to let a massive amount of champions fight it out until they where all dead. 14 people? Champed up all at once, i personally seen this as a huge stimulation to pvp but people where concerned with the inability to compete. What non champs had over champs was infinite time, several champions did permadie. Most in very memorable ways, one for me was the blunderful death of spider's Maincorpse champion of libila. Had all those people died it would have lead the way for new champions or players to fill their place on the battlefield. However, it may have been a bit much and a new system was placed to limit champion numbers. This should have increased the worth of lives for champions but instead they removed lives. This made champions no longer valued becomming little more than a gimic something to play with nothing more. The WL became a thing only to recharge artifacts that even now most have little use or are deemed to valuable to use in open combat. 1. Restore champions to a permadeath system will create better communites and more pvp. Why? With PMK's ready to be built quickly and rather cheaply you can have more than a v k battle for ownership over the ability to create champions without fear of dying. War deeds would become a thing again with kingdoms having a goal to work on and a defence to mount. Rather than some ticking numbers that ultimatly hold little value(rank). It would breed new life in to elevation with the need to secure you respective light from the enemy. Not only to deny access to others but to remove a life from a valuable component. 3.. Make champion limits tied to land ownership. You want more champ slots claim more land. At 5% ownership per champion that would give 20 champions possible. 4. Buff champions (yes buff) as of current i personally see that champions are no long a big thing on the field of battle they require a greater value to risk permadeath. Faith above 100 or cast cost reduced Channeling difficulty made easier Bonus damage delt Higher crit chance (doubled for artifact weapons). These are just a few quick ideas. 5. (Some may not like) Disable the ability for default kingdoms to be able to create new gods. Allowing only pmks to establish gods while the kingdom is active, god that are no longer worshiped will fade away. Removing the flood and abundance of gods. This may require a system to reward current gods to remove them or enable them to create a pmk/following for their religion. Perhaps a new defaul bl kingdom could be added and some gods be divided up among them. Sadly either way pvp and godhood needs changed. This is but a few ideas to bring back some of the value that once existed on pvp. Edit: Question what a out restoring lives and people who just never leave deed after 1 life left. I think 3 respawns (4 deaths) was a good system before and should be the start and max limit of storable lives. Maybe when a champ perma kills another gods champion their god restores all their lives. It would make taking champ lives more valuable as time goes on for someone to try reset their lives. Something of that accord might work. It is also good idea to remeber with a fixed spot allocation your own kingdom may turn on you if you hold it for 1 life. However for added safety, add in requirement to be on a rank giving kill every 6 months or loose a life.
  2. So there's making 99.99ql items and making rarity level items... but what about creating something more? What should be the price? Admittedly still on a slight "feels" trip after episode 20 of "Ushio and Tora" http://www.crunchyroll.com/ushio-and-tora Good action anime if that's your thing. I highly recommend. Anyways, High level crafters over 90 in a particular craft gain the ability to make some item that is truly unique. Granted nothing really comes to mind offhand that's not grossly OP'ed in potential. Guess the stats could be something within certain ranges, and the player gets to create descriptions and backstories (vetted by Staff). Something along the lines of the role-played heirloom items (http://www.wurmpedia.com/index.php/Heirloom), with some actual ingame impact. However, the act of creating such an item (success is not 100%, I'm just feeling evil that way) costs the crafter the character. Good old fashioned Wurm perma-death. Maybe even throw in another char's life as well.