War start times

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Elion
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War start times

Postby Elion » Wed Apr 06, 2016 12:53 pm

It's not a bug, it's a feature ! ;)

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Re: War start times

Postby Vred » Wed Apr 06, 2016 2:47 pm

We will also be adjusting the war mechanics as a whole, to make player presence in the starting minutes of the war less crucial. Please, remember, that everything is currently work in progress, and bound to change multiple times before the final version is solidified. The early testing phase will provide us with a lot of information - for now, we've mostly had theories and models to work with, along with data from the original Dragon Lords, which due to mechanical differences do not always apply.
As for the time adjustment, 6 hours may indeed be too generous, though before shortening it, we will still need more player feedback.

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Re: War start times

Postby Lawd Whale » Wed Apr 06, 2016 3:15 pm

Sounds pretty silly that the ones being declared on get to pick their time. It's not like the defenders can't fight back or anything right? Oh wait.

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Re: War start times

Postby Admin » Wed Apr 06, 2016 5:34 pm

The alliance being declared upon is by default at a disadvantage. They don't get to pick who they fight and the rule of the thumb is: you don't declare on an alliance you don't think you can defeat, so not only you think you are stronger, you also pick the time when war starts, which can be used as a weapon as well, as I'm sure you know, hence this discussion. By giving a little control over the time we are evening the odds just a bit.

At this point I feel I have to mention that there will be no Unconditional Surrender in DL2. Once ranked war is declared, you are locked (that's one of the elements of our plan to eliminate issues which brought down Uroboros). In light of this we thought that giving defenders a little control over what they are facing seemed like a good idea.
'I'll have it up in no time.' is an official term of the United Blood Elf Engineers' Union. It should not be interpreted as a reasonable estimation of the actual time it will take to complete a task in any way, shape, or form.

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Re: War start times

Postby loonytonks » Wed Apr 06, 2016 5:43 pm

Good cuz i didnt like unconditional surender

Will there still be piece of mind for people that are on holidays

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Re: War start times

Postby Reven » Wed Apr 06, 2016 5:48 pm

Being able to change 6 hours of the declare time may be a bit much, as Eli said it can make a quite drastic change, but if what Vred said about start becoming less crucial follows through it shouldn't be too much of an issue.

Not having start be so crucial would be nice simply because of the fact that missing start even for 30 minutes sometimes could easily result in your obliteration.

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Re: War start times

Postby Lolo » Wed Apr 06, 2016 7:30 pm

Making war start less important can be good or bad. Honestely I like it just need to reduce the time the defender can change to
Are we wise when quiet or when speaking?

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Re: War start times

Postby Reven » Wed Apr 06, 2016 7:37 pm

Guess we will see how good or bad changing start time will be when we start getting into the game over the next few weeks.

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Re: War start times

Postby Elion » Thu Apr 07, 2016 1:38 am

It's not a bug, it's a feature ! ;)

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Elion
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Re: War start times

Postby Elion » Thu Apr 07, 2016 1:44 am

Missing war start or end not being a problem, makes me think that you are implementing a CoC style mechanic - with a very limited number of attacks
and / or
attacks during the war with delayed effects till after the war, so without the option of taking out, or even hurting, the enemy during the war.

While this war style would be much less satisfying for our thirst for blood, it would fit in with people's real life...
In which case why even give the option to change start time ?
It's not a bug, it's a feature ! ;)


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