Remove Faction Caps

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bilateralrope
bilateralrope
Desert Nomad
#21
Quote:
Originally Posted by onerabbit
But couldnt people use this to get towns? .. all save up like 50k each

thats 50k that wont get taxed.

u get 10 people in the guild, thats 50k x 10 = 500k
then do the same for the whole alliance .. so 5mil

all put it in at the last min before the border changes .. bang u get a town.

and u just keep putting it in at the last min before the border changes for a big chunk.

i mean a guild of one could own cavalon for a few hours ..

if he saves up long enough as he wont get taxed.


So i think it needs a Cap, maybe what holymasamune sugested
The only long-term advantage I see to a spike is that it gets you up to the point you can remain at (the point where you gain as much as you lose each day) faster. But if you go over, you won't be able to farm enough to keep yourself at that level.

So if you overreach with a spike, that will get you a town for a few days until either someone hits with a bigger spike or you decay below the level your alliance can sustain. And if your somehow figure out something crafty with the spikes to stay above the alliances that farm more faction per day, they will figure it out and still beat you once your faction decays.

So what is the actual harm or the towns changing hands a lot more than they currently do ?

Though the other option is to have no actual cap, but your faction over a certain point suffers decay back to that cap, so that such spikes aren't possible.
WARPATh
WARPATh
Frost Gate Guardian
#22
/signed


it would be nice
U
Unforgivablesin
Ascalonian Squire
#23
Sounds great to me, I HATE the cap, I see no benefits from it but to force people afk and to stop what their doing. Maybe to help prevent from leechers and such but what are they gonna do with balth points >.> too many times ive overdone the balth faction and then when i need it i run out, hardly fair.
SlyClone
SlyClone
Academy Page
#24
Actually guys/gals this prevent leechers from taking advantage of the system. Having to leave the AB map every 10,000 points discourages people who would leech 24/7. They make it so that you have to leave the area once in a while. Thus bot-proof.
A
AOD_EaSyKiLL
Frost Gate Guardian
#25
/signed

This should be looked into.
upier
upier
Grotto Attendant
#26
Thanks for raising this stiffy!

/signed

Although I guess the request to raise the cap on Balths faction does lose it point a bit today - but the whole 10k on Luxon/Kurzy should be raised - if in no other way as you advance in the ranks!
p
princess jessie
Ascalonian Squire
#27
/signed

remove it or raise it very high so we can stay with our groups
Z
Zahr Dalsk
Grotto Attendant
#28
/signed for Kurz/Lux cap removal.
Konig Des Todes
Konig Des Todes
Ooo, pretty flower
#29
Quote:
Originally Posted by Bane of Worlds
/signed for increased cap for kurzick/luxon factions per allegiance rank
/signed for that as well, always been for it.

Quote:
Originally Posted by axe
I would guess that with the Lux/Kurz faction caps that it helps to minimize the effectiveness of leechers? I mean if you could just sit AFK for the entire day and leech faction then when you get a chance go spend it, that might encourage leeching, but I dont know.
If the faction cap was meant to help prevent leeching, then it has ran its course with the /report system in affect, even though that system still has it's flaws. It now needs to be changed.
pamelf
pamelf
Forge Runner
#30
/signed. Or at least raise it substantially.
Issac
Issac
Desert Nomad
#31
/sign, it seems like a good idea.
Zapper901
Zapper901
Lion's Arch Merchant
#32
/signed, wanted this for a while.
Lady Raenef
Lady Raenef
Jungle Guide
#33
Past rank 2, I'd say increase the cap by 1,000 faction. So, by rank 12, you can have up to 20,000 as your limitation.

Unlimited only calls for bothersome annoyances. I have 29,000 on my Balthazar cap. That's fine and dandy. 10,000 serves me fine in the Alliance Battles. If anything, offer a guy to give Tournament Tokens and Zaishen keys in the Alliance Battle outposts.

Unless one of these changes come into play, I shall remain,

/unsigned
U
Ultra Mega
Frost Gate Guardian
#34
Balth faction only had a cap so you couldn't stockpile it before a new game came out and unlock everything within minutes. I see no reason for this to keep this cap with no new games being released.

The luxon/kurzick faction has a cap to manage the town ownership so a guild cannot stockpile and then donate all at once. I think they should double the cap rather than remove it.

/signed
X
Xebedinct
Ascalonian Squire
#35
/signed for cap increase

Removing the cap would lead have too many people abusing it.
draxynnic
draxynnic
Furnace Stoker
#36
One thing that people going through the Kurz/Lux territories for the first time might appreciate is raising the cap by at least a thousand or so - that way, they can make the ten thousand required to befriend each side without necassarily losing any excess.
MithranArkanere
MithranArkanere
Underworld Spelunker
#37
I don't mid for Balthazar faction, but since PvP are grind titles, they would need another reward to compensate.

For Factions Luxon/Kurzick faction, sorry, but not. Maybe an increase in the cap, but for all, not related to titles, and not too much. Maybe to 20k or 50k.
N1ghtstalker
N1ghtstalker
Forge Runner
#38
/signed for raising it per rank
T
Teh [prefession]-zorz
Jungle Guide
#39
/signed for balth.

/notsigned for kurz/luxon, wouldnt this be like free afk bot farming titles?
Proff
Proff
Jungle Guide
#40
Quote:
Originally Posted by Teh [prefession]-zorz
/signed for balth.
Already been done

Quote:
Originally Posted by Teh [prefession]-zorz
/notsigned for kurz/luxon, wouldnt this be like free afk bot farming titles?
No it wouldn't, you still have to get a group and enter games and hope you
aren't reported.