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Re: Castle wars rewards (third thread)

Posted: Sat Sep 27, 2014 4:37 am
by Ross
Simon wrote:
No pity wrote:
Mike wrote:Charges are obtained by wearing the armour while playing Castle Wars and decrease when wearing it in combat elsewhere.
Charges are obtained by wearing the armour while playing Castle Wars and in combat and decrease when wearing it in combat elsewhere.

This should apply to gaining Castle Wars tickets too, points should be applied to the player by the actions they perform in-minigame which determine whether or not they're granted tickets and armour %.

(To the fucking idiots out there, this nullifies afkers.)
95 hours of combat? Lol..
I said points are applied to the player depending on the actions they perform, what I'm saying is the player is forced to actually play the minigame; fuck me right?

For example, capturing the flag or reclaiming the flag would deem much more points than dealing 20-30 damage to another player or laying down a barricade.

Unless you want to make Castle Wars 99% afk dead content.

Re: Castle wars rewards (third thread)

Posted: Sat Sep 27, 2014 4:40 am
by Nulled acct
Seems good :thumbsup:

Re: Castle wars rewards (third thread)

Posted: Sat Sep 27, 2014 4:55 am
by Simon
I think that after 100 charges, the time it takes to charge should stop scaling up.

Coming from a pkers perspective, this armor will not be used if it degrades max star bonus to a lesser bonus in 3 hours, and takes so freaking long to repair.

(I'm on my phone, so what I wrote probably makes no sense)

Tldr - every 10 charges after 100 should take the same amount of time to get.

Re: Castle wars rewards (third thread)

Posted: Sat Sep 27, 2014 4:59 am
by L3kill3r
Mike wrote:At 0% charge:
Spoiler: show
Image
At 50% charge:
Spoiler: show
Image
At 100% - 200% charge:
Spoiler: show
Image
the armors have more range defence at 0% charge than at 100-200% fix it plz

Re: Castle wars rewards (third thread)

Posted: Sat Sep 27, 2014 5:40 am
by Rustedcrust
other than item requirements,which aren't too bad,I'm extremely happy Tbh.. but 95 hours OF COMBAT? that's gonna be like 150 hours + of playing time... although I do love the idea of charges, and that you don't have to win to get them I guess.. so cheers Mike. also, that there's a way to get ticks and not having to spend them again for them when degraded, that was a good choice imo. XD


but yeah, 3 things...
I partially agree with Simon, peers would never charge to 200%, but if this were to be done (what he said) the time for 100% would have to be greater.

also, how can we charge helmets if we can't wear?

and lastly... do the God arrows protect you from gwd followers if you wear without God bows, like in real rs, because I personally feel like they should.. it was an easy way to not be attacked if using melee,because it was cheap and you didn't have to waste a n armour slot..

thanks though. I'm really pumped about this!! :)

Re: Castle wars rewards (third thread)

Posted: Sat Sep 27, 2014 9:01 am
by Rawr
Simon wrote:I think that after 100 charges, the time it takes to charge should stop scaling up.

Coming from a pkers perspective, this armor will not be used if it degrades max star bonus to a lesser bonus in 3 hours, and takes so freaking long to repair.

(I'm on my phone, so what I wrote probably makes no sense)

Tldr - every 10 charges after 100 should take the same amount of time to get.
Every hour in Castle Wars should be 10% bonus. Then it's basically one hour of work to three hours usage, which seems fair IMO.

Re: Castle wars rewards (third thread)

Posted: Sat Sep 27, 2014 9:57 am
by B0rnt0b3pk
Hashtag wrote:
Simon wrote:I think that after 100 charges, the time it takes to charge should stop scaling up.

Coming from a pkers perspective, this armor will not be used if it degrades max star bonus to a lesser bonus in 3 hours, and takes so freaking long to repair.

(I'm on my phone, so what I wrote probably makes no sense)

Tldr - every 10 charges after 100 should take the same amount of time to get.
Every hour in Castle Wars should be 10% bonus. Then it's basically one hour of work to three hours usage, which seems fair IMO.
This IMO, a way better solution.

Re: Castle wars rewards (third thread)

Posted: Sat Sep 27, 2014 11:04 am
by Errobbie
Very few people are actually going to stay motivated to actually obtain every piece THEN charge it.
I think when you buy it it should already be full charged or at least at %150. I don't know how many tickets you get per game but I assume it's around 20 per winning game. That means it's going to take 20 hours per set and then we will need to charge them for them to have their full effects? I get you're trying to make sure this will not become dead content but not enough people are going to be motivated to get these rewards..
Also!@# Imbued rings; add please.
http://2007.runescape.wikia.com/wiki/Berserker_ring_(i)
http://2007.runescape.wikia.com/wiki/Warrior_ring_(i)
http://2007.runescape.wikia.com/wiki/Seers%27_ring_(i)
http://2007.runescape.wikia.com/wiki/Ar ... 7_ring_(i)

Re: Castle wars rewards (third thread)

Posted: Sat Sep 27, 2014 11:06 am
by D 4 u 4
Hashtag wrote:
Simon wrote:I think that after 100 charges, the time it takes to charge should stop scaling up.

Coming from a pkers perspective, this armor will not be used if it degrades max star bonus to a lesser bonus in 3 hours, and takes so freaking long to repair.

(I'm on my phone, so what I wrote probably makes no sense)

Tldr - every 10 charges after 100 should take the same amount of time to get.
Every hour in Castle Wars should be 10% bonus. Then it's basically one hour of work to three hours usage, which seems fair IMO.
Yea this is how it should be^

Also: how many tickets do each team get from a win, draw and loss?

Re: Castle wars rewards (third thread)

Posted: Sat Sep 27, 2014 12:20 pm
by Rawr
D 4 u 4 wrote:Also: how many tickets do each team get from a win, draw and loss?
*I think* I remember Mike telling me ingame that it was dependant on how long you were in the game and what team you were on.

As for specifics though, I think we need him to clarify because it seemed a little buggy on the test server.