Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
New castles for woe
Astroboi Away
Member
***

Posts: 136
Threads: 9
Joined: Jun 2007
#1
New castles for woe
Just a suggestion that I think would be nice; since every WoE castle are made very differently and all require different defense strategy, and we had those 4 since the beginning, closing them and opening one or more new ones (still 1 per map) would make a nice fresh change.
11-04-2007, 06:28 PM
Find Reply
Jasper Offline
Don't do drugs kids :O
****

Posts: 602
Threads: 11
Joined: Jun 2007
#2
RE: New castles for woe
I agree with Astroboi. Still keeping one castle per place but changing up the castle. That would throw people off and Id laugh hard..../gg
[Image: 223968_1188249704copy.jpg]
Tripp - 99/70 High Wizard
Acid Tripp - 96/6x Creator
J Vigil 9x/6x? Lord Knight
My siggy Icon_sad
11-04-2007, 06:51 PM
Find Reply
Kadar Offline
Cheese is WoE
*****

Posts: 1,148
Threads: 27
Joined: Apr 2007
#3
RE: New castles for woe
That would be really really nice. We really need some new castle layouts to play around in.
[Image: combinedoodlesigiq6.gif][Image: siromafinished1ln0.png]
11-04-2007, 06:55 PM
Find Reply
The Legendary Joe Offline
Raging Alt-a-holic
*****

Posts: 3,691
Threads: 255
Joined: Mar 2007
#4
RE: New castles for woe
Personally, I'd say switch around the castles we got open, or wait until the Schwartzbald Republic castles make their Debut here
11-04-2007, 08:06 PM
Find Reply
Beeman Offline
Beemination...
***

Posts: 73
Threads: 5
Joined: Oct 2007
#5
RE: New castles for woe
I'm against this for the simple fact that I want Eeyol(whatever it's called here). Though Skoe would be nice as well >______>


But my opinion doesn't matter because it's a greedy opinion XP
11-04-2007, 09:39 PM
Find Reply
Sekaru Offline
Winter's Hope
*****

Posts: 860
Threads: 71
Joined: Mar 2006
#6
RE: New castles for woe
I concur 'new layouts' sounds amusing this idea was good /no1
Ice, Honor, Pride,     HeRo...
[Image: siggysek.jpg]
11-04-2007, 11:38 PM
Find Reply
ShadesOfBlue Offline
Order of Chaos
*****

Posts: 784
Threads: 61
Joined: Mar 2006
#7
RE: New castles for woe
how bout moveing the emp's to the guild dungeons and increase the amount of monsters down there.
[Image: obama_supporters.jpg]
11-05-2007, 12:00 AM
Website Find Reply
Master Chief Offline
Spartan Leader
***

Posts: 197
Threads: 24
Joined: Oct 2007
#8
RE: New castles for woe
ShadesOfBlue Wrote:how bout moveing the emp's to the guild dungeons and increase the amount of monsters down there.

i dont get it... you want to put emps in the guild dungeons... how does that work... i dont get it...
~Spartan Leader~

UNSC: Assault Squad's Co-Leader
Master Chief(Spartan-117)
[Image: Halo3-3.jpg][Image: 2i9nkoy.png]
11-05-2007, 02:32 AM
Find Reply
The Legendary Joe Offline
Raging Alt-a-holic
*****

Posts: 3,691
Threads: 255
Joined: Mar 2007
#9
RE: New castles for woe
You'd need to own a castle before you can enter the guild dungeon anak, if we did that, We'd need all of the castles unlocked, so we can have a second WoE with PVP inside the dungeons where the monsters are for the guilds that already own a castle. It'd be tough because it's not just the players you gotta worry about but the monsters too.

Lets see them pallies tank dark lord while the sins go after the emp

but where would the emp spawn in there? And how would you make it boot out the other guilds after it's taken? What would be the point of this 2nd WoE in between the Town castles aside from fun, they don't have NPC's for Eco in the dungeons, so there'd be no drops.

There's so many questions that'd need to be answered with a thing like that anak

11-05-2007, 03:50 AM
Find Reply
GM-Pandora Offline
Admin Extraordinaire
*******

Posts: 14,774
Threads: 703
Joined: Sep 2005
#10
RE: New castles for woe
Idea sounds decent enough, I'll think about it ^_^
11-05-2007, 10:02 AM
Find Reply


Forum Jump: