Whole map is a PvP zone buddyRamaraunt wrote:3. Never put your guard down when in a PvP zone.
Arrakis09 wrote:Whole map is a PvP zone buddyRamaraunt wrote:3. Never put your guard down when in a PvP zone.
Ramaraunt wrote:3. Never put your guard down when in a PvP zone.
Ramaraunt wrote:Arrakis09 wrote:Whole map is a PvP zone buddyRamaraunt wrote:3. Never put your guard down when in a PvP zone.
I thought there were some relatively safe zones, like your town when at peace, or in the starter city.
Arrakis09 wrote:Whole map is a PvP zone buddyRamaraunt wrote:3. Never put your guard down when in a PvP zone.
Bobik wrote:It is wrong. Area around central NPC city and central NPC city itself will be free from PvP. It is just not implemented now.
Bobik wrote:Arrakis09 wrote:Whole map is a PvP zone buddyRamaraunt wrote:3. Never put your guard down when in a PvP zone.
It is wrong. Area around central NPC city and central NPC city itself will be free from PvP. It is just not implemented now.
Siegbert wrote:Certainly not all of 25. 25 is big...
Bobik wrote:It is wrong. Area around central NPC city and central NPC city itself will be free from PvP. It is just not implemented now.
Bobik wrote:We will just create a safezone and see how it is going to work out. Zaptowers is our next variant for additional protection of guild cities.
Siegbert wrote:What is it with your guys' obsession with NPC guards?
Hodo wrote:Siegbert wrote:What is it with your guys' obsession with NPC guards?
I just feel it takes away from the "feel" of the game to have automagical towers that kill or stun someone at some invisible boarder. You don't know how many times I have seen something like this in other games that were exploited by people on both sides of the PvP fence.
AceTheFlame wrote:You're asking for the same thing though... Bobik wants a magical tower that will shoot people. You want a magical tower that spawns guards that kill people.
Both are easily exploited just the same.
Wigster600 wrote:Another melee tip: Spin2Win
Nocturne wrote:In Darkfall the weak point were not the towers, but the rules of war between guilds. You could form a guild of only one player and declare war on all the other limitless, including guilds of new players. This made the protection of the towers useless because there were no rules and restrictions of engagement between players of guilds in war. If you can control these two critical situations, the towers are an good solution to protect new players, without having to resort to safezones that ruin the atmosphere of the game, and without resorting to individual npc guards that as said by Bobik require a large computing work for the game client.
Psychobilly wrote:towers will enable griefing