Reconsider Building Level Caps

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WARBRINGER
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Reconsider Building Level Caps

Post by WARBRINGER » Wed Nov 20, 2019 6:42 pm

A few years ago now, buildings had no limit, as far as I'm aware, in how high a level they could be. Then the 2850 level cap was introduced, which was all well and good, considering it took an awful lot of effort to take down a fully levelled building. But now with the invasion of map (2,2), it's evident that a fully levelled building can be destroyed within a day, and if you ask me that seems completely unfair. I propose that either something be done to control this land-grabbing behaviour or that the level cap be upped to 5000. Thoughts? :|
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terminator
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Re: Reconsider Building Level Caps

Post by terminator » Wed Nov 20, 2019 8:03 pm

WARBRINGER wrote:
Wed Nov 20, 2019 6:42 pm
A few years ago now, buildings had no limit, as far as I'm aware, in how high a level they could be. Then the 2850 level cap was introduced, which was all well and good, considering it took an awful lot of effort to take down a fully levelled building. But now with the invasion of map (2,2), it's evident that a fully levelled building can be destroyed within a day, and if you ask me that seems completely unfair. I propose that either something be done to control this land-grabbing behaviour or that the level cap be upped to 5000. Thoughts? :|
Only reason why it was capped, was due to the same reason why xp increasement was capped
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Re: Reconsider Building Level Caps

Post by LostKnight » Wed Nov 20, 2019 9:32 pm

How long does it take to get a building to 2850?

- It better be less than a day because you'd never get a building to 5000 from 2830 before it would be destroyed. You are just making a building last less then a day longer then it currently does so what 1½days?
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WARBRINGER
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Re: Reconsider Building Level Caps

Post by WARBRINGER » Wed Nov 20, 2019 10:03 pm

I understand your point, LK, but in my opinion at the moment it seems unbalanced anyway, as I say - You can spend anywhere from a few days up to a week, depending on how many people you have, to complete a 2850 tower, but for it to be destroyed in a day seems unbalanced.

What I proposed was only one of a potential few ways this could be sorted out, though I myself an unsure of what these may be. Does anyone have any suggestions?
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Re: Reconsider Building Level Caps

Post by LostKnight » Wed Nov 20, 2019 10:52 pm

Yea, I was just tossing out thoughts. Building defences should be given a boost.

Like catapults on the ramparts - or in the "keep", those actually existed!
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Leone
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Re: Reconsider Building Level Caps

Post by Leone » Wed Nov 20, 2019 11:22 pm

If there is an issue with raising the maximum level of buildings, then how about considering reducing the effectiveness of sieges, catapults and player attacks against them?
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Barkley
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Re: Reconsider Building Level Caps

Post by Barkley » Wed Nov 20, 2019 11:33 pm

The reduction doesn't need to be any balista or catapult.
And towers caps shouldn't be rased. Its allredy soo much work to build.
Make mage effectiveness on tower a lot less and see how much better game is.
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Imrazor
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Re: Reconsider Building Level Caps

Post by Imrazor » Wed Nov 20, 2019 11:38 pm

Don't raise caps of towers.
Give mages a 75% reduction to damage on tower .
How is this balanced?
Mage best in pvp
Mage can heal
Mage can kill faster than sword with mana
Mage can attack faster & has unlimited mana at higher levels.

Ridiculous.
With a 75% reduction to damage on tower it probably still isn't enough.

Pls balance the mage out
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Re: Reconsider Building Level Caps

Post by SellSword » Thu Nov 21, 2019 1:48 am

What about different build options?

Like you could build towards your choice of: (1) levels, (2) siege resist, (3) damage resist, or (4) magic resist. You could maybe have different materials be used towards different building options.

A different kind of idea I suppose. I don't have any personal familiarity with building anyhow, so why not!
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Lestat
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Re: Reconsider Building Level Caps

Post by Lestat » Thu Nov 21, 2019 5:56 am

My mage(1138) using mana and seige(sk8) kills a lvl 50 wall in same amount of time as my sword(547)attacking and seige(sk10). This seems wrong as my sword is supposed to seige better(as sword seige is best affinity and mage is worst).

The best solution is to make only seiges able to do damage. This would then require seige skill to determine damage dealt and bring the "wars" more into balance.

I've seen a mage(only using mana) drop hp on a maxed barracks quicker than it could be healed. That shouldn't be possible...even if the one repairing has low build skill, normal mage attacks shouldn't alone kill a building.
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