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PostPosted: Sun Mar 25, 2012 04:11 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
I do not understand why 1 & 2 man packs are so overpowered, that they must be nerfed.

Suggestions to make it easier to random and form packs on the fly.
  • Remove 3-man requirement for investing in realm imps
  • Remove 3-man requirement for declaring war (will still require 3 votes, so 2 man realms could declare war, but not solo realms)
  • When defecting, all realm imps that are deleted, will be added to kingdom imps.
  • Merging kingdom requirements when defecting into a realm with less than 3 kingdoms:
    • The merging kingdom must not be over 2,000 acres (and this includes incoming acres). (up from 1200)
    • The merging kingdom must have fewer than 10,000 Experience points in total. (up from 4k)
  • Add rule: Cannot invest in realm imps until GT 72

Any comments, suggestions or snide remarks?


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PostPosted: Sun Mar 25, 2012 07:33 
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Joined: Sun Apr 09, 2006 12:29
Posts: 423
I agree with you on this one completely.


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PostPosted: Mon Mar 26, 2012 23:08 
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Joined: Sat Nov 05, 2011 08:49
Posts: 29
Location: Sweden
+1

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PostPosted: Mon Apr 02, 2012 23:16 
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Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
Quote:
Option 1: You are already on the list to be moved.
Check for invitations
Remove yourself from the list | All invites will be deleted if you remove yourself from the listing.

Option 2: Find Realm

Option 3: Build Your Own Pack

Option 4: Defect to a New Realm

Option 2 should also have a link to others looking to defect. This will help players find other players that are looking for a new realm.


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PostPosted: Mon Apr 09, 2012 06:20 
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Joined: Sun Apr 24, 2005 20:20
Posts: 6868
Location: Chi-Town
Fergy wrote:
I do not understand why 1 & 2 man packs are so overpowered, that they must be nerfed.

Suggestions to make it easier to random and form packs on the fly.
  • Remove 3-man requirement for investing in realm imps
  • Remove 3-man requirement for declaring war (will still require 3 votes, so 2 man realms could declare war, but not solo realms)
  • Add rule: Cannot invest in realm imps until GT 72

I actually like these suggestions and I agree 1-2 man packs do not need nerfs. (I am not aware people are currently suggesting they are too strong.) A solo kingdom having RIMPs is no different from a full realm RIMPing efficiently. One kingdom wars seems a bit strong, so I can accept a two-kingdom war allowance. War is fun, enough said. Disallowing RIMPs until GT 72 deserves its own discussion since it effects much more than single kingdom realms, but I see more positives in the change than negatives.

Fergy wrote:
  • When defecting, all realm imps that are deleted, will be added to kingdom imps.
  • Merging kingdom requirements when defecting into a realm with less than 3 kingdoms:
    • The merging kingdom must not be over 2,000 acres (and this includes incoming acres). (up from 1200)
    • The merging kingdom must have fewer than 10,000 Experience points in total. (up from 4k)

Moving deleted RIMPs into KIMPs scares me. My initial thoughts are "abusable", but I have a feeling I could be convinced into believing it's not. Relic support is already being abused, I am not sure increasing that solves the problem. Though, I can understand the change from a "Allows players to change realms later in the round," point of view. Same with the land ceiling change. Needs more discussion.

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PostPosted: Wed Apr 11, 2012 14:48 
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Joined: Wed Dec 10, 2008 17:13
Posts: 1564
I dont see an issue with overpower 1-2 man packs, but i do see the advantage of encouraging people to play in 3-4 man packs. This is after all supposed to be a teamgame.


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