piede
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| Joined: 15 Apr 2009 |
| Total Posts: 40262 |
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| 21 Jan 2013 06:36 PM |
Please, post some ideas collectively as a clan community about what you think we should do, considering final battles have lost their legitimacy.
We should collectively, as clans,, change the process in which clans are claimed in defeat.
The whole "final battle" system has proven to be illegitamate and an unecessary burden for the following reasons:
-It's a final battle, you could round up as many skilled people as you wanted it doesn't determine nor measure the overall strength of the clan. Clan A could win 100 raids, clan B could win 25 raids, Clan B could still win due to the improper determination of the "final battle" system.
We should implement a system that's more effective and fair in measuring a clan's skill, and defeat. It shouldn't be as simple as a single fight.
Post your collective ideas and I'll see what we can do.
-Great Probitas Admiral-2ic Lucien Vesania Elisium. |
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Merely
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| Joined: 07 Dec 2010 |
| Total Posts: 17266 |
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| 21 Jan 2013 06:36 PM |
dance off
with the 5 most famous ROBLOXians as the judges |
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Flammus
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| Joined: 26 Aug 2011 |
| Total Posts: 50727 |
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| 21 Jan 2013 06:37 PM |
rl fites
rap battles
autowins |
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Celestus
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| Joined: 15 Aug 2011 |
| Total Posts: 14873 |
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| 21 Jan 2013 06:38 PM |
| piede would do the robot dance |
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trick555
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| Joined: 12 Jul 2008 |
| Total Posts: 7860 |
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| 21 Jan 2013 06:39 PM |
Maybe a series of final battles where different member have to participate. So best of 7 but each person can't participate twice.
Just an idea baby.
"rl fites" - Another great idea |
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Stan115
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| Joined: 05 Jul 2010 |
| Total Posts: 1779 |
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| 21 Jan 2013 06:39 PM |
Alterac Valley is a battleground in the continuing war between the Horde and the Alliance. The two opposing sides are the Frostwolf Clan (led by General Drek'Thar) and the Stormpike Guard (also known as the Stormpike Expedition, led by General Vanndar Stormpike), both of whom lay claim to this secluded territory. Alongside the Generals are their two Captains, Captain Galvangar and Captain Balinda Stonehearth, respectively. Aside from Lake Wintergrasp, Alterac Valley is generally considered to be the battleground that delivers the most Honor points per battle. You can queue for Alterac Valley(AV) from level 45.
The goal in AV is to reduce the opposing faction's reinforcement count to 0. The most direct way to do this is to kill the enemy general, which will immediately drain all reinforcement points from the enemy and end the round. Other activities which reduce reinforcement points include killing enemy players, capturing towers/bunkers, and killing the enemy captain.
The two generals are raid-level bosses that can be found in their fortresses at the two ends of the map — Vanndar Stormpike ("Vann") for the Alliance north, Drek'Thar ("Drek") for the Horde south. About 15 players need to work together in order to bring one of the generals down. A rather elaborate system of NPCs, fortifications and graveyards fills the map between the generals.
Both sides can do quests to improve themselves and their NPCs, and spend quite some time capturing mines etc, but usually that's not done. It is far more efficient (considering reputation and honor gain) to just rush the enemy buildings and burn them ASAP, and then kill the enemy general. Rush Game
A "Rush" game is the most effective way of battling in Alterac Valley, because of the swiftness of the fight, but it is however also one of the hardest to master. One of the main focus points in a rush game, is not to have any defense, but to push as many people possible to the last two graveyards, and thereby preparing for the vital takedown of Drek/Vann, while bunkers/towers are being captured simultaneously. The key to succeeding a “rush” game, is to spare as many people for the rush itself, which means there should be a minimum of players guarding flags (e.g 2-3) and fighting Balinda/Galvangar (e.g 5-10) Offensive Game
In offensive games, a strong emphasis is put on offense. Usually at least 30 people will take part in the attack, and at most 10 will try to delay the enemy. The defense needs to be aware that they do fight a losing battle, nevertheless it's usually the quality of the defense which decides the final outcome of the battle. Turtling
The name given to a defensive game. A "turtle" can happen either because the team planned it, or because all of their forward graveyards were lost and their entire team resurrects on defense. If planned then the typical Horde strategy is to send defenders to Iceblood Tower and the small one-way chokepoint that provides access to Iceblood Graveyard which prevents any Alliance players from racing to the Frostwolf Relief Hut. If unplanned the horde tend to fall back to hold the towers at Frostwolf Relief Hut. The Alliance have effective chokepoints at Stonepike Graveyard and the bridge to Dun Baldar. The key to the defensive game is keeping your casualties to a minimum, allowing you to win the game by reinforcements. Defensive games take a long time and give minimal bonus honor in the event of a loss, making them an unpopular and usually last resort strategy. Horde
Three graveyards are usually taken — Stonehearth, Stormpike and the Aid Station. Stonehearth GY is usually skipped by the players that rush to Dun Baldar, as Stormpike is important for those that want to stay on the offense.
Although it seems there's a narrow passage through which all Horde forces must pass to reach Stormpike, advanced players will know that there are several approaches to the graveyard flag. Horde can go up the mountain to the right when approaching the choke then circle around near the mine or come down the cliffs above the graveyard. Horde can also come under the Dun Baldar bridge. The Alliance defense usually focuses on Stormpike, and it is not an unknown occurrence that Horde completely fails to take it. If Stormpike GY has been taken, the Ally forces will defend the bridge next, which is a choke-point that supposedly cannot be bypassed. However, there are reports that some horde have discovered a way to climb the cliffs to the south of Dun Baldar and enter the base that way.
The main choke point for defense is the opening in the fence between the Frostwolf towers. A secondary choke point happens at the fence area between Iceblood and Tower Point. When Alliance tries to defend Iceblood GY, they'll position themselves between the flag and the fence. If Tower Point is destroyed or the Relief Hut has been captured, it is clearly a "turtle game" if the Horde continues to choke at this secondary point. Those on defense that want the extra PVP honor will fallback to the main choke point and avoid turtle games. Advanced defensive players will first position themselves in Iceblood Garrison and will fallback to the main choke point once Galvangar is down.
The Relief Hut is bit easier for the Alliance to capture than for the Horde to capture the Aid Station. The position of the Relief Hut makes it easier for the Alliance to avoid aggro on other Horde NPCs besides the flag guards. The Aid Station is more open and closer to nearby NPCs, which makes them within pull/train/pet range. It is better for the horde to fallback to the main choke early and defend the Relief Hut rather than the open area of Frostwolf Graveyard & flag.
Before the Horde entrance was moved south, it was common for the Horde to rush an offensive game with little to no defense and often win, the race. The movement of the entrance gave the Alliance an extra 10–20 seconds to maneuver uninterrupted on the field. so now the Horde barely gets in the door of Iceblood Garrison at the same time the Alliance shows up right outside it. At the same time, the offensive Horde players that went straight to Balinda have barely entered the field of strife and have another 10 seconds till they reach Stonehearth Outpost. Obviously, Horde will lose their Captain's buff faster than the Alliance if there is no defense at Iceblood. Offensive players that go straight to the Aid station are also at a disadvantage compared to Alliance that go straight to the Relief Hut. The Horde players have to traverse the narrow road with higher chance of being interrupted by the Alliance than the Alliance do while they run through the open area of Frostwolf fields. The Alliance can travel much straighter and more efficient route from the Frostwolf field to the Relief Hut, while the Horde has to run to Stormpike Graveyard, on one side of the map, and then across the map again to get to the Aid Station.
It is not uncommon to see players encourage no defense at all on the Horde side, which will make it quick for the Alliance to gain bonus honor. Those that encourage this say it is to avoid turtle games, but a turtle game can be easily avoided when the defense falls back early to the main choke-point where all Horde players on defense can easily pick up honor kills. Others that encourage no defense also claim that it is good game if all towers have been destroyed. Claiming that the honor gained is worth the loss to the offensive race. However, you may notice that the people who made the claim rush the Aid Station and will wait there while all towers get destroyed, there by gaining easy honor for doing very little. That is also a sure way to lose, as with no defense in the Horde base is a guarantees the Frostwolf towers to be quickly lost, which means a quicker win for Alliance. One can easily suspect that the people that encourage the no defense on Horde plays are there to help the Alliance win. If you see players encourage no defense, ask them "if the raid will run into no Alliance defenses when raid crosses the Dun Baldar Bridge." To compensate for the extra 10 second head-start the Alliance has on Galvangar, some may merely encourage no defense get extra people Balinda to get her down fast. If you do an all-out offensive start like this, be sure to have the extras immediately recall to base to defend main choke once Balinda is down. Alliance
The four important graveyards are Snowfall, Iceblood, Frostwolf and the Relief Hut. The Alliance often does not defend Stonehearth and so the Alliance caps Snowfall at about the same time as the Horde caps Stonehearth. A danger of this strategy is that if the Horde assault Snowfall before the Alliance has capped it, the Alliance have only Stormpike to resurrect in. When the Horde assault Snowfall while they also hold Stonehearth the Alliance is often forced into a turtle at Stormpike. The best way to counter this is by camping Balinda the next round or try to predict if the Horde will do it and just camp Balinda until either the Horde get tired of being ganked at Balinda's or they will give up Snowfall Graveyard. If either one of these happen you can contiune without holding Balinda. However holding Balinda gives you 150 honor to the alliance at level 80 and another 150 honor per each blue tower at the end of battle. However, often Alliance does not cap Frost Wolf Graveyard in order to force Horde players running back to defend to respawn farther away from the assaulting force. Additionally, Alliance usually does not defend Stonehearth Graveyard because it forces the Horde to respawn in an offensive position if they are not closer to a more southern graveyard, forcing the Horde respawns to travel back in order to defend (or AV-hearth from trinket).
About half of the Alliance raid will ride to Galvangar (Iceblood Garrison) while the remaining half of the group will break off and ride directly to the Relief Hut and capture the Relief Hut graveyard and then work on the Relief Hut towers. After Galvangar is killed, the raid continues and captures Iceblood Tower, Iceblood Graveyard and Tower Point. If the Horde are defending the choke point just before Iceblood Graveyard, the Alliance will stay mounted and ride past them to either Frostwolf Graveyard or the Relief Hut. The danger of fighting at the choke point is that the Alliance do not yet control a forward Graveyard, so if you die you will end up back at Stormpike Graveyard. A common mistake that groups will make is fighting the Horde defense at each successive Graveyard. If they are defending Iceblood and you fight them and capture the Graveyard, then the Horde defense is at Frostwolf Graveyard and you'll have to fight them again. It is important to capture the Relief Hut first to avoid having to fight a moving wave of Horde defense.
On the final assault on Frostwolf Keep, the Alliance captures the Frostwolf Relief Hut and 2 more towers. They normally wait until the Relief Hut is fully captured and the 4 towers are burned before attacking Drek'Thar. Note: Drek is worth 83 honor and each tower is worth 62 honor. But, always keep an eye on the Batttleground map and look at your Defense back up at Dun Baldar. If your defense is gone along with your towers and graveyards you can bet that the Horde are already attacking Vanndar. Waiting for towers to cap while not keeping an eye on what is going on up North will cost you a win and give you less honor.
If any mob near Drek is pulled, all mobs and Drek come along. All of the mobs in Drek's room are linked, which means if any of them are kited or feared outside then Drek will reset to 100% health. Then, Drek'Thar is finally attacked. Due to the proximity of the AV entrance cave for Horde, Iceblood graveyard and Frostwolf graveyard are both often recaptured.
An effective strategy is to send one or more Alliance directly to the Frostwolf camp or Relief hut (stealth classes excel in "ninjaing" these graveyards as long as they can take down the guards, usually with Area-of-Effect attacks), bypassing all other objectives. This advance team prepares the way for the main offensive by capturing the East and West Frostwolf Towers and the Frostwolf Relief Hut. Speed is an essential quality to a winning strategy. It takes 4 minutes to capture a Graveyard or burn a Tower, so it is best to do as many of these things in parallel as possible, but it is important to balance this with defending each of the Towers.
The Alliance can also use priests to defend the Dun Baldar Bridge, by Mind Controlling any Horde that attack and running them off the bridge.
When the Horde are playing a defensive game, it is common for Alliance players to try to rush south, but doing this often gets them killed. Instead, Alliance players should defend Stonehearth or push Iceblood Graveyard, kill the Horde healers, and try to ninja the Iceblood Graveyard flag while the Horde are fighting at the chokepoint. Frostwolf Towers and Dun Baldar Bunkers
For horde, a typical base defense strategy is for hunters to place freezing traps on the ramp by the Frostwolf towers to slow the Alliance and while the NPC archers and horde AOE and ranged attacks cut them down as they come up the steep ramp. Horde also often kite Alliance pets or players into Drek's keep to aggro warmasters and Drek's wolves into the battle. Horde can also try to aggro the wing commanders into the battle as they stand nearby. Horde often run into Drek's keep for cover and to heal.
For alliance, the strategy is similar in that hunter freezing traps and AOE and ranged attacks on the Dun Baldar bridge are effective. The NPC archers in the bunkers aid greatly in the fight. However, the horde often send a stealthed rogue or druid into the bunkers to kill or despawn the archers ahead of the main horde offense. Due to a bug, the archers often despawn when the bunker is assaulted. To protect the archers, a hunter can keep freezing traps and flares on the bridge to prevent stealthers from getting in the base ahead of the horde offense. Kiting horde pets or players back to the druids up the path by the North bunker may draw the druids into the battle. Fleeing to the druids may also serve as a sanctuary for Alliance players to heal. The several NPCs in Dun Baldar help to slow the horde advance. |
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| 21 Jan 2013 06:40 PM |
Raid limit with a neutral party administrating.
~I'm going to live forever, or die trying.~ |
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Flammus
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| Joined: 26 Aug 2011 |
| Total Posts: 50727 |
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| 21 Jan 2013 06:41 PM |
Raid wins are a good idea to keep,
ROBLOX introduced groups in 2009, and, today, there are over 600,000 users in groups. While our community already uses them to organize, communicate, and battle, there are improvements we’d like to make and features we’d like to implement. At RGC 2012, Software Engineer Navin Lal premiered some of our ideas.
Groups are one of the features on ROBLOX that continue to garner interest and support from our users. Today, I’ll be outlining some of the plans we have for ROBLOX groups. We are, indeed, actively working on many of these features, while others are just ideas, so please feel free to leave any feedback in the comments section. We do not yet have any definitive release dates for the changes outlined in this article.
Before we look to the future, let’s take a moment to look back. The first group, launched in July of 2009, was called RobloHunks, which now features over 3,000 active members. It wasn’t long before we released walls, shouts, and roles in order to help groups communicate with one another and manage themselves more effectively.
By early 2011, we had given users the ability to advertise their groups, and a short time later, we gave users the chance to pick a primary group and declare allies and enemies. Like many other facets of ROBLOX, we wanted to leave power in the hands of users. And, like usual, you delivered.
Today there are over 600,000 groups on ROBLOX — group pages are responsible for 27 million monthly page views, and users spend 1.6 million tickets a month advertising their groups. The largest group on ROBLOX is called FEAR, consisting of 117,000 members.
It’s safe to say that groups have become an immensely popular part of the ROBLOX community, and we’re looking into various ways to improve them. Gameplay-wise, here are a few things we have in mind.
We want groups to begin promoting gameplay socially — we hope to create more Lua API’s for groups, like –getGroupRank(), and –setGroupRank(). For Primary Groups, we want to include the group emblem and rank in-game, and enhance the chat bar, so that it shows active online members.
We would also like to see groups competing with one another online in group vs. group battles. We have two types of gameplay in mind: raids, and ranked matches.
First, Raids. We’d like to give groups the opportunity to purchase land and establish a headquarters. The more people in the group, the more land they could own — though expanding won’t be easy, as bases can get raided by rivals at any time. If the raiders achieve conquest, that territory becomes theirs.
Ranked matches would be very similar to those of FPS games today — our matchmaking system will find games for groups of similar skill and pair them together for a match. Stats for the game could be tracked on global leaderboards, in order to determine is the most dominant group on ROBLOX.
Outside of gaming, we’d like to find ways for users to establish themselves as independent communities. Group members likely share a lot of common interests, so we’d like to develop a way for groups to curate content on their page for their members. We’d also like to encourage communication between groups, by opening group forums and chat rooms.
Lastly, we want groups to not just compete, but work together. ROBLOX is, and always has been about creating new content — while users, on their own, have created amazing things, we think collaboration between two or more users would lead to even more innovative creations. We want to make this process more streamlined, and offer incentives for collaboration.
We have a couple of ideas in the works for collaboration. We’re thinking about introducing group economics, which would give groups the ability to own and sell things, from a convertible to a 16th century wooden catapult. This would allow groups to legitimately establish themselves as companies within ROBLOX, giving them a chance to sell their custom creations for Robux.
Ultimately, we want to deliver more immersive and social gameplay to our ROBLOX users. We want to give you the tools and incentives you need to collaborate to make better, more complex creations. And we want our independent communities to continue to grow and dynamically change. We’re thrilled about the future of groups on ROBLOX, and, as always, want to hear what you’ve got in mind too! Feel free to sound off in the comments below. |
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| 21 Jan 2013 06:41 PM |
Probably some sort of 'Declare war' button in the relationships option. You can declare war on another group and other groups can decide if they want to help you.
Both of the main clan leaders can set an end of war date which can't be over 130 days, once the days are up, it all depends on numbers. All clans in the war get a message in their desc about the war ending, so they all go to some certain big place scheduled which has lots and lots of servers and then yeah a big fight.
.-.
Then lots of declaring autowins :D |
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Draco57
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| Joined: 13 Jun 2011 |
| Total Posts: 6998 |
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| 21 Jan 2013 06:42 PM |
Do it club penguin style:http://www.roblox.com/805461-20-20Imouto-20Ryoko-Asakura-20The-Melancho-item?id=103472092 HOCKEY GAMES!!!!!!!!! |
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Draco57
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| Joined: 13 Jun 2011 |
| Total Posts: 6998 |
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| 21 Jan 2013 06:42 PM |
| Club Penguin stlye; http://www.youtube.com/watch?v=zMcG9d-ugJk |
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| 21 Jan 2013 06:44 PM |
Warsong Gulch
Each team has one flag in their flag room. Players see the enemy's flag as a clickable object. Clicking on it causes the player to pick it up instantly. To score a capture, the capturing team must have their own flag at its base, and bring the enemy's flag to that same spot. If both flags are being carried, neither team can complete a capture. After a capture, both flags will reset to their original locations after 20 seconds.
When both flags are held, the flag carriers will receive 50% increased damage done to them after approximately 10 minutes and 100% increased damage after approximately 15 minutes. Both levels of increased damage also bring a slowed movement speed to the flag carrier.
Certain actions will cause the flag carrier to drop the flag. These include that player being killed, summoning a mount, entering stealth (including via Vanish), receiving a paladin's Divine Shield or Blessing of Protection ("bubble"), and Ice Block. The carrier can also drop the flag by clicking on their own flag buff (received while holding the flag). Actions which do not cause the flag to drop include shapeshifting (cat, travel, ghost wolf), Divine Protection, and using battleground power-ups. Also, picking up the flag breaks stealth.
When the flag is dropped, it becomes a clickable object where it was dropped. A capturing team member can pick it up again and keep running, but the player who dropped it will not be able to personally pick it up again for 3 seconds. Or, a defending team member can click on it and it will instantly teleport back to their base (this is called "returning" the flag). If no player picks up or returns the flag for about five seconds, it will return itself. |
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piede
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| Joined: 15 Apr 2009 |
| Total Posts: 40262 |
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| 21 Jan 2013 06:45 PM |
| club penguin and WoW just stop |
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| 21 Jan 2013 06:46 PM |
The Eye of the Storm is a battleground located within the Netherstorm. This battleground consists of 4 capture points and a flag in the center. The overall goal is to be the first team to score 1600 points (similar to Arathi Basin). The player maximum is 15 players for each faction.
Achievements:
Spell nature bloodlust.png [Bloodthirsty Berserker] Get a killing blow while under the berserker buff in Eye of the Storm. 10 Achievement point Spell arcane massdispel.png [Bound for Glory] In a single Eye of the Storm match, capture the flag 3 times without dying. 10 Achievement point Inv brd banner.png [Eye of the Storm Domination] Win Eye of the Storm 10 times while holding 4 bases. 10 Achievement point Achievement bg win eos x times.png [Eye of the Storm Veteran] Complete 100 victories in Eye of the Storm. 10 Achievement point Achievement bg wineos.png [Eye of the Storm Victory] Win Eye of the Storm. 10 Achievement point Achievement bg wineos underxminutes.png [Flurry] Win Eye of the Storm in under 6 minutes. 10 Achievement point Achievement bg captureflag eos.png [Storm Capper] Personally carry and capture the flag in Eye of the Storm. 10 Achievement point Achievement bg hld4bases eos.png [Storm Glory] While your team holds 4 of the bases in Eye of the Storm, personally grab the flag and capture it. 10 Achievement point Achievement bg kill flag carriereos.png [Stormtrooper] Kill 5 flag carriers in a single Eye of the Storm battle. 10 Achievement point Ability druid galewinds.png [Stormy Assassin] In a single Eye of the Storm battle, get 5 honorable kills at each of the bases. 10 Achievement point Achievement bg killingblow berserker.png [Take a Chill Pill] In Eye of the Storm, kill a player who is under the effects of the Berserker power-up. 10 Achievement point Achievement bg winab 5cap.png [The Perfect Storm] Win Eye of the Storm with a score of 1,600 to 0. 10 Achievement point |
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| 21 Jan 2013 06:46 PM |
| where are these essays coming from |
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| 21 Jan 2013 06:47 PM |
| rat would just mad they'd lose to td in a fb |
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| 21 Jan 2013 06:49 PM |
Back in ancient warfare, they used to host battles to the death between the most skilled warrior of each side to determine the victor the war. Perhaps this was only to spare thousands of death, or it is just custom. Though, personal. I like final battles, and I favor defeating an enemy with superior raid wins and crushing them in a final battle.
☠ \M/ ☠ |
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