Implementation of AAO Buff

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Poll: Against All Odds

AAO Buff up to 400% (Live Server Style)
104
78%
AAO Buff with a lower max (Think 200%~300%)
12
9%
No AAO Buff
17
13%
Total votes: 133

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Coryphaus
Posts: 2230

Re: Implementation of AAO Buff

Post#11 » Sat Sep 12, 2015 5:53 am

Well az said some form of aao is mandatory now with the rvr changes so expect something like this soon
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jbrutal
Posts: 122

Re: Implementation of AAO Buff

Post#12 » Sat Sep 12, 2015 6:13 am

I wonder how many ppl will be switching between characters just for the buff

turlututuhu
Posts: 256

Implementation of Buff and debuff against zerg

Post#13 » Sat Sep 12, 2015 7:38 am

The reason to make an aao buff is only Realm vs Realm so why don't give more guards on Battle Objectifs , arround war camp and in Keep to not annoyed PvP, GvG and solo roaming. or something like give a triple canon against zerg.
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Bignusty
Posts: 454

Re: Implementation of AAO Buff

Post#14 » Sat Sep 12, 2015 10:37 am

So more easy for grind a twink ! order or destro log to both side for get the AAO buff and grind the twink when the buff side change they log off the twink and take another twink both side to get again AAO buff and grind. idk if a good idea but maybe make a timer from 1 side before to relog whit him like live server.

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Lindisfarne
Posts: 357
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Re: Implementation of AAO Buff

Post#15 » Sat Sep 12, 2015 10:41 am

Full AAO, sooner the better.
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Sulorie
Posts: 7461

Re: Implementation of AAO Buff

Post#16 » Sat Sep 12, 2015 10:50 am

You want a candy to switch sides to balance out both realms? Only AAO does the job.
Additional guards or more door HP is no motivation to fight the zerg.
Furthermore both sides can see whether they are equal or not. When you see your enemy has less players, you will more likely start a keep siege.
Dying is no option.

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Joan
Posts: 671

Re: Implementation of AAO Buff

Post#17 » Sat Sep 12, 2015 10:51 am

I agree, we need some kind of AAO.
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Nameless
Posts: 1443

Re: Implementation of AAO Buff

Post#18 » Sat Sep 12, 2015 4:03 pm

why do u need aao? to reach the max caps earlier so you reroll and repeat the cyrcle. This game should not be for the grind but for the fight. AAO is usefull only for farming and nothing else. AAO dont give iniciative to go at the lakes with your main char that got max exp and rp. The only real use that AAO would have is as measuring tool about the numbers and correlations of players at the lakes. Why bother with useless stuff?
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Penril
Posts: 4441

Re: Implementation of AAO Buff

Post#19 » Sat Sep 12, 2015 4:09 pm

You want an incentive to stay on your character? Easy.

Just give an incremental buff the longer your character is logged in. It starts at -50%, after 20 minutes it is normal, after 40 minutes of playing it becomes 125%, after one hour you have 150%, and after two hours you have a 200% bonus.

People who only change realms looking for fights won't care about this. And casuals who only play 20 minutes a day... come on, that is extremely casual.

The buff could be called something like "Loyalty buff".

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Nameless
Posts: 1443

Re: Implementation of AAO Buff

Post#20 » Sat Sep 12, 2015 4:15 pm

Penril wrote:You want an incentive to stay on your character? Easy.

Just give an incremental buff the longer your character is logged in. It starts at -50%, after 20 minutes it is normal, after 40 minutes of playing it becomes 125%, after one hour you have 150%, and after two hours you have a 200% bonus.

People who only change realms looking for fights won't care about this. And casuals who only play 20 minutes a day... come on, that is extremely casual.
no i dont want iniciative to stay on my chars, i am ok with playing it. The problem is wasting time and resourses for some second rated game feature that becouse of lower exp and rp cap is totaly redundant
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