KaW Levels

Discussion in 'Ideas + Feature Requests' started by Planemaster, Feb 19, 2015.

  1. What my idea proposes is that we earn certain items (items to be decided) from each EB/PvP action, these items can be used at the mage to upgrade our castles level. Each level will reward some gold and certain levels will earn you special bonuses to your kingdom.
    The difficulty of getting to the final level shouldn't be too hard, the reason will be explained later.

    Earning (Item X) through PvP/Epic Battle's



    Epic Battle's
    Like gold, the number of Items dropped is relative to the eb tier, of course HTE's will probably earn more than other ebs.

    PvP

    Item's, like previous PvP events, will drop relative to how many Item's the player being attacked has. The number of Item's earned will always be more than anything earned in an EB unless the player has an extremely low level.

    The targeted player will lose levels (depending on how many Item's are stolen.)

    Previously, we had players being farmed by much larger players. To avoid this, the current level of the target player can only be shown and have Item's gained from if:

    1: The Raw Stats of the attacking player is not 25% higher than the targeting player.

    **Spells and Pots don't affect the stats needed.

    Rewarding through levels



    Any of these can be earned from each level.

    Maximum earned: Potential earnings until drop rates stop

    - Gold (earned on each level, amount earned relative to how high current level is. Can only be earned once)

    - PvP/EB Attack/Plunder bonus (Fixed earning through certain levels, bonus lost if level is lost.)

    - HoC's (4% chance through each level up. Maximum earned: 5)

    - SoD's (2.5% chance through each level up. Maximum earned: 3)

    - Health Crystals (1% chance through each level up. Maximum earned: 12)

    - Nobility Points (0.5% chance through each level up. Maximum earned: 20)

    - Aqua/Inferno (10% chance through each level up, drop rates are random between 1-20. Maximum earned: infinite)

    - Normal Crux Chest (10% chance through each level up. Maximum earned: 3)

    - Golden Crux Chest (3% chance through each level up. Maximum earned: 3)

    - Mithril (5% chance through each level up, drop rates are randomized between 1-15. Maximum earned: infinite)

    **Drop rates are only estimates, can be changed to devs liking.

    Q&A



    Q: Couldn't you farm people to continue going down levels then let them go up levels, making an item farm.

    A: Drop rates decrease for you only on the target player each time you attack making it harder to decrease target players level to go down (drop rates will increase again over time)


    Q: Why would the devs make this, it doesn't earn as much as previous features.

    A: KaW is becoming a game based more on PvE not PvP, what my idea proposes is that PvP earns more Item's than PvE. The levels reward well and to get them quicker you need to PvP. We've already had old players (potential spenders) leave due to problems with too much PvE. This doesn't shed good light for the game reputation therefore decreasing popularity. More PvP = Less players leaving = More popularity = More $$$




    Any thoughts?
     
  2. Reserved just in case
     
  3. Hit range % based not a static cap

    Say 25% of your stats either way, total stats that is including BFA and bfe
     
  4. What about 20% up and normal hit range down.
     
  5. Fine by me, 500% either way like now is just stupid.
     
  6. 500%, didnt realise it was that much.

    Im doing it at 25% then
     
  7. I can hit top 50 allies lol
    Top 15 a year ago