C% - War/Siege - PK/Karma .... WHAT???

Player Questions Started Last reply 8 posts
I just read the following in the C5 test forum, concerning changes during war/siege.

"During a siege/clan hall war, when you attack another player, and the Aggressive (purple) state is applied and the other side’s character dies, karma/PK counts are now increased."

So lets say I'm at war with a clan, and then I see one of the clanmembers who I kill before he can flag back (eg. 1-shot him), does I go RED then?
yes...isn't that how it is now?

yes...isn't that how it is now?



No.. Not in mutual war.
so even in mutual clan war if 1 person kill another one without him flagging back they go red and get +pk ?


PVE GRINDING is already 99% of this game, they want to reduce pvp even further ? ...

so even in mutual clan war if 1 person kill another one without him flagging back they go red and get +pk ?


PVE GRINDING is already 99% of this game, they want to reduce pvp even further ? ...



only cause koreans are ******* and whine when they get killed

soon u cant even kill ppl outside sieges/arena

L2 is going down the drain.. making PvP hard and pointless and banning ppl and not giving any reason
It's just under sieges, not clan wars note hte thing abow it say CLAN HALL

The deal is, you go red if you attack someone outside the siege area even if they are registered attackers/defenders. Inside the siege area it's the same.
what PleChan said is how I understand it too. Which I think is complete BS.

Most people look at sieges as a 2 way way that last for 2 hours. With this new rule, it put the defenders in a hard spot. Part of the strat to defending was to not let the attackers plant. Giving the attackers a pretty much free run to the siege field will make it that much easier to plant. They get flags up, they have a huge bonus.

what PleChan said is how I understand it too. Which I think is complete BS.

Most people look at sieges as a 2 way way that last for 2 hours. With this new rule, it put the defenders in a hard spot. Part of the strat to defending was to not let the attackers plant. Giving the attackers a pretty much free run to the siege field will make it that much easier to plant. They get flags up, they have a huge bonus.



Maybe the idea was to shake up the permalock that some complain have a hold on the castles? (personally, I don't know whether or not they do, since I don't pay that much attention to clan polyticks)