Wards and camping them in town.

General Discussion Started Last reply 17 posts
So, Been a few Territory war's and people got a genius idea there to run them in town and just camp them there since its a safe zone, and when its all over they get the wards for there castle/clan. now maybe this should be in the support section but hey general discussion where its at! anyone have idea to tell the GM's how to fix this? there simple ones really but NCNA does not code the game different from Korea (that I have never seen) also be nice if A GM put a ruling on this here and now!
Working as intended.

i.e. ******ed
don't waste your breath here in the forum. Send NCSoft a mail about it.
don't waste your breath here in the forum. Send NCSoft a mail about it.

key strokes can kill
o.O
So, Been a few Territory war's and people got a genius idea there to run them in town and just camp them there since its a safe zone, and when its all over they get the wards for there castle/clan. now maybe this should be in the support section but hey general discussion where its at! anyone have idea to tell the GM's how to fix this? there simple ones really but NCNA does not code the game different from Korea (that I have never seen) also be nice if A GM put a ruling on this here and now!
Thank you for telling the whole community about the exploit.
everyone already know this since the second TW, no news, just use search button.
Thank you for telling the whole community about the exploit.

exploits are fixed and this has not been fixed and there has not been a single GM saying anything else but we are aware of the issue. So exploit would be going a bit too far.
Hello,

This is known and has been reported to Korea. We will need to wait to hear back from them as to what direction they will choose to take. We'll let folks know as soon as we have more information.

Thanks!

-Moxie
Hello,

This is known and has been reported to Korea. We will need to wait to hear back from them as to what direction they will choose to take. We'll let folks know as soon as we have more information.

Thanks!

-Moxie


I can fix it for you and send you a corrected file in 2 seconds....why contact Korea for such a simple fix?
I'm a little torn on this issue as of late and here's why.

My alliance employed this strategy to keep their wards safe in the last TW. I voiced in clan chat that I thought that this was a lame and boring tactic that flies in the face of what the game is about. Being able to get your ward to a place where no one can take it is cheap and shouldn't be allowed in a game supposedly based on competition. I railed on for about 20 minutes as I walked on guard duty and then I looked around at the situation and had a completely different opinion of it. I began to see that it wasn't as unfair as I previously thought:

First off, clans that use this mechanic leave themselves open. Whereas attackers would have to breach their castles defenses and navigate through the castle in order to get in and get out, in this scenario the ward is being brougt outside where it's an easier target. Plus castles that have multiple wards trying to do this have a harder time keeping up with the location of all the wards at all times. When a carrier dies, before someone new can pick it up, they have to destroy it which takes time. Regardless to how well laid out the plan to move them is, there is always confusion and miscommunication issues that leave the ward carriers vulnerable.

Secondly, ward carriers move slowly and there is quite a bit of distance to get to towns. Not to mention the fact that you can block almost every entrance to every town (with Heine being an obvious exception) and force the castle owners to come through you to make their strategy work. Ninja forces that stick and move quickly would make short work of carriers and keep the castle owners on their toes. You may be able to get one or two wards with enough pressure.


The problem is that at the beginning of every TW, most clans are attacking forts trying to get ballistas and economic leaders before anyone else does. This leaves castle owners the opportunity to move their wards with little or no opposition. None of the castle owners in our alliance were able to take out a fort because they they were so focused on getting their ward safe. So the way I see it you have a choice: Get more badges, or get castle wards.

In conclusion, I still think it's a sucky strategy, but it has enough risks to make it viable in game and about as fair as everything else in L2. The only thing I would change is to make the flag carriers name turn bright red in addition to the slowness so that they're easier to spot.
soes?
party recall?
nice bug
I'm a little torn on this issue as of late and here's why.

My alliance employed this strategy to keep their wards safe in the last TW. I voiced in clan chat that I thought that this was a lame and boring tactic that flies in the face of what the game is about. Being able to get your ward to a place where no one can take it is cheap and shouldn't be allowed in a game supposedly based on competition. I railed on for about 20 minutes as I walked on guard duty and then I looked around at the situation and had a completely different opinion of it. I began to see that it wasn't as unfair as I previously thought:

First off, clans that use this mechanic leave themselves open. Whereas attackers would have to breach their castles defenses and navigate through the castle in order to get in and get out, in this scenario the ward is being brougt outside where it's an easier target. Plus castles that have multiple wards trying to do this have a harder time keeping up with the location of all the wards at all times. When a carrier dies, before someone new can pick it up, they have to destroy it which takes time. Regardless to how well laid out the plan to move them is, there is always confusion and miscommunication issues that leave the ward carriers vulnerable.

Secondly, ward carriers move slowly and there is quite a bit of distance to get to towns. Not to mention the fact that you can block almost every entrance to every town (with Heine being an obvious exception) and force the castle owners to come through you to make their strategy work. Ninja forces that stick and move quickly would make short work of carriers and keep the castle owners on their toes. You may be able to get one or two wards with enough pressure.


The problem is that at the beginning of every TW, most clans are attacking forts trying to get ballistas and economic leaders before anyone else does. This leaves castle owners the opportunity to move their wards with little or no opposition. None of the castle owners in our alliance were able to take out a fort because they they were so focused on getting their ward safe. So the way I see it you have a choice: Get more badges, or get castle wards.

In conclusion, I still think it's a sucky strategy, but it has enough risks to make it viable in game and about as fair as everything else in L2. The only thing I would change is to make the flag carriers name turn bright red in addition to the slowness so that they're easier to spot.
__________________
"We're not here because we're free, we're here because we're not free. There's no escaping reason, no denying purpose, because without purpose, we would not exist."
/grab flag
/bsoe
gf
/grab flag
/bsoe
gf


You can bsoe while carrying a ward? I didn't think that was possible.
You clannies didn't tell you all? :O
You clannies didn't tell you all? :O

Then it would appear, they were wasting everyone's time.