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Woe Duration

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Neki
SZiaDaN
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How long?

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Total Votes : 11
 
 

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Post  GM Tempura Fri Jan 23, 2009 10:52 am

How long do you prefer the War of Emperium to last?

Note: there is another poll for woe start time.
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Post  SZiaDaN Fri Jan 23, 2009 12:07 pm

Could go for 1 hour at the start, untill the guilds grows stronger and bigger. When there's a lot of action in WoE, you could change it to 2 hours.

Just to avoid that the defending guild doesn't need to be sitting around for 2 hours waiting for someone to attack and no one even comes by.
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Post  Neki Fri Jan 23, 2009 12:11 pm

This all depend when you plan to strart WoE. If you wait long enough you can do it 2 hours, or do like a WoE of an hour and another of 2 hour.

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Post  GM Tempura Fri Jan 23, 2009 12:22 pm

I think I prefer just having 1 woe per week, more intense that way.
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Post  Neki Fri Jan 23, 2009 12:23 pm

It all depends, then one guild got the treasure for 7 days straight. If by mistake that guild gets even more powerful it could slightly disturb the economy, that's why I suggest at least 2 WoE for little guild to have a chance to cut their economy.

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Post  Cookie Fri Jan 23, 2009 12:26 pm

In the start of the server 1h
When there's already a good number of people 2h
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Post  Daeron Fri Jan 23, 2009 3:28 pm

I agreed with cookie, it should be 1 hour until there is a big population.
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Post  Ciel Sat Jan 24, 2009 5:19 am

I'll say 1 hour because the guilds alwais attack at the last minute and takes the castle of another guild who waited for 1 hour and 50 minutes.
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Post  Neki Sat Jan 24, 2009 1:50 pm

I could say this depends, if the server gats a high population and their are NO trans class, it don't take the classical 5 sec of a sinX to break the emp, it will be bit longer and proablbly that the guild will have enough time to get back to their emp room to defend it.

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Post  Ciel Sat Jan 24, 2009 3:06 pm

Neki wrote:I could say this depends, if the server gats a high population and their are NO trans class, it don't take the classical 5 sec of a sinX to break the emp, it will be bit longer and proablbly that the guild will have enough time to get back to their emp room to defend it.

Yes, but 10 minutes are enough for a whole guild to rush in and break the emp.
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Post  Pogz Sat Jan 24, 2009 7:39 pm

I prefer having it 2 hours but since we will be just starting it should be 1 hour until we have a better population like Cookie said
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Post  GM Tempura Mon Jan 26, 2009 11:48 am

Looks like it will be 1 hour, might look into expanding after a few months if that's what the population wishes, but perhaps they'll prefer to keep it 1 hour, 60 minutes is short but it should be intense and I assume players will show up for the whole woe as opposed to just the last half hour of a 2 hour woe.
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Post  GM Tempura Thu Jan 29, 2009 10:20 am

Unanimously 1 hour!
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