View Single Post
  #8  
Old 02-18-2008, 05:49 AM
Join Date: Jan 2008
 
Default

It will probably get deleted, but here is how and why it works - and why the patch actually made it *WORSE*.

A. You can always turn in quests you already have completed
B. The new timer was added on accepting the quests, not completing them
C. They *added* the unrest supply bundle quests
D. There is NO check to prevent unrest from going over 5k by quest (why not I am baffled, seems like it would insanely easy to code)
E. They multiplied the base values by 1.5 in effect.

So, you get your Society group all organized and show up at the port. You each accept all the following missions (base value): *I may be slightly off on the base values, going from memory here)

Patrolling (40)
Supplies (50)
Guns (35)
Powder (50)
Rum (35)
7 different flavors of Unrest supply bundles (100)

You have all the supplies shipped in advance by FTs before the port goes into pirate PvP. Complete the patrolling missions as groups - takes minutes at most. Pass out supplies to each person and commence the turn ins.

Each person generates: 910 base pts of content = 1365 unrest *each*
Full six person society group --> 1365*6 = 8190 , 8 people would put it over the top instantly....6, if not using every unrest bundle can do it easily if they take it up to just short of 5k , pause and then do mass turn ins.

This system flat out *SUCKS* atm and is a major reason why Nation conflict is a bad joke and being dominated by alarm-clock raids and gimmicks.
Reply With Quote
Wolfgang Jager is offline