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View Full Version : List of Changes and Game Notes - Version 1.10.6 (In progress)


Frosk
11-27-2013, 03:38 PM
Hey all,

We're opening up this thread to share the changes and improvements that will be added as time goes by in the next version of the game. All the changes that in time will be included in this thread will belong to the 1.10.6 version of the game.

Gameplay / Invasions:

-New: Forts at the War Zone now include 2 guards at the tower, near the flag. These guards will be able to cancel the fort capture as long as they're alive. This avoids other players from easily capturing the fort with almost no resistance by hiding within.
-Fixed: The flags in the "Shaanarid" and "Imperia" castles have been relocated to balance the distance that separates the flag from the guards when they try to cancel the "capturing process". Until now, the flag at Eferias Castle was significantly closer to the guards when compared to other castles.
-Modified: The invasion dragons' AI has been improved and their vision range has been amplified. This modification will allow dragons to perform a better job, specially under ranged attacks.

Gameplay / General:

-Fixed: Issue where the Relic Carrier wasn't being able to cast a mount.
-Fixed: Issue where a recently revived character was, under certain circumstances, triggering the "Revive" animation after interacting with a fort/castle door.
-Fixed: Issue where the the Loot Chance multiplier was multiplying the amount of dropped items from the creatures aside from altering their chances.
-Modified: The creature's loot system has been modified. The creatures from categories such as "Chief"; "Champion" and "Epic" now grant the same loot chances to all characters involved in combat. (See note).

Note: Creatures used to deliver their loot based on a formula that took into account several parameters such as damage done and received by the player, assistance, etc.

This formula ended up being obsolete due to the diverse balance modifications performed through the pass of time and it became notorious in the new dragon instances.

Gameplay / Balance:

-Fixed: Issue where the effect from the powers "Summon Imps" and "Summon Zombies" was being completely interrupted when any of the creatures summoned died. The desired effect for this is that each imp or zombie works as an independent entity. This correction may possibly require that these powers go through small modifications in the future, after analyzing their impact in-game.

Frosk
12-05-2013, 05:32 PM
Gameplay / Invasions:

-New: Forts at the War Zone now include 2 guards at the tower, near the flag. These guards will be able to cancel the fort capture as long as they're alive. This avoids other players from easily capturing the fort with almost no resistance by hiding within.
-Fixed: The flags in the "Shaanarid" and "Imperia" castles have been relocated to balance the distance that separates the flag from the guards when they try to cancel the "capturing process". Until now, the flag at Eferias Castle was significantly closer to the guards when compared to other castles.



Game notes updated.

Aries202
12-05-2013, 06:48 PM
-Fixed: Issue where the Relic Carrier wasn't being able to cast a mount.


So this is intended...? :dumbofme:


Just an opinion, but I have more fun chasing a relic/defending a relic when carrier can't mount all three realms fight for the relic.

Cresto008
12-05-2013, 06:50 PM
The guards in tower of forts, sweet!! No more scary surprising fort captures! Also the new modification of looting seems promising but I'll not hold my breath, have to wait till practical results are out.

LOL......guys wtf? Really? Imps and Zombies? Do people even use them after lvl 20 or max 30? Please start the balance work on warlock already. We need something defensive as both the offensive counterparts (barb and marks) have really better defense than locks. (Spring/Mobility, UM/SOTW, Low Profile)

Why not give us (locks) "Allahed's Wind Stroke - The Warlock becomes naturally allied with neighboring winds which makes movement faster". It can be a self buff or an ally buff similar to onslaught :P

errei
12-05-2013, 07:15 PM
thats nice =)

ieti
12-05-2013, 07:16 PM
The bug with invisible fused gloves is not fixed. I got a pair of level 59 conju ones fused to bloodmaster ones which are invisible on my lamai conju (uga in ignis) no matter what i do.

A fusing what is lost...

errei
12-05-2013, 07:25 PM
-Modified: The creature's loot system has been modified. The creatures from categories such as "Chief"; "Champion" and "Epic" now grant the same loot chances to all characters involved in combat. (See note).

Note: Creatures used to deliver their loot based on a formula that took into account several parameters such as damage done and received by the player, assistance, etc.

This formula ended up being obsolete due to the diverse balance modifications performed through the pass of time and it became notorious in the new dragon instances.


woah.
frosk, is this already implemented?
are players able to drop in epic, champions and legendary mobs who have no difficulty (unchallenging/poco amenazador and no ranked)?

thanks!

Hayir
12-05-2013, 09:10 PM
woah.
frosk, is this already implemented?
are players able to drop in epic, champions and legendary mobs who have no difficulty (unchallenging/poco amenazador and no ranked)?

thanks!

None of these changes is on the live servers, as the title says it is still in progress.

bois
12-05-2013, 09:19 PM
Hey all,


-Fixed: Issue where the the Loot Chance multiplier was multiplying the amount of dropped items from the creatures aside from altering their chances.
-Modified: The creature's loot system has been modified. The creatures from categories such as "Chief"; "Champion" and "Epic" now grant the same loot chances to all characters involved in combat. (See note).

Note: Creatures used to deliver their loot based on a formula that took into account several parameters such as damage done and received by the player, assistance, etc.

This formula ended up being obsolete due to the diverse balance modifications performed through the pass of time and it became notorious in the new dragon instances.



Outstanding!

Rising_Cold
12-05-2013, 09:36 PM
woah.
frosk, is this already implemented?
are players able to drop in epic, champions and legendary mobs who have no difficulty (unchallenging/poco amenazador and no ranked)?

thanks!

I do hope that that is what it will mean.. (LVL 60 BEING ABLE TO DROP AT WZ BOSS)
but overall i get the feeling its just random to player x or player y no matter their contribution to the fight

EDIT: I just thought of something i forgot to mention.. could you please try to get a spellbar lock?
it is annoying to find out you accidently moved/switched or threw away a spell from its position/spell bar
(switched position 6 with shift+6 or 'deleted' position shift+6 from spellbar)
it is a real fun killer

schachteana
12-05-2013, 11:12 PM
awesome list of changes :thumb_up:
Gameplay / General:

-Fixed: Issue where the Relic Carrier wasn't being able to cast a mount
Do you really want people to just ride relics home instead of fight for them?
-Modified: The creature's loot system has been modified. The creatures from categories such as "Chief"; "Champion" and "Epic" now grant the same loot chances to all characters involved in combat.
I hope, this does include lvl 60ers, too?
Thanks for taking this issue into account.
Maybe someone should create a list which includes all those minor-small issues which could be fixed without any big effort?

ieti
12-05-2013, 11:20 PM
Just restrict horsing relics aready! It is stupid nonsense to see relic mounted. This feature is supposed to be challenging and fun not boring ride after a relic.

Make relic carry timer bigger and restrict horses on relic. All fixed everyone happy.

--

You can fix invasion dragon too - make it damage wise like instanced dragon and make it actually be defender's dragon. They need help to defend gems after all not invaders.

AnujAJ
12-06-2013, 01:58 AM
The relic running on mount all time is no fun at all.
Btw Will dragon drop amulets soon ?

Ponter
12-06-2013, 06:18 AM
The relic running on mount all time is no fun at all.
Btw Will dragon drop amulets soon ?

Soon, but not very soon.

Hayir
12-06-2013, 09:16 AM
Soon, but not very soon.

I hope this new amulet won't need a own balance update after its release.

Hopeakettu
12-06-2013, 09:17 AM
I hope this new amulet won't need a own balance update after its release.

Maybe it will be a purely cosmetic amulet :lol:

As for the upcoming changes, they're very nice with the exception of relic mounting. I agree with the others that it's more challenging and fun when the relic carrier can't/doesn't mount.

badassmaster
12-06-2013, 10:34 AM
Just restrict horsing relics aready! It is stupid nonsense to see relic mounted. This feature is supposed to be challenging and fun not boring ride after a relic.

Make relic carry timer bigger and restrict horses on relic. All fixed everyone happy.


THIS. If relic can mount you have pretty much zero chance of recovering the relic. With the capture time down to 15 minutes and the ability to mount there's barely any resistance. Make them work for it!

Shwish
12-06-2013, 12:13 PM
Soon, but not very soon.

Bringing back dragon amulets without some kind of balance (ie toning down) is a bad move.

AnujAJ
12-06-2013, 12:37 PM
Dear NGD Team,
I bet me & mostly all players would want you guys to fix the broken arena. Player's get disconnect after the fight is over. It's a humble request from my side if you can plz repair the arena. Thanks xD

schachteana
12-06-2013, 01:13 PM
Dear NGD Team,
I bet me & mostly all players would want you guys to fix the broken arena. Player's get disconnect after the fight is over. It's a humble request from my side if you can plz repair the arena. Thanks xD

don't forget the open fights for multiple players where you can join in and watch:harhar:

Hollow-Ichigo
12-06-2013, 01:39 PM
I hope this new amulet won't need a own balance update after its release.

Inb4 100 element damage + 500hp

Cresto008
12-06-2013, 02:12 PM
Inb4 100 element damage + 500hp
Best prediction of the ammy given till now. Amen.

Loque
12-06-2013, 02:22 PM
Soon, but not very soon.
Let's say the new amulets will be balanced perfectly amongst all classes (we can dream), what will happen to the current amulets? Will they be still droppable? If not, what will happen to the current existing ones? As been said and done before, they provide for a huge imbalance, will they get modified or tweaked or something?

A simple idea for Arena:
The current ones stay as they are, just add two new options, namely;

1) Free for all.
2) Clan arena.

Free for all would be similar to old arenas but instanced and of course restricted to say 8-12 players so as to not blow out of proportion. As more players join in, more instances open up.

Same thing would be for Clan arenas except they would be restricted to the current clan you are in.

bois
12-06-2013, 04:07 PM
Old amulets :
Let next boss down drop them. In Ignis case this would be Krontaron. Obviously the amulets would have to be renamed.
They can stay as is but, level cap them to maybe level 53. That is, once you get 54 and up you can no longer equip or drop it.

Reason:
powers up lower levels to have some boost impact in war zone but does not give this cumulative power to higher levels where it really gets out of hand.
Sub reason:
To fill out the warzone NGD needs to boost level 40ish players to encourage them while not transmitting this power to 55+ players. Level capped items is one way of doing this.

Clans :
before we even go there it would need to be clear if NGD has changed its opinion on clans. That is, it is not even registered on any "to do" list anywhere for it is considered so inconsequential to the game.

Arenas:
Basically, NGD hopes to shepherd players to duel banners to fulfil the purpose the open arenas served. Thus, unless there is mass uproar from Ra in particular, it may never come back.

New amulet:
surely,surely NGD must see that there is an issue with the way damage equations are tabulated and especially with amulets. Hopefully this would be addressed before any new jewellery hits the live servers.
Personally, I would like to see offensive and defensive amulets, both strongly biased to their purpose.
Yes, I mean purely offensive and purely defensive amulets.

Raindance
12-06-2013, 07:47 PM
-Modified: The creature's loot system has been modified. The creatures from categories such as "Chief"; "Champion" and "Epic" now grant the same loot chances to all characters involved in combat. (See note).

Note: Creatures used to deliver their loot based on a formula that took into account several parameters such as damage done and received by the player, assistance, etc.

This formula ended up being obsolete due to the diverse balance modifications performed through the pass of time and it became notorious in the new dragon instances.


Can this be a bit more elaborately explained, because there seems to be a lot of confusion with players thinking that level 60s will be able to drop at Thorkul/Evendim/Daen Rha (being unchallenging for level 60s, thus not looting).

Can someone please clarify this rumor? Because, from my understanding, some random player can do one hit on a boss, since it involves being in combat, and be able to loot weapons/armor?

GreekFireborn
12-08-2013, 10:52 PM
@ frosk any chance of explaining the calculations of concetration?for example how useful it is for spell focus and less resists :hat:

trulyem
12-09-2013, 01:28 AM
Hi Frosk,

There is a problem with relic carriers jumping off the cliff from Imperia near the Menirah Bridge. This allows Ignis quick and fast response in protecting the relic. Fallen players from the cliff are immediately eliminated by the fresh players coming from Samal Save to Menirah Bridge. Put balance to this, its quite a huge advantage for Ignis.

For your kind consideration.

Hayir
12-10-2013, 10:42 AM
A big concern for new players is the discouraging group xp system. Especially for new conjus it doesn't make sense at all to grind in a group. But even for older players that know how it works it is quite annoying. This has been brought up many times, please change it.

v0rt3x
12-11-2013, 07:11 PM
Since Version: 1.10.4 (Date: 2013/10/28)
- New: “In Combat” status. If a player attacks or is attacked his/her state will switch to “in combat”, regardless of the animation. The player will remain in this state until 20 seconds pass from the last attack that he/she did or received.I must also wait 20 seconds after attacking any mob. Please make this feature only for PvP/RvR and not for PvE. Itīs very annoying to wait 20 secs after killing/attacking a mob.
Thx.

Rising_Cold
12-11-2013, 10:03 PM
Since Version: 1.10.4 (Date: 2013/10/28)
I must also wait 20 seconds after attacking any mob. Please make this feature only for PvP/RvR and not for PvE. Itīs very annoying to wait 20 secs after killing/attacking a mob.
Thx.

especially concerning the potions, they were already weird to use now they are near worthless (cant use them well when grinding, got to wait those 20sec)

gluffs
12-15-2013, 05:53 AM
Speaking off ressurection bugs, are you guys looking in to the bug where certain
buffs just vanishes in to thin air when under the ressurect immunity?

For example: After death my friendly conju ressurects me, as a mage I instantly
want to rebuff my arcane devotion, it goes on CD takes my mana but i get no
buff.

Az.
12-15-2013, 06:32 AM
Since Version: 1.10.4 (Date: 2013/10/28)
I must also wait 20 seconds after attacking any mob. Please make this feature only for PvP/RvR and not for PvE. Itīs very annoying to wait 20 secs after killing/attacking a mob.
Thx.

I agree, no mounting after getting hit by mob is just frustrating, I fail to see what it adds.

Blastard
12-15-2013, 10:14 AM
I agree, no mounting after getting hit by mob is just frustrating, I fail to see what it adds.
You can't run away when you see gank party rushing at you :P

schachteana
12-15-2013, 12:19 PM
Speaking off ressurection bugs, are you guys looking in to the bug where certain
buffs just vanishes in to thin air when under the ressurect immunity?

For example: After death my friendly conju ressurects me, as a mage I instantly
want to rebuff my arcane devotion, it goes on CD takes my mana but i get no
buff.

Casting something else does not really work; you usually find yourself in 6 (7?) seconds of sanctuary after being resurrected. No matter what you do in this time, nothing will ever affect you or your enemies. After that time (the only working way is to count down the seconds) you can suddenly be attacked again.
If there is a warrior with kick(5) running behind you, there is really no way to prevent yourself from dying except finding shelter inside the fort, before the time has elapsed.

Please don't expect this to be fixed soon. Even if those spells which you'd like to cast in this "sanctuary" after rezz worked correctly, your enemies would probably be able to attack you while casting. (compare to: Sanctuary after relog)
texttexttext

xayne
12-16-2013, 01:34 AM
Hi Frosk,

There is a problem with relic carriers jumping off the cliff from Imperia near the Menirah Bridge. This allows Ignis quick and fast response in protecting the relic. Fallen players from the cliff are immediately eliminated by the fresh players coming from Samal Save to Menirah Bridge. Put balance to this, its quite a huge advantage for Ignis.

For your kind consideration.

Yet you don't mention the part about imperia save's balance issue. Curious.


I agree, no mounting after getting hit by mob is just frustrating, I fail to see what it adds.

I like anything that decreases the chances of players mounting to catch you. I say keep it.

Frosk
12-16-2013, 07:57 PM
-Modified: The invasion dragons' AI has been improved and their vision range has been amplified. This modification will allow dragons to perform a better job, specially under ranged attacks.


Game notes updated!

andres81
12-16-2013, 08:00 PM
Will the broken Linux Launcher ever be repaired?

Cresto008
12-17-2013, 12:23 PM
Game notes updated!
Yay, more hopelessness during invasions. Now, we saw useless imps being fixed, already hopeless dragon case being buffed, got something up ahead for balance? xD

schachteana
12-17-2013, 01:15 PM
maybe the dragon should be killable and part of the defending realm, just like the guards used to be..?
Also, the dragon's HP could be adjusted to the amout of players online in the attacked realm.
The dragon itself is pretty nice, but I do not think invaders should be supported by it. Invasions are a bit too easy right now, I think..

andres81
12-17-2013, 01:41 PM
Invasions are a bit too easy right now, I think..

that's interesting, at RA server invasions are nearly impossible... since weeks no gem was robbed.

roonwick
12-17-2013, 01:42 PM
invasions are too hard right now, because relics are locked.

Hollow-Ichigo
12-17-2013, 03:21 PM
Lol so all I have to do is kill two noobs guards and then click the flag?

badassmaster
12-17-2013, 03:38 PM
Lol so all I have to do is kill two noobs guards and then click the flag?

Why shouldn't level 45s be allowed to solo invade? :D

Hollow-Ichigo
12-17-2013, 08:29 PM
Why shouldn't level 45s be allowed to solo invade? :D

It just seems like a hassle to kill two guards at the flag, I'd rather gank people returning to the fort with low hp :D

ieti
12-17-2013, 08:44 PM
If you want to make alot people happy make 2 little things:

- add option to lock spellbars.
- when you switch weapons remove possibility to disarm them if you click more than once. Just switch and do not remove.

This will really make life of alot players so much easier - no more removed or switched spells and no more disarmed weapons when you switch bows or other weapons.

Keep the good work.

andres81
12-17-2013, 08:56 PM
- when you switch weapons remove possibility to disarm them if you click more than once. Just switch and do not remove.

Switching arms should cancel any active spell because most players only switch arms to bug the cast speed and not because they really want to use another weapon.

Eloyente
12-18-2013, 12:07 AM
Relic Carrier shouldn't be able to mount, chasing the relic is often the most fun part
New amulets? Hooray!!! :D
Also, boost hunters pl0x

Lucky_Luke
12-18-2013, 12:59 AM
Switching arms should cancel any active spell because most players only switch arms to bug the cast speed and not because they really want to use another weapon.

Switching weapons does cancel active spells if they are from different tree (eg if you switch from blunt to slash it will cancel your brutal impacts etc.). Ieti is talking about situation when the weapon (not the spells) is removed, because of double click - it's annoying when you need to change fast eg sb to lb and you end without any equipped...

Kimahri_Ronso
12-18-2013, 06:45 AM
Switching weapons does cancel active spells if they are from different tree (eg if you switch from blunt to slash it will cancel your brutal impacts etc.). Ieti is talking about situation when the weapon (not the spells) is removed, because of double click - it's annoying when you need to change fast eg sb to lb and you end without any equipped...

Yes, it's indeed a bad one ^^
I often found myself in the heat of the battle without any weapon equipped not understanding why dafuq I'm not doing anything at all, so +1 to this:

- add option to lock spellbars.
- when you switch weapons remove possibility to disarm them if you click more than once. Just switch and do not remove.


Also, while we are at it, I'd like to see our position being highlighted on the map, the position where we are saved at!!
It's really annoying when you click on resurrect at save thinking you are save at agg and DANG---> REZZED AT IMP, FU!!!!! xD. (happened to me twice yesterday with two different chars).

Would also rock if we could see the currently equipped weapon's icon somewhere else as well (maybe next to the buff icons), so we don't have to open the character widow and look what's in the hand... This way we could avoid smashing the Mind Squasher key when we have a sword or spear equipped :D.

badassmaster
12-18-2013, 08:38 AM
- add option to lock spellbars.

My god, yes! THIS! We need this.

AnujAJ
12-18-2013, 01:17 PM
Plz give hunters another stun :-P
HeHee..

Raindance
12-18-2013, 01:40 PM
Plz give hunters another stun :-P
HeHee..

Better idea: change stunning fist to have a go-go-gadget-extended-arm ability.

Fiver
12-18-2013, 05:19 PM
As far as hunters go I would like a defensive spell that is good only inside of 25 mtrs
And a modification of the Marks one to outside of 25 meters

I'll take up the mantle of Demon Monger and ask for .5 Dual Shot too

You can for the fun of it shit can "camo corpse"
and make us bend over and hang a BA
it would be a real crowd pleaser !!

LittleHomer
12-18-2013, 07:15 PM
Are there still comin' important changes? :harhar::harhar:

errei
12-18-2013, 07:19 PM
xD cmon hunters dont need another stun...they need a 1) use for pet mana and 2)something like strategic position too

schachteana
12-18-2013, 10:13 PM
xD cmon hunters dont need another stun...they need a 1) use for pet mana and 2)something like strategic position too

first of all, this game needs relative armor calculation instead of absolute one...

errei
12-19-2013, 01:42 AM
first of all, this game needs relative armor calculation instead of absolute one...

im just replying what some1 said about hunters =p.
obvsly this game has bigger priorities to get focused =)

Zas_
12-19-2013, 04:45 PM
if you want to make alot people happy make 2 little things:

- add option to lock spellbars.
- when you switch weapons remove possibility to disarm them if you click more than once. Just switch and do not remove.

This will really make life of alot players so much easier - no more removed or switched spells and no more disarmed weapons when you switch bows or other weapons.

Keep the good work.

+111111111

esp_tupac
12-21-2013, 02:47 AM
man i still don't see any warlock updates. is warlock too complicated for ndg to update? we dont need bs fix on some conju summon that nobody uses....fucking ridiculous...

esp_tupac
12-21-2013, 02:50 AM
The guards in tower of forts, sweet!! No more scary surprising fort captures! Also the new modification of looting seems promising but I'll not hold my breath, have to wait till practical results are out.

LOL......guys wtf? Really? Imps and Zombies? Do people even use them after lvl 20 or max 30? Please start the balance work on warlock already. We need something defensive as both the offensive counterparts (barb and marks) have really better defense than locks. (Spring/Mobility, UM/SOTW, Low Profile)

Why not give us (locks) "Allahed's Wind Stroke - The Warlock becomes naturally allied with neighboring winds which makes movement faster". It can be a self buff or an ally buff similar to onslaught :P

I totally agree. instead of fixing the major stuff, they are fixing some fucking zombies summons that conju uses... who the fuck use this shit in RvR? no support conju would carry summons in the first place....i mean wtf is wrong with NGD?

roonwick
12-21-2013, 10:23 AM
I don't like the extra guards to prevent capping in forts. What I'm afraid of is that it is in effect a nerf on hunters, in particular their stealth ability to hide in a fort and cap it later. This is how hunters can be a decisive influence in fort battles. We'll see how it plays out. As for annoying behaviour in the wz: the most annoying is still ganking. I don't expect or want any action taken against ganking though. It's part of the game.

AnujAJ
12-21-2013, 01:53 PM
No one can nerf a hunter who got 2 rings & a ammy ... OMG they are few, Hunters who cant afford them wont get stealth advantage :0 another pay to win thing wtf...xD maybe with troll i might be able to kill both guards :3

NGD you need to listen to people
ffs

Hollow-Ichigo
12-21-2013, 02:33 PM
These changes are pretty good, people just bitching for no reason

bois
12-21-2013, 02:42 PM
modifying a fort mechanism just to suit a class is not an approach I am comfortable with.

Hunters need a whole vision. Not piecemeal fixes as I read above in last few pages.
1. Vision for hunters for RvR. I don't think there has really been one.
2. Hunter with pets in RvR. There is no vision for that either.
3. Where does a hunter fit ? Melee, short mid range( 10- 20) mid range (25).

Once you define all this then you can proceed with a concept for the class from the ground up.

Of course , all this is stunted by the shared tree system.

Same applies to forts. In my view, under no circumstances should a single player be able to ninja a whole fort. Placing 2 guards is a decent solution yes but will it give the impact one is looking for?

I had a whole radical view on that. Of course it may be impossible to do but I am merely dealing with the theoretical and not the actual these days.

1. Eliminate fort levelling
2. Mechanism could be that you have to kill all the NPCs in the forts to enable flag for capture. Add visual aids like gate health bar , capture progress bar on flag.
3. Gate is weak, emphasis on open fort with AI guards and live players as the emphasis.
4. New gold sinks.
4a. gate rebuild gold sink.
4b. purchase guards who have died. (this idea sucks , maybe lol)
4c. Option to purchase special guard captain such as mage captain or warrior captain.
5. Gate and guards will not re spawn except in circumstances of a reset like invasions. (Maybe.Maybe not. I haven't quite worked this one out yet)
6. Optionally, have a forward position away from forts that must be captured ( simple point no doors/walls, weakish guards) in order to unlock requisite fort gate for attack.

I won't go further, I an trying to cut back on long posts these days.

AnujAJ
12-21-2013, 03:07 PM
modifying a fort mechanism just to suit a class is not an approach I am comfortable with.
Hunters need a whole vision. Not piecemeal fixes as I read above in last few pages.
1. Vision for hunters for RvR. I don't think there has really been one.
2. Hunter with pets in RvR. There is no vision for that either.
3. Where does a hunter fit ? Melee, short mid range( 10- 20) mid range (25).
Once you define all this then you can proceed with a concept for the class from the ground up.
Of course , all this is stunted by the shared tree system.
Same applies to forts. In my view, under no circumstances should a single player be able to ninja a whole fort. Placing 2 guards is a decent solution yes but will it give the impact one is looking for?
I had a whole radical view on that. Of course it may be impossible to do but I am merely dealing with the theoretical and not the actual these days.
1. Eliminate fort levelling
2. Mechanism could be that you have to kill all the NPCs in the forts to enable flag for capture. Add visual aids like gate health bar , capture progress bar on flag.
3. Gate is weak, emphasis on open fort with AI guards and live players as the emphasis.
4. New gold sinks.
4a. gate rebuild gold sink.
4b. purchase guards who have died.
4c. Option to purchase special guard captain such as mage captain or warrior captain.
5. Gate and guards will not re spawn except in circumstances of a reset like invasions. (Maybe.Maybe not. I haven't quite worked this one out yet)
6. Optionally, have a forward position away from forts that must be captured ( simple point no doors/walls, weakish guards) in order to unlock requisite fort gate for attack.
I won't go further, I an trying to cut back on long posts these days.
Text Text Text n Text
But
+1 Good Suggestion (except bringing dead guards alive with gold lol )

bois
12-21-2013, 04:03 PM
Yeah, that one kinda sucked to be honest. I left it in anyway to stimulate conversation.

errei
12-21-2013, 05:31 PM
ganking ( ...) It's part of the game.

ganking is like one of the most boring and unfair parts of the game. fighting fair shoud be encouraged...
IMO hunters should not be able to cast in the first 3 seconds after uncamoing
or at least no CC...


This is how hunters can be a decisive influence in fort battles

this is how camo and stalker are even more abusive... IMO camo and stalker should have more llike a "transport" aspect.... i mean takin groups-or single player-to a place they couldn't go w\o invisibility... but to solo a fort?

even the obvious run (from fight) and (escape with) camo... it is another thing that could dissapear IMO

xayne
12-21-2013, 05:36 PM
I don't like the extra guards to prevent capping in forts. What I'm afraid of is that it is in effect a nerf on hunters, in particular their stealth ability to hide in a fort and cap it later. This is how hunters can be a decisive influence in fort battles. We'll see how it plays out. As for annoying behaviour in the wz: the most annoying is still ganking. I don't expect or want any action taken against ganking though. It's part of the game.

It shouldn't cost 300k just to prevent one hunter from being a douche. I am so happy for this change.

errei
12-21-2013, 05:40 PM
It shouldn't cost 300k just to prevent one hunter from being a douche. I am so happy for this change.

+1 happy to see that NGD though on this too

Raindance
12-24-2013, 12:31 AM
I know it's the holidays, but here's a quick question I really hope someone can answer.

When will the season 1 statues of the battle islands be finished and when will we get to see the start of season 2? Also, please be considerate of promoting these battle seasons more, not many people seem interested in them (or the armor). Perhaps you should put WM kills/RPs back into the islands.

It's such a wonderful PvP/RvR feature that's sadly gone to waste.

andres81
12-24-2013, 01:07 AM
When will the season 1 statues of the battle islands be finished and when will we get to see the start of season 2? Also, please be considerate of promoting these battle seasons more, not many people seem interested in them (or the armor). Perhaps you should put WM kills/RPs back into the islands.

It's such a wonderful PvP/RvR feature that's sadly gone to waste.

I hope that they will never make a season 2 because what you call "wonderful feature" makes normal gameplay in warzone impossible (hop in/off into the instance just to get healed or to escape etc). This instances have no place in the RvR world and broke with all gameplay concepts.

Rising_Cold
12-24-2013, 08:45 AM
I hope that they will never make a season 2 because what you call "wonderful feature" makes normal gameplay in warzone impossible (hop in/off into the instance just to get healed or to escape etc). This instances have no place in the RvR world and broke with all gameplay concepts.

+1
instances might work in games that dont have the kind of pvp we have.. infact I believe the pvp is usually instanced

Regnum is diffrent, so why not have different instances?
make an area where you have to be, same sort all 3 wzs, make the playground like that
(abandond mine, old warcamp? destroyed village)
so if you want to fight in the mine, you go to your 'abandond mine' on the realm map
and que there for the fight. prolly should be able to do those fights with 5/10/15
and different kind of fights pvp or battling off waves of mobs.. im sure there are many more ideas for that

so it is instanced, but because it is RO you cant access it just anywhere, pop out of wars or a chase
and the battle zones had potential, but that map just didnt do it, i got lost a couple of times too :(

Hayir
12-24-2013, 10:35 AM
+1
instances might work in games that dont have the kind of pvp we have.. infact I believe the pvp is usually instanced

Regnum is diffrent, so why not have different instances?
make an area where you have to be, same sort all 3 wzs, make the playground like that
(abandond mine, old warcamp? destroyed village)
so if you want to fight in the mine, you go to your 'abandond mine' on the realm map
and que there for the fight. prolly should be able to do those fights with 5/10/15
and different kind of fights pvp or battling off waves of mobs.. im sure there are many more ideas for that

so it is instanced, but because it is RO you cant access it just anywhere, pop out of wars or a chase
and the battle zones had potential, but that map just didnt do it, i got lost a couple of times too :(

I believe his point was that such instances have nothing to do in a RvR open world like RO. And i would agree.

Rising_Cold
12-24-2013, 11:28 AM
I believe his point was that such instances have nothing to do in a RvR open world like RO. And i would agree.

yes but NGD seems to want to join in the whole instanced hype
my opinion is that if they are set on doing just that, that they better make it RO style
let it have an effect, a small bonus, insignificant but connecting the instance with the RvR world
as if its a part of it and not some random kill zone (for barbs)

Raindance
12-24-2013, 11:09 PM
I hope that they will never make a season 2 because what you call "wonderful feature" makes normal gameplay in warzone impossible (hop in/off into the instance just to get healed or to escape etc). This instances have no place in the RvR world and broke with all gameplay concepts.

Unfortunately, it seems that my sarcasm in this post was too subtle. Ever since the champion update I was always usually there to credit how a fail expansion it would prove to be. I have some posts with similar sarcastic input.

I simply have known and know that this was doomed for failure, although one cannot forget about the undenying effort NGD put into it.

The neglegtance, or perhaps the amount of time it is taking, of finishing up season 1 and starting season 2 is merely more proof of this failed concept.

There is however, one thing true in that post, which concerns the promoting of the expansion. You can't change what's already done, and a little more knowledge about the whole concept would be great. Most people still don't know how it all works.

schachteana
12-24-2013, 11:45 PM
maybe we should get half of usual rlm points per enemy in those instances

Vadhir
01-02-2014, 07:22 AM
So... no more news about his amazing (sarcasm) update coming?

Phlue4
01-02-2014, 09:22 PM
please, more of this stuff... please... all the necessary tiny little changes :crying1:

http://abload.de/img/plsypj9z.png

Adrian
01-02-2014, 11:34 PM
To those worried about progress of the updates, there are two reasons that are slowing down development these days:

- The main one: power outage in our office. Most of the devs are working at home because of a major power outage in Buenos Aires that has been solved but not in some small areas, including our HQ's. We hope this is solved soon enough. So, work is being done but not being able to conduct the usual iterations of development.

- The second: it's the end of the year, some days are festive and some employees travel to their hometowns to visit their beloved ones.

So, next week things surely will go back to normal and there will be more changes!

Sorry for not saying this before. As we are all aware of the game as usual, it didn't seem important to be told, but for those relying on new changes I guess it was.

leafdale
01-03-2014, 03:04 AM
To those worried about progress of the updates, there are two reasons that are slowing down development these days:

- The main one: power outage in our office....
- The second: it's the end of the year, ....

So, next week things surely will go back to normal and there will be more changes!


Thx for the update! merry xmas u guys and hope the new year is fabulous for every1 and regnum too :D

oh.. btw, anyone know which patch notes says that the draconic gem wish was removed? i heard this wish was removed but i can't recall readig it in any patch notes.

schachteana
01-03-2014, 01:44 PM
Thx for the update! merry xmas u guys and hope the new year is fabulous for every1 and regnum too :D

oh.. btw, anyone know which patch notes says that the draconic gem wish was removed? i heard this wish was removed but i can't recall readig it in any patch notes.

it hasn't been removed, the dragon gem wish persists.
It is not even too OP, it should just be limited to once a week, I think

leafdale
01-03-2014, 10:25 PM
it hasn't been removed, the dragon gem wish persists.
It is not even too OP, it should just be limited to once a week, I think

thx.. some1 told me it had been removed.

LittleHomer
01-04-2014, 09:12 AM
Is there coming more with Balance? ^^

Truewar
01-05-2014, 12:11 PM
I like the changes regarding drop system. Maybe after that archers will become useful at dragons.

Also guards at flags will prevent recapturing of fort with stalker hunters. Which is good too.

I'd like to taste new dragon's AI in battle.

LittleHomer
01-10-2014, 05:33 PM
Still no answer to my question ... Well, no answer is also an answer :D

Cresto008
01-13-2014, 11:27 AM
I can't wait to try out the new imps and zombies

DonatoRLD
01-13-2014, 01:25 PM
Please start the balance work on warlock already. We need something defensive as both the offensive counterparts (barb and marks) have really better defense than locks. (Spring/Mobility, UM/SOTW, Low Profile)

Why not give us (locks) "Allahed's Wind Stroke - The Warlock becomes naturally allied with neighboring winds which makes movement faster". It can be a self buff or an ally buff similar to onslaught :P

Yeah I totally agree, and barbarian should have a 30/35 meter dizzy. I mean both marks and lock have one, why shouldnt barbs.

Wi3ld
01-13-2014, 01:41 PM
Yeah I totally agree, and barbarian should have a 30/35 meter dizzy. I mean both marks and lock have one, why shouldnt barbs.

Locks have two if you include Meteor and Silence.

Can barbs have a spell, like "Rhae's Reaching Fist" that shoots a massive fireball in the shape of fist that inflicts 400-600 damage in an area of 10. Range would be 25-30, of course. I'd also like "Haunting Shout", a shout the scares the enemy so much they become frozen for 6 seconds, range 25-30. Perhaps some slow spells.. and some spells that can nuke an entire group or slow them all down. Fuck it, I'll just play Warlock.

Cresto008
01-13-2014, 02:30 PM
Yeah I totally agree, and barbarian should have a 30/35 meter dizzy. I mean both marks and lock have one, why shouldnt barbs.

Barbs already have range 8/10 spells which is more than enough for melee class. Not to mention intimidate(almost no cd) and roar (mass CC) O.o

Locks lack both speed and self defense, marks and barbs both have mass CC, so locks are not unique in cc completely either. Use UM/SoTW to run away what more of a defense is needed?

Let's assume locks are not intended to be speedy and are intended to be fragile 3-4 hit meals. Then the offense of locks is not that great either.

make_no_sense
01-13-2014, 05:32 PM
-Modified: The creature's loot system has been modified. The creatures from categories such as "Chief"; "Champion" and "Epic" now grant the same loot chances to all characters involved in combat. (See note).

Note: [I]Creatures used to deliver their loot based on a formula that took into account several parameters such as damage done and received by the player, assistance, etc.



so if I read this good, level 60 players can drop of wz bosses like Evendim, Thorkul or Dean Rha?

DonatoRLD
01-14-2014, 04:10 PM
Could guard AI be fixed before putting them in towers?

Or not put them there at all?

Cresto008
01-14-2014, 04:58 PM
Could guard AI be fixed before putting them in towers?

Or not put them there at all?
No!! Donub I, imagine how wicked we can be by fooling those guards like we do in castles and cap the fort!!

DonatoRLD
01-14-2014, 05:10 PM
and No!! Donub I, imagine how wicked we can be by fooling those guards like we do in castles and cap the fort!!

They will hit you from Valhalla with their current ai xd

schachteana
01-14-2014, 06:21 PM
and

They will hit you from Valhalla with their current ai xd

maybe you should be more specific about the "current ai", I doubt any developer would be able to change anything otherwise

DonatoRLD
01-14-2014, 08:32 PM
maybe you should be more specific about the "current ai", I doubt any developer would be able to change anything otherwise

I figured that was rather obvious, but for the slower one's out there.

The guards are often visually bugged when they chase you in a fort, they hit you but you cant hit them. The guards outside the fort cant decide whether they should fight or stay at the door, which make's hitting them as a warrior incredibly hard, etc etc.

In other words, the AI lacks "intelligence" and I doubt it has ever been updated by the looks of it.

ieti
01-15-2014, 12:44 PM
Please guys add 80 HP rings to Ignis. Alsius have "Flame of the Ancestors" and Syrtis "Ring of Health". Make realms equal in support items...

If not possible to add new item then include alsius or syrtis ones to a quest like it is done with "Medal of Courage" and "Deadly Sight" ring.


This will help ignis support classes and make alot people happy.

Please consider it. :rolleyes2:

Slartibartfast
01-15-2014, 12:55 PM
If not possible to add new item then include alsius or syrtis ones to a quest like it is done with "Medal of Courage" and "Deadly Sight" ring.

This will help ignis support classes and make alot people happy.

Every Alsian player have handful of this unusable jewlery. You can have it if you want it.

Why unusable? +150 HP bonus with all this damage done in the game? 2000+ crit from barbs and 900+ crit even from hunters. This 150 bonus is more than silly.

DSR is not so favored because of RoL. After all, not usable for mages at all.

andres81
01-15-2014, 01:00 PM
Why unusable? +150 HP bonus with all this damage done in the game? 2000+ crit from barbs and 900+ crit even from hunters. This 150 bonus is more than silly.

Following this logic you could go naked without any armour or rings because "anyway a full buffed barbs beats you down in 2 or 3 seconds" xD

The point is that Alsius have 80 HP rings while Ignis has only 40 HP rings and for support classes there is no other usefull ring. You might think that 40 more or less doesn't matter but it could be that you die because of this 40 or you don't die if you are alsian ;)

Slartibartfast
01-15-2014, 01:06 PM
Following this logic you could go naked without any armour or rings because "anyway a full buffed barbs beats you down in 2 or 3 seconds" xD


It's not the same. Armor is picked according to the player level. There is no lvl 60 player who will use lvl 30 armor. We're talking here about lvl 20-30 jewlery which is fine for this levels, but far from fine for high levels.

The point is that Alsius have 80 HP rings while Ignis has only 40 HP rings and for support classes there is no other usefull ring. You might think that 40 more or less doesn't matter but it could be that you die because of this 40 or you don't die if you are alsian ;)

I rather use placebo spellfocus rings than being saved by 40 HP bonus once in 6 months.

Wi3ld
01-15-2014, 01:19 PM
Every Alsian player have handful of this unusable jewlery. You can have it if you want it.


It would be helpful for lower level grinders. Same as the damage bling you and Syrtis have (Amulet of Might and Stone Token).

I'm not saying these rings and amulets make a realm stronger, but it's just fair to have them available through quests on all realms.

ieti
01-15-2014, 01:38 PM
160 HP more is nice bonus. It is like a max bonus you can get on a gear piece, so why not to use. In fact 160 HP can save your ass in some situations.

And yes i better have as much HP as i can because of this insane hitting enemies we have. If i can pile up to 4800 with them will be so nice.

Using other jewelry on conju is pretty useless. This ring bonus is nice if we do not count some rare boss rings that cost insane prices to get.

Give people more choices without forcing them to pay tons of mags/xim and camping bosses to get something decent.

Hopeakettu
01-15-2014, 03:27 PM
I fully agree with ieti. I'd like to see a variety of high(er) lvl jewelry in general. There are too few amulets and rings that are actually useful, and yes, especially for mages. There's a huge gap between boss jewelry and quest jewelry which could be filled with useful stuff.

_Kharbon_
01-15-2014, 06:57 PM
I agree.
Jewellery needs an update. It's quite omitted, and only few types are being used. Greater variability would be welcome. We got new modifications to gear recently [legendary gear, dragon gear...), so why not add something to jewellery as well? :)

Wi3ld
01-16-2014, 08:37 AM
Much of the existing jewellery would barely be worn by any player that knows what they're doing. Ring of Constitution with +1 const.. really.. what a waste. Archer Master Amulet with its amazing +4 dex. What's master about that?

Not complaining. Just saying there is major room for improvement.

Cresto008
01-16-2014, 12:26 PM
Not complaining. Just saying there is major room for improvement.
Well, he's too soft, let me put that into better realistic words. HUGE JEWELLERY IMBALANCE. FIX FIX FIX FIX. Not that buffoons at NGD give a rats' ass about community suggestions 99% of the time anyway.

I still can't sleep in the nights because I'm too excited to play the new FIXED imps and zombies

Wi3ld
01-16-2014, 04:16 PM
I still can't sleep in the nights because I'm too excited to play the new FIXED imps and zombies

lel.
___________________________________

Absorption
01-17-2014, 07:59 AM
No dual shot 0.5 cast time? :'(

Hopeakettu
01-17-2014, 09:20 AM
No dual shot 0.5 cast time? :'(

And no instant PA :ohill:

Wi3ld
01-17-2014, 11:43 AM
And no instant berserk :(

Slartibartfast
01-17-2014, 12:39 PM
And no instant lock areas?

DonatoRLD
01-17-2014, 01:11 PM
And no instant camo?

Wi3ld
01-17-2014, 01:33 PM
And no instant lock areas?

I was joking, and I sure hope you were. haha.

Boozeberry, instant PA makes sense. I've played knight before, and trying to cast PA on a moving target is frustrating. Even if they made it 0.5 secs would help.

Hopeakettu
01-17-2014, 01:43 PM
I was joking, and I sure hope you were. haha.

Boozeberry, instant PA makes sense. I've played knight before, and trying to cast PA on a moving target is frustrating. Even if they made it 0.5 secs would help.

It's 0.5 secs now, but still not ok :facepalm:

Frosk
01-29-2014, 08:02 PM
Hey everyone,

I'll proceed on closing this thread considering that a new version of the game will be launched tomorrow.

Its announcement, together with the corresponding changelog, can be found in this link (http://www.championsofregnum.com/forum/showthread.php?p=1780928#post1780928).

Regards!