View Full Version : Roadmap - Second Semester 2014
Adrian
05-25-2014, 06:42 PM
As promised, the last surprise of the weekend: the Roadmap for the next six months some days before scheduled. We already analyzed all that was necessary in order to assume the commitment and we are publishing it.
Bear in mind that there is no specific order in which we'll proceed with the tasks given that some of them can be simultaneous. What we will do is inform you in which ones we are currently working. Now, of this list, we're working on the first two.
And, here it goes:
- Community: GMs and in-game support.
Launch a call for volunteers to cover the different time zones. Start by calling Helpers (lowest rank) and then progressively raise the ranks until we have GMs and a Super GM which will control important tools to solve problems and activate events to break the monotony.
- Invasions: Relic and Gem system.
Removal of blockings. Invasions have to happen often, but their final objectives must not be abused. Create conditions for the aperture of the portal per day with gameplay variables and add new objectives that give the chance to the different player groups that perform the invasion to enjoy them more.
- Bugs: Reduce the abuse to the minimum possible.
Identify and solve those bugs that allow most of the abuses which players use to obtain advantages over other players. Focus first on the simplest but more annoying ones to avoid the creation of new ones when repairing them and then continue with harder ones.
- Balance: Turn it again into a continuous task.
Perform changes to spells and combat more often when they are considered urgent because of giving a notorious advantage and become an annoying problem. General changes will be done in an update altogether.
- Progression: Revision of the leveling process in all its aspects.
Make it easier to reach a useful level for RvR, checking all the quests and gameplay related to leveling up. Check the progression in all levels in order to detect monotony and change the objectives if necessary. Perform modifications in the creatures of all the world for them to be useful and convenient in their locations and experience reward.
- Events: Get rid of monotony through frequent events.
Through the event system, create a variety of them, simple ones, for the GMs to use them when believed necessary: far from peak hours and in moments when the RvR activity is the lowest so the strong point of the game is not affected and the less active hours be more dynamic and entertaining. Make a revision of the main events and create a calendar with them. Create new main events and add them to the calendar. This way, making sure we have a diverse activity during the whole year.
- Interface: Enhance the feedback.
Check all the flow since registration until entering the dragon cave and polish the feedback provided by the game about what happens and what doesn’t. Clear information is needed to know how to act, who to go to or what to do about the various kinds of incidents.
- Functions: Make a revision of the basic functions.
Such as RNG (Random Number Generator) and the combat formulas. Check the interactions between this highly delicate parts of the game and analyze if there are possible changes that will enhance the effect they produce.
- Instances: Provide limited but effective access.
Give the possibility for them to be activated in real-time and also link them to events. This will happen when it affects the less possible to RvR and in a way that it doesn’t discriminate any time zone for everyone to enjoy them the same.
- Retention: Bonuses for entering periodically and long term players.
Give rewards to frequent players and those that are with us since a long time. Modify Clan system to allow the administrators to have tools to keep their members organized, provide them information, create events and give rewards for their activity.
- Premium: Enhance the offer of items.
Creation of items related to progression and more attractive visual enhancements. Always avoiding this to affect the non-premium / premium balance.
Meanwhile we generate new versions of the game and if it's necessary, we will open Amun to the public for the changes to be tested and gather your feedback. This will be our focus: the opinion of those that use the game!
This list will be added to the website. The items are not detailed because as development processes are, the implementation can always vary, for which those details will be seen in the Changelogs to come.
Our best regards and speak your opinion. Please, have mercy! :biggrin:
Raindance
05-25-2014, 07:06 PM
Best of luck.
AariEv
05-25-2014, 07:09 PM
Adrian,
Thank you for not only this, but for being active in the community and trying to improve the game. It's what so many players have wanted for so long now. I really do hope this continues and it's not just a beginning flare. Good luck
Regards
_Kharbon_
05-25-2014, 07:14 PM
Looks good, thanks and keep it up :)
Eminoo
05-25-2014, 07:14 PM
Looks promising, good luck.
Loque
05-25-2014, 08:10 PM
Good luck Adrian :thumb_up: hope the things work out and the game becomes better for everybody.
Tamui
05-25-2014, 08:32 PM
Not much to say here, just dropping in. Good luck I guess.
Feel free to check my links in my signature to review and research :thumb:
...
Hey Aari!
schachteana
05-25-2014, 09:33 PM
good luck.........
Cresto008
05-26-2014, 01:32 AM
The roadmap is very promising, good luck!
IamRedrum
05-26-2014, 01:39 AM
:drums: :hat:
jorgeseg
05-26-2014, 02:35 AM
"El que mucho abarca, poco aprieta" or "Do not bite off more that you can chew"
Never forget that.
Best of luck. :hat:
pieceofmeat
05-26-2014, 06:47 AM
Functions: Make a revision of the basic functions.
Such as RNG (Random Number Generator) and the combat formulas. Check the interactions between this highly delicate parts of the game and analyze if there are possible changes that will enhance the effect they produce.
Analyze this :fingers:
NotScias
05-26-2014, 07:20 AM
Words... Words... More words....
Enough with words, just make the stuff happen.
Rising_Cold
05-26-2014, 08:41 AM
goodluck with making this happen
Ive been playing this game, actively, longer than any other MMO, please make me add a few more years :)
Raindance
05-26-2014, 03:07 PM
- Functions: Make a revision of the basic functions.
Such as RNG (Random Number Generator) and the combat formulas. Check the interactions between this highly delicate parts of the game and analyze if there are possible changes that will enhance the effect they produce.
Evades and resists must only be guaranteed through spells/equipment, and evades/resists must be guaranteed by them.
Of course, by doing so, certain spells would have to acquire a "chance to evade" drawback, spells like fulmination, parabolic shot, cold blood etc.
Evangeline
05-27-2014, 05:16 PM
- Events: Get rid of monotony through frequent events.
Through the event system, create a variety of them, simple ones, for the GMs to use them when believed necessary: far from peak hours and in moments when the RvR activity is the lowest so the strong point of the game is not affected and the less active hours be more dynamic and entertaining. Make a revision of the main events and create a calendar with them. Create new main events and add them to the calendar. This way, making sure we have a diverse activity during the whole year.
Adrian, you should check out how events are presented in other mmo's (check out neverwinter online), you could rotate between events without having to code anything by just using gm/gc anouncements, anyway that's my suggestion :) i think that's probably what you got in mind
Adrian
05-27-2014, 05:26 PM
Adrian, you should check out how events are presented in other mmo's (check out neverwinter online), you could rotate between events without having to code anything by just using gm/gc anouncements, anyway that's my suggestion :) i think that's probably what you got in mind
Yes, exactly that!
I don't know why this hasn't been repeated, but I'd like to see tournaments like "There can only be one" or "Last Realm Standing" happen again. I never had the chance to participate, so I don't know how well liked they were, but I would come back, and beg and borrow gear to be a part of it. If I had to choose, I'd rather see There Can Only be One, since it had pvp and group fights.
pfft, yeah this sure sound promosing, but nothing will happen.
you say this every year.
Barreln
05-29-2014, 05:22 PM
Hello,
Ignore list seems does not work well, most time the users are unblocked again what you put on the list after a new login.
Seems the Archivements do not work anymore too, i did not see one since a long time.
Party list would maybe better when it would be moveable to another spot instead over the chat windows or a smaller list like shorter from the fields that it doent get so long. Its hard to switch between chat and party fields all time.
Resist rate is to high, imho. I got white mobs sometimes also players what resist twice in row. This is not really logical when ie. the mobs are allready unchallenging or not even that.
Indoril
05-30-2014, 09:10 PM
>>- Invasions: Relic and Gem system.
Removal of blockings. Invasions have to happen often, but their final objectives must not be abused. Create conditions for the aperture of the portal per day with gameplay variables and add new objectives that give the chance to the different player groups that perform the invasion to enjoy them more.<<
Gameplay should be rewarding, regardless of whether one is on the defending or attacking side; don't you agree? The noble quest reward (the quest itself is good) is part of a positive feedback loop that disproportionally rewards strong realms in most aspects of the game.
It's not just that weaker realms get to do it less often, it also creates strategical problems for them - since players (in these realms) rarely get to finish this quest they're likely to rush to noble as soon as the gate goes down. Stragglers will either camp the noble until it respawns or get fended off at the by now recapped gate. Gem acquisition is not likely under these conditions.
>>- Balance: Turn it again into a continuous task.
Perform changes to spells and combat more often when they are considered urgent because of giving a notorious advantage and become an annoying problem. General changes will be done in an update altogether.<<
Balance dynamics change with population. Maybe using two builds, one for Ra, one for smaller servers would be the best way to address this issue.
Hopefully this won't end in another round of mage nerfs. You do not seem to like classes with higher skill caps, for some reason. Maybe it's a general trend in MMOs.
I'd also really like to see improvements to largely unused spells. There are like two builds per class - mostly just slight variations of the same build. Adding 'new' spells to counter overpowered current ones instead of changing them directly would be more difficult but also more interesting.
>>- Progression: Revision of the leveling process in all its aspects.
Make it easier to reach a useful level for RvR, checking all the quests and gameplay related to leveling up. Check the progression in all levels in order to detect monotony and change the objectives if necessary. Perform modifications in the creatures of all the world for them to be useful and convenient in their locations and experience reward.<<
http://i.imgur.com/8TLdVJY.jpg
... they suck badly and can't be fixed. Not in a realistic timeframe, especially not without sacrificing other parts of the roadmap, not with your current capabilities.
Quest content in RO is tedious, unrewarding, laughably outdated crap. Getting this mess to a remotely competitive level would be akin to making a new game; the alternative is a half-assed fix, like increasing EXP gains during these levels (by an ineffective amount I bet, since you're afraid of losing scroll sales) and hoping players will somehow not quit before making it to RvR.
Letting players start the game at lvl 45, while also raising the baseline lvl of all mobs to 45, would be a good solution. If you think this too drastic, read some reviews on steam or watch "let's play regnum" on youtube. New players laugh their asses off about early game content, then they leave, deinstall and never look back.
Adrian
05-30-2014, 10:21 PM
...
I like honest feedback. And I can say that most of the points you make, we thought about them too, and also the possible scenarios. Of course there are some things that can't be turn into their ideal form, but they can be made less annoying and give them another twist, if possible.
With the upcoming changes to Invasions, we hope to solve the immediate problems that this feature has in order to focus on the start of the game and progression until war, and then go back to Invasions again. This iteration can lead to interesting results. Let's continue and see them.
schachteana
05-30-2014, 11:41 PM
I'd also really like to see improvements to largely unused spells. There are like two builds per class - mostly just slight variations of the same build. Adding 'new' spells to counter overpowered current ones instead of changing them directly would be more difficult but also more interesting.
I strongly agree - it also seems NGD forgot to adjust the available discipline and strength points when raising the lvlcap to 60.
While every player had - at least - to choose between 1-2 skill trees in order to get their customized setup, today, everybody can just skill whatever they want, barely without having to spare anything out.
Although this seems pretty cool at first, it creates unneeded imbalance.
Imo, using the skills of the warmaster tree should mean the abandonment of other spells.
If there were less points for everybody and, more importantly, more useful spells for every class, the game could vary much more.
I'd like to suggest a complete, fast revamp of all not-so-frequently-used spells (there are some good lists available in this forum) for a testing version on Amun. The community will probably tell you what's good and what isn't.
:hat:
PS. mind squasher is stupid (http://www.championsofregnum.com/forum/showpost.php?p=1781019&postcount=14)
Good luck with this.
Maybe you can combine quests and achievements and add even clan quests / achievements section.
Looking forward to random number generator upgrade and I believe after that goes gathering stats and making a list of the least used spells. There has to be a reason if none of high level players use Finger crush. Check it, improve it or replace it with something better to fit in balance picture. Each class has a lot of spells that are skipped by default when making builds. Some low level players might try them until they realize how useless they are and then they simply reset.
I didn't notice any time span mentioned but I would really like to know some kind of rough ETA for the first update that will bring a chunk of what’s posted (end of year, first eclipse of Sun....).
I also see no fan sites program or invite a friend features mentioned, but they are certainly not a priority. Later if and when game goes back on right track, it should be considered.
Looking forward and hopefully words will turn into code with good implementation.
standistortion
06-02-2014, 09:59 AM
Big thumbs up, good luck with it :)
Shwish
06-02-2014, 12:10 PM
- Progression: Revision of the leveling process in all its aspects.
Make it easier to reach a useful level for RvR, checking all the quests and gameplay related to leveling up. Check the progression in all levels in order to detect monotony and change the objectives if necessary. Perform modifications in the creatures of all the world for them to be useful and convenient in their locations and experience reward.
What you guys really needs to do here is make levelling through war a viable option. Up the experience for killing enemies, put a nice experience reward for capturing forts, walls, killing nobles etc. much like the gold rewards for capturing forts. Make it scale with fort levels. Allow the "kill x enemies from x realm" quests to be repeatable for a decent reward. And for god sake increase the 5 quest limit to at least 20, if not remove it completely. There aren't that much quests in the game anyway.
The primary attraction of this game is the war. People quit when they see what a pain it is to get to a level to be able to take part so the sooner players can get into war the better. Consider doing a squid island type of thing for levels 10-39 too.
The_Pirate
06-02-2014, 12:35 PM
... ....
Squid island could be exciting. More exp for warring would also be great!
+1! Starting to follow Swish's posts with interest :D
Also some means of getting more gold would be great. ATM a GC costs 400k gold. Forts are capped numerous times in a play session, but getting 400k gold is very difficult through grinding and sale of drops to mercs. I've gone from 7 million gold to 3.9 million in just one month, and that 7 million gold took about a year to build up with regular loot boosters...
Loque
06-02-2014, 02:01 PM
Is there anything planned to put more use to warmaster coins other than buying WM gear? It becomes stagnant once you become warmaster and old players like me and many others who have churned and squeezed every last bit of it are left in-excess of incredibly large amount of WM coins with nothing to do with them, nor can it be traded with self or others.
One idea maybe is like exchange them for gold at some NPC, because we often run out of gold and quite honestly it is not possible to grind just for that. You can't realistically expect warring people to come online, grind for gold so they could repair their gear to war (other than xim repairs ofc).
Wi3ld
06-02-2014, 02:07 PM
ea maybe is like exchange them for gold at some NPC, because we often run out of gold and quite honestly it is not possible to grind just for that. You can't realistically expect warring people to come online, grind for gold so they could repair their gear to war (other than xim repairs ofc).
I'd be great if the wmc could be used to purchase a limited number of premium things from a merchant near the wmc quest givers, such as repair hammers and maybe elixirs. Just stuff they can actually use in war.
Lebeau
06-02-2014, 04:25 PM
While we're at it, why not let all 60th lvl toons who kill enemies, mobs or do realm tasks still get fully rewarded for it? Instead of obtaining experience which they actually don't get & can't use, make the xp-rewards into an equal amount of gold pieces for them.
:lighten:
While we're at it, why not let all 60th lvl toons who kill enemies, mobs or do realm tasks still get fully rewarded for it? Instead of obtaining experience which they actually don't get & can't use, make the xp-rewards into an equal amount of gold pieces for them.
:lighten:
Great idea +1
Wi3ld
06-04-2014, 11:26 AM
While we're at it, why not let all 60th lvl toons who kill enemies, mobs or do realm tasks still get fully rewarded for it? Instead of obtaining experience which they actually don't get & can't use, make the xp-rewards into an equal amount of gold pieces for them.
:lighten:
Or looting their corpse Assassin's Creed style.
schachteana
06-04-2014, 01:10 PM
Somebody suggested in the past, that the levelling from 50 to 60 should only be doable by killing enemies. I liked that suggestion very much... if we had better customized booster for war fights, this would not mean any decrease in the selling of those, too
Lebeau
06-04-2014, 08:13 PM
Also while we're at it, let's nerf WM teleports. As is, they are routinely being abused for tactical escape. They should ONLY be allowed to be used strategically, NEVER tactically. So, the nerf would be to increase their casting time & to make it so they can NEVER be cast while INside of a fortification. Opinions?
:lighten:
Rising_Cold
06-04-2014, 08:31 PM
Also while we're at it, let's nerf WM teleports. As is, they are routinely being abused for tactical escape. They should ONLY be allowed to be used strategically, NEVER tactically. So, the nerf would be to increase their casting time & to make it so they can NEVER be cast while INside of a fortification. Opinions?
not being able to tele inside a fort is fine for me
that hunting group that tele's away once they face bad odds is just laughable
shows how bad you are when you cant even try to kill 1 person of ur opponents when facing sure loss
making me suffer a longer cast time because of said hunting group.. the thought alone annoys me xD
Shwish
06-05-2014, 07:09 AM
that hunting group that tele's away once they face bad odds is just laughable
shows how bad you are when you cant even try to kill 1 person of ur opponents when facing sure loss
Honestly if you gave that hunting group enough time to cast a portal, they deserved to escape.
As for portals, I see no problem with them aside for maybe the cooldown.
Rising_Cold
06-05-2014, 08:07 PM
Honestly if you gave that hunting group enough time to cast a portal, they deserved to escape.
As for portals, I see no problem with them aside for maybe the cooldown.
u know.. horn->distance->tree... mind blank.. I dont mind tho, gives me a good laugh when they tele out
but stop hating on the spell, you guys are going to ruin my lazy tele :p
Portals need to be changed as casting horse - if you get hit you can not cast portal for 20 - 40 seconds.
This makes a good balance of the usage of this spell.
rossi
06-06-2014, 01:41 PM
Change dragonic gem stats acording to class, as dragon armor. At the moment it kinda benefits barbarians to be useful with it.
Theres something people do since years, and some alsius are doing it repeatedly... When theres a doorless fort, people log some enemy char to cap fort and then recap it, with the purpose of having the door back. Any ideas to stop that?
Also, your flag's guards NGD, they are useless most of the times, fix them for good.
Edit: You could also change some spell animations as you did with 'kick', stunning fist and back slam for example, they say 'rapid punch with the hand that holds the bow' and 'a rapid fist slam to the face'. And about back slam, it says that on description and you are able to use your spear to range that spell, lol wtf?.
roonwick
06-06-2014, 01:41 PM
Also while we're at it, let's nerf WM teleports. As is, they are routinely being abused for tactical escape. They should ONLY be allowed to be used strategically, NEVER tactically. So, the nerf would be to increase their casting time & to make it so they can NEVER be cast while INside of a fortification. Opinions?
:lighten:
my opinion: WM tele is fine as it is now. A tactical retreat from a fort is a perfectly valid use for a teleport. This should stay. Ganking grinders isn't disabled either, and I consider that a way bigger problem. (no, I'm not advocating making ganking impossible)
schachteana
06-06-2014, 01:51 PM
my opinion: WM tele is fine as it is now. A tactical retreat from a fort is a perfectly valid use for a teleport. This should stay.
this issue differs from server to server... on Valhalla, for example, it happens very often that your enemies will take the teleport once you have broken the fort door.
Seriously, ..? Should it be supposed to happen that there are no fights but runaways in this game?
Also, there are a LOT of ppl around who'd like to get their much earned realm points after recapturing their fort. And what they get very often is just - nothing.
This is really frustrating.
Because of all those (absolutely insane) resists, there is plenty enough frustration anyway. There is no need for any kind of teleport inside forts or castles.
While we're at it (concerning RvR mechanics) :
The guards at fort flags are useless, you can still capture the fort yourself without any bigger problems.
The forts' merlon is placed too high. What are warlocks expected to do in fort battles? They can barely attack anybody from up there. Same goes for conjurers' heal spells. I do not know if the range of those spells should maybe increased, I think it would be better to lower down the merlon (I'm not sure about this word. merlon, crenel, pinnacle, battlement, paramet).
What I heard from many players now: The invasion dragon should fight for the defending realm, it should be killable, and, most importantly, a realm should not have to keep the realm gate captured in order to pick up the gems. This makes it way too hard for non-zerg invader groups to get any gems home.
Relics should not be portable when the carrier is mounted on a horse...
Generally speaking, I personally think the current invasion system idea itself is quite nice
Slartibartfast
06-06-2014, 03:07 PM
Speaking as a warlock, fort walls are just fine. The real problem are castles. Heals are out of range, lock spells are mostly r25 and it covers very small area in front of walls.
Lebeau
06-06-2014, 06:01 PM
Also while we're at it, let's end a plague CoR seems to often suffer from at pivotal times (invasions usually): multirealmer-logover-syndrome......It's past high time for a lockout login feature that makes use of ip-logs & chipset-logs to keep players from using ANY pc associated with one account from switching over & playing any OTHER account in another realm on ANY pc ever associated with that first account's usage; a simple block-time of an hour or so would be sufficient.
:lighten:
P.S.: Yes, walls are indeed too high:...9) Current fort/castle designs are about 3+ meters too tall. This makes mage-classes far less useful from the battlements, UNlike the other ranged classes, archers. Unfair. Collapse these bitmaps proportionally or sink them into the ground by said 3+ meters or so...)
Barreln
06-07-2014, 06:55 PM
Forts height are ok for me, no need that Locks can spam the whole area of 50m around a Fort with her Spells and Conjurer heal anyone from the wall. Right now they can control the closer area around a Fort and thats good like that. For range its still the Archers job.
Hows about to cut the unbelievable/unreachable range from some archers down.
No Portal from mages inside a Fort, i agree with it too, also with interruption when the caster get hitted as Option. Portals are more abused to flee as to use them for transport. Nothing to say about that only Lvl 60 can have it, but also use it to flee from lower levels when they see no chance or at last, to dont get killed inside a Fort.
Dragon for the Attackers.
I actually allways wondered, how that will turn out, when the Realm what CAN hold forts, get as reward a Dragon, what should help a weaker Realm.
That anyhow makes no sense, because the one, what can hold the Fort over time are for sure not the weaker one.
Probatly an upgradeable Gate during Invasion?
Still, Relic lock should been kept when the relic system further exist.
Right now its still the situation that there simple are no Peoples at other realms then alsius. The time what they rush now forts did only move 6 hours later. Its the same Population what been the mass as it was before at GMT noon time. Less in Ignis, less in Syrtis, much for 4 Hours in Alsius.
Peoples from US-timezone are simple not there at this time or going to work.
And the same, when its unlock, some are back for 1 Hour, but 2-3 hours later there are again no other peoples at Ignis or Syrtis.
I did ask in realm chat who want to remove the relic lock and not one did say yes.
Same thing from an ignis player what was against it, they have anyway at the moment population problems, but doesnt looks like they really agree with it too.
Looks more like that Poll did mirror the Population, instead the Opinions from them, what have no disadvantage from it.
Alsius Boats.
Either all got a teleport to the farest castle or none Realm.
It cant be, that Alsius can run to Meni/Alga, destroy Doors and hurry port to Shaa/Eferias, to do there the same. All other Realms have to waste her gold to upgrade the forts, but cant port or move fast enough between the Forts to protect them, when Alsius can do that with 3-4 Peoples, by simple use her teleport as they please.
Also, when an other Realm have to hold Imp, you can not simple teleport quickly back, and log out near the Fort at the beach or around, to spawn again at ie. Eferias Bridge, like the half from Alsius and Ignis like to do, and are again at the door of the Fort.
Next thing at Imp is, that it has the longest tube, when its about to go out from there with relics and an advantageous Spawnpoint where you hardly can come out, die there, and you got no chance to come back in time. Alsius have that Boats, where they can escort the relics over and over again.
Really.
Map around Imp need to be changed, at last more ways uphill, ie at the last corner from that hill there and boat teleport need to be changed.
If NGD-Team is scared that they else " dont go to war, when they dont have her shiny boats" then explain them, that they have to move on Horses for 5 Minutes like all other Realms have to do too. Either teleports for all or for none.
Also someone suggested to switch Eferias with Alga, that the map is equal. I have no opinion on that, and i dont think that will happen.
Edit: Forgot to mention here, that the Boats seems like are an easy way for some Lvl 60 from Alsius to gank grinders over and over.
These Heros from Alsius.
errei
06-07-2014, 08:37 PM
my opinion: WM tele is fine as it is now. A tactical retreat from a fort is a perfectly valid use for a teleport. This should stay.
lel some1 shoot dis nigga pls
I will focus a little only on actual game features...and i mean achievements ...
Nice feature ...bad implementation .....
Lets say somehow this achievements can be reworded somehow ,as a example:
Lvl 1 subcategory:
-500 goblins with a 50% XP scroll
Lvl 2 subcategory:
-1000 goblins with 100% XP scroll
Lvl 3 subcategory
-5000 goblins with a 200% XP scroll
This can introduce a diversity of progress in lvl up ,it's give to player sense of premium content ,in the same time give to non-premium player that is left behind.
I don't think this damn rare and yet one reword will afect premium content sales at all.
And yet give more achievements for low lvl ,by far more as it is now ,and make it more rare for lvl 50/55 + ,also for complete set of achievements you can give a special armor/weapon .... but for all achievements ,not very good stats ,but not very bad .
I think there can be lots more exploration for courent features of the gameplay .... but need only a little more action than words ^_^
Dwarfurious
06-10-2014, 10:29 PM
- Retention: Bonuses for entering periodically and long term players.
Give rewards to frequent players and those that are with us since a long time. Modify Clan system to allow the administrators to have tools to keep their members organized, provide them information, create events and give rewards for their activity.
Seeing as im one of the oldest account here, i am very happy to hear this :P
zeeph
06-10-2014, 11:09 PM
Good luck guys !
Sentan
12-30-2014, 06:42 PM
http://i59.tinypic.com/1qrj2d.jpg
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