View Full Version : Next step: Invasions!
Adrian
09-01-2014, 07:24 PM
Community,
As the initial balance stage is done –and more will come, don't worry– and battles gained a bit more of dynamism, we're ready to the next step: Invasions. We all know there are several issues with this feature and it's time to start transforming the end-gameplay of the game into something more enjoyable and with potential for adding objectives in the future too.
Castle and Fort capturing and holding
We notice that holding buildings lost a lot of the challenge and also the strategic and tactical approach. Invasions require Relics, which are captured mostly one at a time, gathering all of the forces of a realm at once to a single objective. This turns into a simple outcome: if you gather enough people, you'll succeed no matter what. And when you succeed... a ride through your safe lands to store an object in a place where you walk in like home because it IS home.
Anyway, this system itself is not the problem. It could work if the defender enemy could gather an army to regain the relic at some point in that ride back home, but the map can't give a proper regroup possibility to do this.
Our intention is bring back the function of the buildings needing at least two of them captured and any object to be transported should go through dangerous lands where enemy encounters are plausible, with the sole intention of making them more enjoyable and not specifically more difficult. Not allowing second chances of defense to an attacked realm leads to a lot of people feeling "empty" somehow. We don't want this. You also don't want it. A frustrated enemy will not give a fight back and everyone loses if this happens.
OK, holding still. For what?
You capture and between that moment and the accomplishment of the objective there is a waiting time in which not all the times you'll face the retaliation of the attacked realm. If battles will spread to another buildings too, this wait will relatively increase. Staying at the building must give something to the ones that captured it and an opportunity of getting something too to the ones that recapture it.
During the capture and until the final objective of the capture there will be buffs and rewards in the zone of the building. They will come in different ways because variety will make it more entertaining. A single reward can be bigger and simple but the thrill of choosing and succeeding is better.
Relics
Currently, as soon as you have them in your power, you and the big army around you will head towards the safe zone where you can keep it for a future invasion. Yes, you are contributing for a future happening which you may not participate in. Contributing is good but being there for the utmost event would be way better.
Relics will have to cover smaller distances, so no more mounting. Instead, they will have to be taken through the pathways of the attacked realm in order to get a benefit from them. Small distances but bigger dangers. Come on, you leveled, equipped yourself, learned a lot of tactics and perfected your skilling to have it easy? No way. You’re prepared to have some challenge, not a lot more but enough to make it worth it.
Skip to Invasions, later you’ll tell us more
The realm wall, the last defense, the entrance to a great adventure. Should the access be granted without a proper fight? I guess you’re thinking: NO. The Dragon comes there to fulfill a task that it’s rather difficult: fighting players which have an intelligence that AI rarely could cope with, at least in non-scientific projects like Regnum. And while he is trying to do something he succeeds at making it somehow more difficult to select your enemies. With all this said, the Dragons may need to be occupied with something else.
But if the Dragons will do something else, what to do with the Relics? Well, the Relics –as it was mentioned before– will go from the buildings directly to the Great Wall, to be stored there to release the power that blocks the attack of the Realm Door. But that’s not all. We want the Relics to be able to unlock other things too in the future. Their power will depend on how much of them you use for each objective.
After successfully invading, that’s another world of ideas and things to check. We’ll eventually get to it.
Realm balance and multirealmers
A critical issue regarding any kind of Invasions system possible. It’s no fun when you’re less, and sometimes too when you’re more. I’ll be straightforward with this: we will measure the population average both in a long term (a week) and in a short term (a whole day) to inflict in some variables: timers, guards, health of doors and if possible, some buffs too. This will be measured among players of a level suitable for war and of those that frequent the war zone.
Multirealmers… there’s not so much that can be done without messing with other “legal” situations like a household with several players. What we can do is avoid them to handle Invasions objects after logging off and logging in to another realm for a reasonable time window.
It’s a start. Isn’t it?
Well, that’s a lot of things and not very specific. Can you sum it up, please?
Yes, of course. The suggested changes are the following, and we put them here because we want to discuss them with all of you. Anyway, let’s be clear about something: the base of the gameplay will be proposed by us. But your intervention is extremely important to us!
- The timer of the relics will depend on the capture of more than one building. Capturing two forts will have a timer of X minutes and if the castle is captured afterwards, the timer will be cut in an X amount of minutes. Once the timer begins, extra forts will cut less minutes than a castle, depending on what is captured first.
This means that in order to trigger the relic cages' countdowns, you'll have to capture more than 1 building. The more buildings from a same realm you capture, the less time it'll take for the relic cages to open up.
- After the capture, reward buffs will be activated in the zone of the fort to the capturers such as Experience Boosts from enemies, etc. Services like NPCs that give unique items or trades will spawn during that time.
- Capturing only one fort or castle will provide the mentioned bonuses, but not the Relics until another building is captured too.
- During the capture and until the end of the timer that releases the Relics, the defender realm can get a reward for capturing back and avoiding the Relic release.
- All bonuses and services will expire when the Relic cage gets opened, or if it is a single capture, the equivalent waiting time.
- The Great Walls will have several points to store the Relics that will reduce the power of the protection of the Great Door. One Relic will reduce it for X minutes, more Relics will have more perks about it.
- Relics will not allow mounting anymore and may have other effects on the carrier and surrounding army. They will have a timer also to be used. If not, they will go back to their altar.
- If re-logging from an account of one realm to another, a timer that will forbid the usage of Invasions mechanics (including fort capturing, etc) will start with proper feedback to the user.
- Realm Balance variables will be created. They will inflict in the objects of Invasions whenever possible.
If for some (or most) users it is enough with the rewards and decide not to perform an Invasion, that’s nothing to worry about the new system of buildings, but about the attractiveness of Invasions. And we MUST make them attractive enough, not force you into them. Each step MUST be enjoyable.
So, this is the idea so far. We want to discuss it with you before development, so… go ahead!
NOTE: Every mentioned change could be modified or not applied, if necessary.
MDpro
09-01-2014, 08:12 PM
Multirealmers… there’s not so much that can be done without messing with other “legal” situations like a household with several players. What we can do is avoid them to handle Invasions objects after logging off and logging in to another realm for a reasonable time window.
It’s a start. Isn’t it?
- If re-logging from an account of one realm to another, a timer that will forbid the usage of Invasions mechanics (including fort capturing, etc) will start with proper feedback to the user.
I REALLY like that idea. As long as it's strictly for switching accounts, and not for switching servers on the same account. I play in Ignis (Haven) and Aslius (RA) on this account, and wouldn't want to be limited in war for switching servers on the same account.
- After the capture, reward buffs will be activated in the zone of the fort to the capturers such as Experience Boosts from enemies, etc. Services like NPCs that give unique items or trades will spawn during that time.
Exp boosts from enemy players for capturing their forts, not a bad idea... Especially for farming their forts. However, I am not a fan of the NPC idea, that's just too much in my opinion.
- The timer of the relics will depend on the capture of more than one building. Capturing two forts will have a timer of X minutes and if the castle is captured afterwards, the timer will be cut in an X amount of minutes. Once the timer begins, extra forts will cut less minutes than a castle, depending on what is captured first.
100% not a fan of this idea at all. I personally believe relic timers should be lengthened a little bit. And especially if one realm has multiple forts capped of a certain enemy realm. That way, if one realm wants to capture more than one of an enemy realm's forts to try and make a quick invasion (most likely because they know the enemy realm is dead), I think the timers should increase even more, so that it gives the defending realm more time to fight back.
- The Great Walls will have several points to store the Relics that will reduce the power of the protection of the Great Door. One Relic will reduce it for X minutes, more Relics will have more perks about it.
Not quite sure I understand what this means.
- Relics will not allow mounting anymore and may have other effects on the carrier and surrounding army. They will have a timer also to be used. If not, they will go back to their altar.
I love the idea of relics not being mounted anymore. I, however, think it's a little bit much to make the relic have effects on it's carrier and the surrounding army, unless it's a very small effect... Maybe a small amount of movement speed and defense increase, that's about it in my opinion.
Well, the Relics –as it was mentioned before– will go from the buildings directly to the Great Wall, to be stored there to release the power that blocks the attack of the Realm Door. But that’s not all. We want the Relics to be able to unlock other things too in the future. Their power will depend on how much of them you use for each objective.
I hope this change never happens, as it is too big of a change. But I have a question, because I don't really understand this much... How would a realm get it's relics back if not all 3 are in the gate? By knocking their own gate down? I might not be reading this correctly, so I apologize if I'm missing something.
Wow, never thought I'd write this much on the forum. :eek:
:hat:
Frosk
09-01-2014, 08:48 PM
- After the capture, reward buffs will be activated in the zone of the fort to the capturers such as Experience Boosts from enemies, etc. Services like NPCs that give unique items or trades will spawn during that time.
However, I am not a fan of the NPC idea, that's just too much in my opinion.
Our idea is that the NPC's located in the forts would exclusively sell items strictly related to RvR; whether they're consumables or permanent items in exchange of, for example, WM Coins.
Suggestions are welcome =)
- The timer of the relics will depend on the capture of more than one building. Capturing two forts will have a timer of X minutes and if the castle is captured afterwards, the timer will be cut in an X amount of minutes. Once the timer begins, extra forts will cut less minutes than a castle, depending on what is captured first.
100% not a fan of this idea at all. I personally believe relic timers should be lengthened a little bit. And especially if one realm has multiple forts capped of a certain enemy realm. That way, if one realm wants to capture more than one of an enemy realm's forts to try and make a quick invasion (most likely because they know the enemy realm is dead), I think the timers should increase even more, so that it gives the defending realm more time to fight back.
Yes. Timers would of course be lengthened, in order to promote simultaneous captures that reduce this value. However, exact values have to be still determined.
- The Great Walls will have several points to store the Relics that will reduce the power of the protection of the Great Door. One Relic will reduce it for X minutes, more Relics will have more perks about it.
Not quite sure I understand what this means.
This basically means that the more relics you store in the enemy Realm, the more vulnerable the Door becomes, and the more time you'll have to attack it.
Well, the Relics –as it was mentioned before– will go from the buildings directly to the Great Wall, to be stored there to release the power that blocks the attack of the Realm Door. But that’s not all. We want the Relics to be able to unlock other things too in the future. Their power will depend on how much of them you use for each objective.
I hope this change never happens, as it is too big of a change. But I have a question, because I don't really understand this much... How would a realm get it's relics back if not all 3 are in the gate? By knocking their own gate down? I might not be reading this correctly, so I apologize if I'm missing something.
They wouldn't. The only way for a realm to get their own relics back to their forts is by basically resisting the invasion attempt.
Keep in mind that only 1 relic would make the Wall vulnerable, although it'd be for a very short period of time, which means that in order to have a serious invasion attempt it'd be wise to cap various relics at the same time and earn a much bigger opportunity.
---
Best,
Ryan_Carmon
09-01-2014, 09:14 PM
Will players around the captures gain an amount of WMC as well, if there are items purely obtainable by those. (It seems pretty hard to gain those coins while playing during off-peak hours)
The_Pirate
09-01-2014, 09:17 PM
Originally Posted by MDpro View Post
Quote:
How would a realm get it's relics back if not all 3 are in the gate? By knocking their own gate down? I might not be reading this correctly, so I apologize if I'm missing something.
They wouldn't. The only way for a realm to get their own relics back to their forts is by basically resisting the invasion attempt.
Keep in mind that only 1 relic would make the Wall vulnerable, although it'd be for a very short period of time, which means that in order to have a serious invasion attempt it'd be wise to cap various relics at the same time and earn a much bigger opportunity.
Love it. Yes, make getting a relic a once only opportunity. Would prevent a lot of to-ing and fro-ing recapping relics and stopping an invasion.
Our idea is that the NPC's located in the forts would exclusively sell items strictly related to RvR; whether they're consumables or permanent items in exchange of, for example, WM Coins.
Suggestions are welcome =)
YES re WM coins!!! Yes re castle NPCs selling stuff. And YES re RvR useful items, preferably permanent stuff. I would even resume buying WM scrolls for that - assuming the permanent stuff is useful. Even if it is just 'combine gems' to give higher gem stats, or amend armor stats, or something similar to tweak existing weapons. Exciting.
General comments - this is quite a change. It looks exciting - love the idea of taking relics to enemy walls instead of to own territory. Also like the idea of 'relics placed closer to gate=weaker gate'.
schachteana
09-01-2014, 10:11 PM
thanks for sharing this with us
Please don't make Regnum too complicated, basic ingame description of gameplay dynamics lack already. Warmaster and Champion functions as well as the complete current invasion system is not being explained anywhere. For example, all guards (no matter where, no matter which ones) could provide the user with every warzone-related information there is. Regnum is becoming more and more like Minecraft, where you have to either use the Wiki or ask several players about how things work.
Even if this intended, I still hope the upcoming update will also be very intuitive and easys to understand for everyone, no matter how complicated underlying mechanics may be, and that help texts will keep getting updated. This though is something rather important for new players.
- The timer of the relics will depend on the capture of more than one building. Capturing two forts will have a timer of X minutes and if the castle is captured afterwards, the timer will be cut in an X amount of minutes. Once the timer begins, extra forts will cut less minutes than a castle, depending on what is captured first
sounds complicated as hell to me. where do you want to put all the timer informtion? on the map? The map, btw, lacks some very important things, such as
- relic timer in forts
- highlights of important WZ spots like the realm wall, the altars (old map was way better in this aspect) etc. - again, very important for newer players. If I were new to this game and were about to open the map for the very first time, I would have no idea where to go apart from the towns and forts. Btw, why isn't the option "save map zoom level" ticked by default? Same goes for "Party", "Quest" etc. options on the map itself
- invasion timer ( = dragon timer with the current inva system )
- teleporting spots (eg. boats @ swamp or teleport at Syrtis gate)
back to the relic idea, it's nice that we'll have to coordinate more than one fort again
- After the capture, reward buffs will be activated in the zone of the fort to the capturers such as Experience Boosts from enemies, etc. Services like NPCs that give unique items or trades will spawn during that time.So, basically, while our enemies are banging against the front door, everybody is talking to the tower guard in order to get their items? I hope these rewards won't be too big because otherwise ppl would exploit it. good idea though
- All bonuses and services will expire when the Relic cage gets opened, or if it is a single capture, the equivalent waiting timeThe current invasion system is - kind of - killing good fort battles because mostly, after 15 minutes, the whole action is over already. Seems this is going to be fixed with the next update, awesome. Many old players miss the big, fat, long exhausting fort battles from earlier times
Concerning everything else: Yes, please (y)
smeagle_errei
09-01-2014, 10:28 PM
Just a remminder that Fort`s doors, Realm Gates and Castle`s doors could use a explicit HP bar
-Aniara-
09-02-2014, 07:51 AM
This may be the most promising post in a long time. Mostly cause you seem willing to add new mechanics and think a bit different.
However. Gaining control over all three enemy forts/castles will most likely be something that can just be done with huge numbers. And if having all three relics make door defence very weak it may still reward zerg tactics.
What if gaining all three relics opens up a sneak way to invade? A broken trapdoor? A ladder? A zeppelin ;o) (allowing just a few ppl to enter ofc)
So that a small force can enter for some dark op action?
This would mean that a low pop realm can try get one relic at a time and still get a worthy reward at the end of the day.
Keep up the good work!
/A
+1 from me
Please ensure clear indicators are visible for timers, health (doors), invasion steps etc...
pauluzz
09-02-2014, 12:43 PM
+1 from me
Please ensure clear indicators are visible for timers, health (doors), invasion steps etc...
+1 ! It would also be nice to see some indication on the map or on your hud when a realm is being invaded.
And oh how I miss those old invasion doors that visually slowly broke ^^
MDpro
09-02-2014, 07:19 PM
They wouldn't. The only way for a realm to get their own relics back to their forts is by basically resisting the invasion attempt.
Keep in mind that only 1 relic would make the Wall vulnerable, although it'd be for a very short period of time, which means that in order to have a serious invasion attempt it'd be wise to cap various relics at the same time and earn a much bigger opportunity.
I'm not sure if I am understanding this right, so please correct me if I'm wrong...
So relic carriers and allies near the relic would be stronger, and a realm would only need one relic to make a gate vulnerable to attack? That means everyone would be constantly walking on egg shells because of the possibility of invasion all the time. In my personal opinion, that doesn't benefit anyone.
I honestly think the invasion system is fine, maybe could use a few minor tweaks, but I'm happy with the way it is. I think relics SHOULD be able to be taken back from enemy castles and such, so that it keeps the momentum swinging in different directions. The only real complaint that I have about invasions that I actually would love to see something done about, is realms being invaded by like 25-30+ players, when they only have like 8 or less defending. But then again, every realm has it's up and down time, so they all benefit from it at times, and other times not so much. I guess it really can't be helped, unless there was a way to figure out what time periods each realm is often the most vulnerable, and make those realms more attractive for people in time zones that can play the most during those hours. But that's probably not going to happen.
In conclusion, the game is fine the way it is. I would rather see it stay the same, instead of fixing things that aren't broken. :smile:
:hat:
Valkasar
09-03-2014, 03:47 AM
The changes sound so far so good. I add my voice to the claim of making the doors have an explicit health bar, and to add a map-visible timer for relics.
Valour
09-03-2014, 10:55 AM
Sounds good.
Give random loots for killing enemy players too, and war would be constant in my opinion. :poster_spam:
Celthar
09-03-2014, 12:15 PM
Really glad you start working at this problems ! :thumb_up:
Awrath
09-03-2014, 12:32 PM
Sounds good.
Give random loots for killing enemy players too, and war would be constant in my opinion. :poster_spam:
Ganking would also be constant! Maybe only near forts? But yeah, some reward (gold/loot) would be nice :p.
OT: I like the proposals Adrian, glad to see you're making an effort. The invasion system has always been a game of numbers. I have doubts whether the proposed system will change that, but we'll have to see how the variables work I guess!
Especially like the idea of making invasions more dangerous rather than mount a pony and ride to home castle.
Also +1 for health bars for doors/gates.
While we're on the topic of forts, level 1-2 doors need more health and guards need to able to attack archers ranging doors. It's not acceptable that a single barb or a couple of archers can take down the door of a fortification/castle.
Dumberest
09-03-2014, 03:10 PM
In conclusion, the game is fine the way it is. I would rather see it stay the same, instead of fixing things that aren't broken. :smile:
:hat:
great to see you working on this at long last.i agree with arwath,im not sure this new invasion system will fix anything regarding it being a numbers game.i really like how you are going to count online numbers to help determine what course of action you will take.that said,if your able to track online numbers and player level why not just block a realm if it has less than a certain percentage of the attacking realm?
maybe place GC's by gems and gate flags for low population realms is another option.
Wi3ld
09-03-2014, 03:28 PM
maybe place GC's by gems and gate flags for low population realms is another option.
I imagine it would be difficult for them to accurately calculate the population of realms. For example, you don't want to count low level users as they most likely won't partake in war, and even some level 45s would happily grind instead of helping their realms (which is fine). I can't see basing logic on population would ever be a simple, or good solution.
Kimahri_Ronso
09-03-2014, 04:08 PM
I can't see basing logic on population would ever be a simple, or good solution.
Looking at your signature now and ummm let's say two weeks ago, I don't think it either.
OT: ADRIAN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I LUVE YA! xD
A critical issue regarding any kind of Invasions system possible. It’s no fun when you’re less, and sometimes too when you’re more. I’ll be straightforward with this: we will measure the population average both in a long term (a week) and in a short term (a whole day) to inflict in some variables: timers, guards, health of doors and if possible, some buffs too. This will be measured among players of a level suitable for war and of those that frequent the war zone.
- If re-logging from an account of one realm to another, a timer that will forbid the usage of Invasions mechanics (including fort capturing, etc) will start with proper feedback to the user.
That's the best new I've heard so far!!
Don't know if the "capture more forts at once thing" will work again, remember you placed save altars near to all forts and one near to the gate as well back then... I'd like to see invasions where NOT the numbers are that matter but the tactics, I know it may be a dream only but if so, I will keep dreaming :D
Anyway, looking forward to the changes as always, let them come, the more frequently the better!! :thumb:
PS: .I. [ -.- ] .I. <---- Multis xD
Monthser
09-03-2014, 07:26 PM
Sounds good! Specially the part about multirealmers! I hope this measure contributes to realm balance.
Congratulations NGD, you are on the right track.
Ankh-Legacy
09-03-2014, 10:58 PM
I am confused on a lot of that but I am intrigued. :thumb: :play_ball:
Fiver
09-04-2014, 01:07 AM
I do like all the effort NGD has made towards COR lately, whatever they do is proactive and we can't fault them for that.
I'd like to run past everyone a mechanic that would add some interesting wrinkles to invasion.
Fog of war: once any gate becomes vulnerable to invasion all realm chat for each realm ends at your bridges.
only banner communication or group/clan chat would work after the bridge.
This would help the defending realm and force some amount of realm cohesion on the invading realm.
Thallium
09-04-2014, 04:26 AM
Fog of war: once any gate becomes vulnerable to invasion all realm chat for each realm ends at your bridges.
I like it. I also like Adrian's ideas. Adding buffs to low-population realms especially has promise for making mis-matched fights more fun for both sides.
Adrian
10-01-2014, 09:28 AM
Hi everyone!
We're still in a private development stage. This time, we have to change a million of things in the system so in this case the private development will take a bit longer.
While we're at it, we need some specific feedback:
How important do you think it would be to modify the paths from the buildings (castles and forts) to the realm walls? Currently some (or most) of them are boringly plain. Next Invasions system will make a lot of open field wars to happen there, so, would it be wiser to let them open as most of them are now or modify the terrain so they are a bit more difficult to pass through them or see in the distance?
To make it clearer, I'll give an example: Alsius has captured Samal and Shaanarid. The army in Samal gets the Relic and decides to go to Ignis' realm wall. The path to get there is almost plain with the exception of some rocks. If an army from Ignis comes this is great for an open field war but rather monotonous and the sense of danger is rather non-existent. If we put some obstacles, places where an army could hide and make an ambush. This could also allow the attacking army to hesitate to go through them or not, take longer paths or just dare to take the risk, raising the strategy choices.
What do you think?
roonwick
10-01-2014, 11:50 AM
Fog of war: once any gate becomes vulnerable to invasion all realm chat for each realm ends at your bridges.
I like this idea. I like it so much that I would make this permanent, rather than link it to invasion attempts.
Loque
10-01-2014, 01:40 PM
Firstly, I am a bit skeptic about the one relic needed to invoke an invasion thing. Let me give an example.
Ignis has taken Imperia and Alsius is fighting for the relic there. Now Syrtis take Trelleborg and starts the timer on that relic. Now what should Alsius do? Keep fighting for the Imperia relic or ignore that and go Trelleborg? And going either way brings them more closer to invasion as either Syrtis or Ignis could go wall with the relic, Syrtis being closer to it due to Trelleborg being very near to wall. And in the case when invasion does happen, what next? Alsius will be at wall, invasion ends, but Ignis still has Imperia, they can go to wall again or Syrtis can take Trelleborg/Aggersborg again and the invasion repeats. Where is the end to this? It might keep on happening. Also keep in the mind about the distances between the farthest forts. (Replace any realm with any fort)
Secondly, a quick brainstorm idea would be of control points. Each realm would have 3 control points along the way to the gate which would be needed to be acquired with a relic to start a link/chain towards the gate to invoke the invasion. For example,
http://i.imgur.com/WWlZBqM.jpg
Along with terrain modifications this could bring some interesting tactics. The defenders could fight for the control of the points even after losing relics from the forts. Some timer could be set to seige or defend the points, like you cannot of course expect players to be fighting for the points all the time. The gate should be the end result.
Just some ideas, could be a baseline for further discussion.
Kimahri_Ronso
10-01-2014, 02:04 PM
...
The real question is, will there be an "army" to do anything against the zerg that is passing by with the relic or not... If it's still 20 VS. 5, it doesn't matter at all.
As long as the invasions are about numbers, you can modify the path of the relic, it won't change anything. You have to rething the whole thing, the core of the problem IS that invasions are still about numbers where tactics does not matter only the numbers, thus it will make one side always disappointed and frustrated while the other one will think he can do anything....Worst thing in general.
Try to change invasions to where not the numbers are the main thing that will pay well to any side but something else... Tactic, whatever. I know it's not easy, but IMHO it would be the right way to go.
Just my opinion :)
Masterkick
10-01-2014, 02:14 PM
The real question is, will there be an "army" to do anything against the zerg that is passing by with the relic or not... If it's still 20 VS. 5, it doesn't matter at all.
As long as the invasions are about numbers, you can modify the path of the relic, it won't change anything. You have to rething the whole thing, the core of the problem IS that invasions are still about numbers where tactics does not matter only the numbers, thus it will make one side always disappointed and frustrated while the other one will think he can do anything....Worst thing in general.
Try to change invasions to where not the numbers are the main thing that will pay well to any side but something else... Tactic, whatever. I know it's not easy, but IMHO it would be the right way to go.
Just my opinion :)
Actually, the purpose of what Adrián is suggesting is to make things more tactical. So that's a step in the right direction!
Raindance
10-01-2014, 03:04 PM
Actually, the purpose of what Adrián is suggesting is to make things more tactical. So that's a step in the right direction!
It still won't matter on small servers like Haven or Nemon. Adrian, you need to stop thinking in terms of how it will look like on Ra, because implementing the same update you intend for Ra on Haven will be a total failure, just like the past invasions and warmaster updates are right now. Kimahri Ronso is right, there will be 20 v 5 fights and no obstacles will help at all, instead, they'll rather be shields for the already zerging realm where people will exploit the to-be bugs and try to jump on them, or hide inside them.
NaturalBornKiller
10-01-2014, 03:09 PM
Dudes... it's an RvR... of course numbers matters... it matters now and it ever will
Loque
10-01-2014, 03:11 PM
It still won't matter on small servers like Haven or Nemon. Adrian, you need to stop thinking in terms of how it will look like on Ra, because implementing the same update you intend for Ra on Haven will be a total failure, just like the past invasions and warmaster updates are right now.
The game mechanics are universal, they cannot be tapered to each individual server. Put yourself in his shoes for a moment, now would you design it for a server where 40 might play or for a server where 100 are playing? The game needs a system overall to fulfill every aspect, but we know it's just not possible.
They are thinking and making changes and asking for the community input. I don't think being cynical and negative will help anyone. The game needs freshness and ideas to grow while still being a numbers game, I don't think you can hide from that.
Kimahri_Ronso
10-01-2014, 03:38 PM
The game mechanics are universal, they cannot be tapered to each individual server. Put yourself in his shoes for a moment, now would you design it for a server where 40 might play or for a server where 100 are playing? The game needs a system overall to fulfill every aspect, but we know it's just not possible.
If so, then get the f*ck rid of small servers, merge them with the large ones.
Problem solved . :bangin:
NaturalBornKiller
10-01-2014, 03:43 PM
If so, then get the f*ck rid of small servers, merge them with the large ones.
Problem solved . :bangin:
And that would be a great idea... or make a premium item to transfer a character through servers.
Kimahri_Ronso
10-01-2014, 03:50 PM
or make a premium item to transfer a character through servers.
That would make small servers even more extinct, 'cause everyone (including myself) would transfer to the more populated server.
IMHO until the small -large server issue exists, there's no point of discussing issues about things like invasion where nothing but numbers are that matter.
Raindance
10-01-2014, 05:36 PM
The game mechanics are universal, they cannot be tapered to each individual server. Put yourself in his shoes for a moment, now would you design it for a server where 40 might play or for a server where 100 are playing? The game needs a system overall to fulfill every aspect, but we know it's just not possible.
They are thinking and making changes and asking for the community input. I don't think being cynical and negative will help anyone. The game needs freshness and ideas to grow while still being a numbers game, I don't think you can hide from that.
Cynical? Negative? It's just my own "community input". It's a fact that previous updates were met with unsuccessful results and community input, and not in any way my own cynical or negative opinion. I still don't see how a server with 40-50 players are supposed to play in an environment that was meant for 100-150 players.
Examples? Magnanite weapon prices, storebought weapon/armor prices (no one even buys this crap, so why should it cost so much?) door hp, guard damage, guard hp, guard captain hp, boss hp, boss damage. When Raven or Horus first started (been too long to remember which), we had guard damage and guard hp reduced, among other things.
The game concentrates around RvR fighting, but what are players supposed to do when they can't even kill a dragon, can't even get proper equipment without having to pay large amounts of real life money? The game dies because players can't continue on forward, yet here you are playing the good loyal suck-up part (now I'm being cynical) expecting NGD to be pleased and oblivious to anything wrong in the game. And you think I'm not trying to help? Some people are nice, others are more harsh and brute, but if the community is filled with people who are only nice and optimistic, NGD won't get to hear both sides of the story, and I don't think I have to explain what happens then.
schachteana
10-01-2014, 08:33 PM
.
An "ambush" ralley totally neglects any range class. If the attacking realm has to go through tight spaces, it will be the usual barbarian-conju-combo that pwns everything.
On the other hand, I hate archers, so I wouldn't mind that at all :D
I just imagine it difficult to realize your idea of a "dangerous" path, because you would actually need a big lot of Evil Ignis Rocks for that.
Generally speaking, the WZ looks pretty boring imo. Regnum could need some extra stuff like the cementory, old rotten houses, stonehenges, Idontknow... and not just at rare spots which nobody visits.
Today, warzone action is pretty much based on fort fights, which is nice, but because of that, nobody would mind some extra open field battles (there aren't a lot of them in Regnum, specially because of the ability to mount with a relic)
i'm not sure
smeagle_errei
10-01-2014, 09:26 PM
Some variety on the obstacles and roads would be nice indeed. Places to position and hide groups... great idea IMO.
But keep in mind that places with no obstacles are needed too. some classes get unkillable in 1x1 when you put a tree/rock/anything that provide a obstacle.
godismyjudge
10-02-2014, 01:26 PM
Make some other capturable objects besides forts. E.g. some kind of watch towers. Realm who would have it captured would see signal on a map, that someone is passing around in e.g. 30m diameter, something like 'fog of war' in other games. Or something totaly different. Not even something invasion related. WZ is so empty, and so large. It is just boring and it takes too much time to walk between forts, saves, even on a horse. All areas between towns too. Too much walking in this game and nothing interesting on the ways.
Shwish
10-03-2014, 10:29 AM
Make some other capturable objects besides forts. E.g. some kind of watch towers. Realm who would have it captured would see signal on a map, that someone is passing around in e.g. 30m diameter, something like 'fog of war' in other games. Or something totaly different. Not even something invasion related. WZ is so empty, and so large. It is just boring and it takes too much time to walk between forts, saves, even on a horse. All areas between towns too. Too much walking in this game and nothing interesting on the ways.
I would actually like to see capturable resource camps like an iron mine or a lumber mill. Those resources could be used to repair fort doors or maybe some day build battering rams or catapults.
xayne
10-29-2014, 05:14 PM
Realm balance and multirealmers
A critical issue regarding any kind of Invasions system possible. It’s no fun when you’re less, and sometimes too when you’re more. I’ll be straightforward with this: we will measure the population average both in a long term (a week) and in a short term (a whole day) to inflict in some variables: timers, guards, health of doors and if possible, some buffs too. This will be measured among players of a level suitable for war and of those that frequent the war zone.
Multirealmers… there’s not so much that can be done without messing with other “legal” situations like a household with several players. What we can do is avoid them to handle Invasions objects after logging off and logging in to another realm for a reasonable time window.
Adrian, in addition to not allowing multirealmers to interact with "Invasion objects," can you make it so that they can not interact with the gate flag to capture it?
We just had a situation on haven in which Ignis had broken Syrtis gate. A Syrtis player then logged onto an Alsius character and captured the Syrtis gate just so that they would get their outer door back.
nachos garcias
Adrian
10-29-2014, 05:16 PM
Adrian, in addition to not allowing multirealmers to interact with "Invasion objects," can you make it so that they can not interact with the gate flag to capture it?
We just had a situation on haven in which Ignis had broken Syrtis gate. A Syrtis player then logged onto an Alsius character and captured the Syrtis gate just so that they would get their outer door back.
nachos garcias
That's already done in this new version ;)
xayne
10-29-2014, 05:59 PM
Keep up the good work. :)
Loque
10-29-2014, 06:38 PM
Adrian, in addition to not allowing multirealmers to interact with "Invasion objects," can you make it so that they can not interact with the gate flag to capture it?
We just had a situation on haven in which Ignis had broken Syrtis gate. A Syrtis player then logged onto an Alsius character and captured the Syrtis gate just so that they would get their outer door back.
nachos garcias
No it wasn't any Syrtis player, it was me who capped it when we were fighting inside.
But the things you mentioned does happen and good to know they are getting rid of such things.
Robasiewicz
10-29-2014, 11:16 PM
No it wasn't any Syrtis player, it was me who capped it when we were fighting inside.
But the things you mentioned does happen and good to know they are getting rid of such things.
you have no idea how happy were we to have our door back
xayne
10-30-2014, 01:07 AM
Yeah, considering how long you held it is what led me to believe it was some shenanigans.
Evangeline
10-30-2014, 06:49 PM
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