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View Full Version : [AMUN] - Version 1.11 Patch Notes and Changelog: Invasions!


Frosk
11-03-2014, 07:54 PM
Version 1.11

Gameplay - Invasions


Modified: Relic timers start when at least two buildings are captured by the same realm.


Fort and fort: Relic Cage opens in 30 minutes. If castle is captured after, 10 minutes less to open.
Fort and castle: Relic Cage opens in 20 minutes. If the remaining fort is captured, 5 minutes less to open.
If a castle is lost, 10 minutes are added to the timer. If it is a fort, 5 minutes.
In all cases, the third building capture DOES NOT absorb the time remaining on the already captured fortifications. This is intentional, as it avoids possible exploits regarding the fact that you could open up a third relic by just waiting for the already captured buildings to hit 00:00.



New: Realm Wall Power source. This is a special altar located in three different points of the Realm Wall. Used to store a Relic. For each relic stored, a 10 minute vulnerability of the Realm Door is granted.


Locations are shown in the map with a discreet and small icon.



New: When the vulnerability of a Realm Door ends, all buildings are restored to the owner realm and all Relics restored to their altars.
Modified: When selecting a building door, the status bar can be seen as when selecting a player or creature.
Modified: Players can't mount when carrying a Relic.



Modified: Dragons are summoned after placing the second Relic in the Realm Wall Power sources. As soon as the invasion finishes, they go away.



New: "Captured" Realm Wall Status. In this state, the wall belongs to the invading Realm. This means that the doors will be invulnerable to attacks, and that the flag cannot be interacted with. During this instance, the invaded Realm must protect its gems until the "Captured" timer reaches zero.



New: Capturing the Realm Wall now lasts for the same amount of vulnerability time obtained. This is shown in the map as a counter.



Modified: Internal Wall doors now act like front doors too. Meaning they will be invulnerable or not at the same time than the front door.


Realm Balance Tweaks:

Modified: Realm Doors have more health than regular Fort Doors.
Modified: Realm Door is stronger when the realm is the least populated.
Added: War Confidence power that is casted automatically when players of the least populated realm are near a fortification or Realm Door.


Still to be enhanced or tweaked:

Visuals of the dragons at walls and their paths and the time they take to get to the wall or between attacks.
Dragons, when the invasion finishes they disappear. We will make them fly away gracefully.
Realm Wall Power sources may need their locations to be balanced.


---

What you'll see in Amun now is what the next update will bring. There's always room for improvements, but we think that this will serve as a base to allow a lot of said improvements, and above all it'll give even more space for strategy for both defenders and attackers. It's also worth mentioning that improvements can vary from objects being relocated, to even terrain modifications.

Onto strategies for example, each army that carries a relic will be able to "trick" the enemy by taking different paths each way. The defenders can also send other group of players to certain spots to take the enemy by surprise. There's really a lot of room for planning tactics, and as you play, we'll gather up feedback on what can improve the experience.

---

We're looking forward for your suggestions and feedback!

Best,

Amun updated! 05/11/2014

- Added: Trapdoor icons in map when realm is captured to show alternative exit/entrance. (Also, when trying to attack the captured doors, the game tells you about it).
- Fixed: Some points near the wall capture point where you could relog and stay there to recapture.

Amun - Version 06/11/2014

- Modified: Sound of Energy Barrier when casting and also when being hit. (it was so annoying!)
- Added: Realm Balance. When a realm is in disadvantage and the players die in their own Realm Door zone, the respawn is instant.
- Added: Realm Balance. When carrying a Relic, it casts a power that allows to reduce the speed of the carrier just a little bit. This is set individually by relic, to balance distances of all realms.

We'll upload this version in a few minutes!

Amun - Version 10/11/2014

- Modified: Reward of Warmaster Quest of killing Noble reduced to 5000 WM Coins.
- Modified: Dragon Wish of Warmaster Coins raised to 12500 WM Coins.
- Modified: Dragon Wish of Experience raised to 30%.
- Modified: Dragon Wish of Dragon Dungeon reduced to 4 days. (7 days, in the long run, makes it less desirable as people get tired of it).
- Modified: Dragon Wish "There can only be one" removed.
- Modified: War Confidence now grants a 25% health bonus.
- Added: Dragon Wish "Let there be drop". Grants a Scavenger Gem which raises significantly the drop rate for 6 hours. This Gem is granted to each player at the Dragon Cave.
- Added: War Confidence is also casted in main cities (Montsognir, Altaruk, Fisgael).

Loque
11-03-2014, 08:07 PM
New: When the vulnerability of a Realm Door ends, all buildings are restored to the owner realm and all Relics restored to their altars.
Modified: When selecting a building door, the status bar can be seen as when selecting a player or creature.
Modified: Players can't mount when carrying a Relic.

+1 for these.

A bit skeptical about Captured state: Doesn't the Capture state now makes it easier for the more numbered invaders to go as a total zerg to each single gem and take them?

Looks good anyhow, will test and see. Nice work.

Adrian
11-03-2014, 08:22 PM
A bit skeptical about Captured state: Doesn't the Capture state now makes it easier for the more numbered invaders to go as a total zerg to each single gem and take them?

This is something we will have to see in practice. Bear in mind that now, getting to capture is more difficult. I think that we will have to work more on how we make it easier to get to this stage to lower populated realms than making it more difficult to steal the gems.

Hopeakettu
11-03-2014, 08:26 PM
How does the war confidence boost work? Is it based on current population online, counted over a period of time, or so?

Adrian
11-03-2014, 08:28 PM
How does the war confidence boost work? Is it based on current population online, counted over a period of time, or so?

We will not give details in order to avoid prediction. But it depends on the activity of high level players.

Hopeakettu
11-03-2014, 08:30 PM
We will not give details in order to avoid prediction. But it depends on the activity of high level players.

I see, it's a good idea anyhow :smile:

And this update looks promising so far.

Hollow-Ichigo
11-03-2014, 08:41 PM
I'm impressed, a rare +1 from me

Best,

Loque
11-03-2014, 09:17 PM
Critical bug with Confidence Boost buff:

Please keep an eye on the health bar in the video. Base hp is 5.5k.
https://www.youtube.com/watch?v=sBbflPJlFQY

Adrian
11-03-2014, 11:25 PM
Amun open again!

Fixed:

- Problems when placing relics after capturing.
- Accumulation of War Confidence power when entering/leaving fortification zones. (Thank you Loque)

Ryan_Carmon
11-03-2014, 11:43 PM
The global cooldown triggered by War Confidence feels funny.
I think this could be an issue if fighting on the buffs border line by blocking spellcasts

NaturalBornKiller
11-04-2014, 08:37 AM
what does war confidence give as a bonus?

Ryan_Carmon
11-04-2014, 09:18 AM
http://ryan-carmon.de/uploads/RO_WarConfidence.jpg

This. According to English client.

schachteana
11-04-2014, 10:32 AM
concerning yesterday: (why did you have to close this thread? now I am referring to something which happened 10 hours ago)

did the timer just go down from 3 minutes to "invasion ends" in just 10 seconds?

also, when the second relic arrived at syrtis gate, the timer didn't seem to increase

Added: War Confidence power that is casted automatically when players of the least populated realm are near a fortification or Realm Door.
so does that mean that when Syrtis is fighting Ignis, noone will get any help because Alsius is the least populated realm in Regnum? Or did you mean "less"?
So what happens if one evening Syrtis has got a 200-ppl-zerg, while Ignis only has 50 and Alsius 49? Ignis is the looser of the day?

didn't you want to give some rewards for keeping a fort captured? I fear people will focus only on invasions and not on fort battles anymore..

anyway, some very nice adjustments. we'll see how it works in practice, looks promising.

PS. why did you kill me? :D

NaturalBornKiller
11-04-2014, 11:03 AM
http://ryan-carmon.de/uploads/RO_WarConfidence.jpg

This. According to English client.

5/10%... depending on... what? random?

Invictus_NL
11-04-2014, 02:27 PM
Didnt encounter any bugs today while testing the invasion system.

Only some incorrect animations while holding the gems, which seems to be new.

https://www.youtube.com/watch?v=UtpwpzQglzo

--- Edit

Further testing,

After dying with the relic, they were unable to pick it up.

I was unable to rest with relic, not sure if that is intentional?

Also wasnt able to mount/rest after losing the relic.

(only occured after dying with relic)

Adrian
11-04-2014, 07:17 PM
Amun up again with this changes:

- Added: Wall Camps. When your realm is under attack (vulnerable or captured) you may respawn in a Camp located 25 seconds by horse from the inner door of your wall.

(Now, the only way was to use the city's save. This save is very far from the Realm Door in Alsius, and in Ignis a bit farther than in Syrtis. This will balance this issue instantly.)

- Modified: Wall capture point can only be captured while vulnerable and by the vulnerator realm only.

(Avoiding "Invasion steals")

- Added: Realm Balance. Realms with low population compared to the others will have several adjustments to help them overcome the situation. This can be applied to at most 2 realms at the same time.
- Realm Door is stronger when being attacked by the other higher populated realms.
- War Confidence power that is casted automatically when players of the less populated realms are near a fortification or Realm Door.

Notes:

War Confidence now is assigned or removed delayed. 5 second check delay when entering or leaving avoids it breaking down. Also, global cooldown removed.

Adrian
11-04-2014, 07:18 PM
Also, we are aware of other errors reported such as relics, and gem animations. We will upload fixes soon.

Loque
11-04-2014, 07:59 PM
Looking pretty now. One thing I couldn't figure out is how to use wall camps since there is nothing to bind there. Do we get a global option in the menu to resurrect at camp when killed by player? Or some default thing only during invasion.

Adrian
11-04-2014, 08:03 PM
Looking pretty now. One thing I couldn't figure out is how to use wall camps since there is nothing to bind there. Do we get a global option in the menu to resurrect at camp when killed by player? Or some default thing only during invasion.

As it is said in the changelog, when vulnerable or captured, you get the option to use them. Hence, it will appear in the "resurrection" window as an option.

Loque
11-04-2014, 08:06 PM
As it is said in the changelog, when vulnerable or captured, you get the option to use them. Hence, it will appear in the "resurrection" window as an option.
Ah ok, thanks :thumb_up:

MDpro
11-04-2014, 08:58 PM
So far the invasion system seems kinda fun. Now if you want to just cap a fort to farm, you can't take the relic unless you take another fort. Which makes it harder for individuals to use a relic that the rest of the realm doesn't want. Now we won't be stuck with an unwanted relic until we take all 3. I also like the fact that each relic adds a certain amount of vulnerability time. Also, by this statement....
For each relic stored, a 10 minute vulnerability of the Realm Door is granted.
Invasions will be up to 30 minutes, which sounds good compared to a whole hour. So now a realm has to be smarter about how they approach an invasion, which is good. This will make it harder for the attacking realm to take all of the defending realm's gems in one invasion. :thumb_up::thumb_up:


Added: War Confidence power that is casted automatically when players of the least populated realm are near a fortification or Realm Door.
This is the only thing I have any concern about really. Does this apply to how many people overall are logged into that realm, or the number of high level players? If it's based on number of players overall, it brings back the multi-realming issue... Some individuals from the realm that's trying to invade could dual log into other realms on low level characters just to pick up the population, so it weakens the defending realm's defenses more, basically helping cancel out the "war confidence power".


A question I have that comes to mind, regarding the fact that we no longer will have relics being placed in castles (which gets rid of being able to only use 1 enemy realm's relics at a time).... is what if Ignis took 2 Alsius relics to Alsius gate, and two Syrtis relics to Syrtis gate at the same time... Would Tenax be duplicated and go to both gates?

As always, if I am misunderstanding something, please correct me.

Slartibartfast
11-05-2014, 01:37 AM
http://ryan-carmon.de/uploads/RO_WarConfidence.jpg

This. According to English client.

Well... Mages are put aside again? +class gives warriors and archers more damage, and mages gets nothing but absolutely unusable int attribute. Minor mana pool is not worth mentioning.

Celthar
11-05-2014, 12:37 PM
Hey Adrian,

i read your update-post. Now it's edited (don't know how long). Before this edit you wrote you would put a timer on relic and gems for multirealmers who just switched the realm and asked "That's a beginning - isn't it?".
Imo it has no real effect because only 1 player is needed to carry a relic - and multis who switched will escort this person. This is no solution.

You talk about giving bonus to defenders to equal fights.
If you have a 10 vs 10 at a fort and 3 ppl switch, you have a 13 vs 7 f.e.
Are you sure your bonus will help much vs X x dizz etc? I don't think so.

Players can't mount relics anymore. That's good - But the effect is 0 if you don't have the ppl to stop it.

Do you remember the mechanic of the realm guards at gates - the calculation of their numbers based on the numbers of players who will attack the gate?
What did ppl do? Right - they logged out just a moment before and the calculation of realm guards didn't work anymore.

Are you sure you'll be able to handle the effect of switching multirealmers in RvR this way - or will you finally give them some more tools to be "creative..." in abusing game-mechanics?
(Have a look - we have enough multirealmers in here. What will you be told by them?)
Good luck for the last three servers and your game, Adrian.

Loque
11-05-2014, 12:49 PM
Do people actually read through the thread or comment just for the sake of commenting...

Adrian clearly mentioned in the first page that they would not want to and won't disclose how the bonus will work, for the very same reason of possible switching abuse(which is a far shot in itself). The only clue that was given was it could be related to high level players being online.

Looks like half or more than it of the people playing on Haven are paranoid. Barely anyone gets on to actually test when the devs involve the players but everyone is a hero to comment whatever they please irrespective of things on forum. Sorry for offtopic but it's ridiculous.

Celthar
11-05-2014, 12:56 PM
Do people actually read through the thread or comment just for the sake of commenting...

Adrian clearly mentioned in the first page that they would not want to and won't disclose how the bonus will work, for the very same reason of possible switching abuse(which is a far shot in itself). The only clue that was given was it could be related to high level players being online.

Looks like half or more than it of the people playing on Haven are paranoid. Barely anyone gets on to actually test when the devs involve the players but everyone is a hero to comment whatever they please irrespective of things on forum. Sorry for offtopic but it's ridiculous.
So mechanics will work because devs wanna try to keep them secret? How long will it take players to find out by trying? this will not work for sure - welcome to the www btw and nice to see the first post i was talking about before.
(Not going to waste my time with you here now - it's adrian's game..if he thinks he's on a good way with his team...go on.).

Loque
11-05-2014, 01:09 PM
5/10%... depending on... what? random?
This is my best guess, 5% if higher level online player count is more than low level players, 10% if vice-versa.(in the underpopulated realm in that time frame)

I could be completely and utterly wrong though.

Adrian
11-05-2014, 03:51 PM
This is my best guess, 5% if higher level online player count is more than low level players, 10% if vice-versa.(in the underpopulated realm in that time frame)

I could be completely and utterly wrong though.

Changed it to 10% always yesterday. But, this still can be adjusted. Bear in mind that those modifiers were added just as a starting point. We're still analyzing the final modifiers for that power.

Frosk
11-05-2014, 03:55 PM
Amun updated!

- Added: Trapdoor icons in map when realm is captured to show alternative exit/entrance. (Also, when trying to attack the captured doors, the game tells you about it).
- Fixed: Some points near the wall capture point where you could relog and stay there to recapture.

Notes: Camouflage was being removed by War Confidence; Gem carrier animation now is shown correctly; Now Alsius power sources should not be climb-able.

Robasiewicz
11-05-2014, 05:30 PM
Amun updated!

- Added: Trapdoor icons in map when realm is captured to show alternative exit/entrance. (Also, when trying to attack the captured doors, the game tells you about it).

Can we have those icons be there at all times?
Many new players are not even aware that wall trapdoors exist.

Yasar
11-05-2014, 10:19 PM
Hello,

i think till now u've done a great job, a little bit new, have to get comfortable with that, but acceptable. Also very interested in which ways players could really interact with that "least p." problem, which means loggin in and out could cheat the system pretty effective? In my opinion, like somebody above said already, you should really consider to just count high lvl players (if it's not done already :-) )

I also wanna know, what happens with that dublicated tenax, could this really happen, when p.e. Ignis took 2 relicts of both realms to the wall? Would be funny. :horsey:

Shwish
11-06-2014, 09:15 AM
Well... Mages are put aside again? +class gives warriors and archers more damage, and mages gets nothing but absolutely unusable int attribute. Minor mana pool is not worth mentioning.

Look on the bright side. You get to use Vampirism and Soul Keeper more often now.

Adrian
11-06-2014, 09:50 AM
Hello,

i think till now u've done a great job, a little bit new, have to get comfortable with that, but acceptable. Also very interested in which ways players could really interact with that "least p." problem, which means loggin in and out could cheat the system pretty effective? In my opinion, like somebody above said already, you should really consider to just count high lvl players (if it's not done already :-) )

I also wanna know, what happens with that dublicated tenax, could this really happen, when p.e. Ignis took 2 relicts of both realms to the wall? Would be funny. :horsey:

This system will not be sensible to recent massive disconnections or such attempts to trick it. Don't worry.

And if you see a second Tenax, it's his twin, not himself :biggrin: or... I could just make that if he's in the world it can't be spawned again. Shouldn't I?

Hopeakettu
11-06-2014, 10:03 AM
And if you see a second Tenax, it's his twin, not himself :biggrin: or... I could just make that if he's in the world it can't be spawned again. Shouldn't I?

It could be something like: ''The dragon you are calling is not available at the moment. Please try again later.'' or "The dragon is busy at the moment, but he'll get to you as soon as he is done with whatever he is up to.'' :superpusso:

MDpro
11-06-2014, 05:51 PM
Well, I know what I said in my post (about one realm invading 2 realms at the same time) shouldn't really be the case at any point in time, because a realm that's invading another realm should focus on just that one invasion if they want good results to come from that invasion, rather than split their forces. But maybe make a whole new meaning to the dragons now, instead of having them help invade.... while still keeping the dragon raids and gear the way it is now. :D


I miss the dragons being powerful, it made it tough for the third realm to sneak in and get noble or to cap gate. Now we see it way to often.


I do wonder how many split groups we will have though, now that a realm can use both enemy realm's relics at the same time. Like say most of my realm wants gems from Syrtis, but a bunch of people want noble from Alsius... A group of players might take it upon themselves to go after Alsius for noble, while the rest of us are trying to invade Syrtis for gems. But then again, individuals can chose to do their own thing during current invasions anyway, so I might be over-thinking it lol.

Frosk
11-06-2014, 05:57 PM
Amun updated. 06/11/2014

- Modified: Sound of Energy Barrier when casting and also when being hit. (it was so annoying!)
- Added: Realm Balance. When a realm is in disadvantage and the players die in their own Realm Door zone, the respawn is instant.
- Added: Realm Balance. When carrying a Relic, it casts a power that allows to reduce the speed of the carrier just a little bit. This is set individually by relic, to balance distances of all realms.

Notes:

When Dragon is invoked by the second Relic, now there is a notice with sound in the client.
Relics that got stuck in the ground when dying because of timeout, fixed
If the Dragon of a Realm is already in the world, placing the second relic in another attacked realm won't summon it again.


We'll upload this version in a few minutes!

MDpro
11-06-2014, 06:01 PM
- Added: Realm Balance. When carrying a Relic, it casts a power that allows to reduce the speed of the carrier just a little bit. This is set individually by relic, to balance distances of all realms.
Nice! :thumb_up:

ieti
11-06-2014, 06:34 PM
@Frosk can we have realm announce when relic is open, so sneaking out camoed relic is a little bit harder. Same announce we can have when gem is being taken.

Frosk
11-06-2014, 07:45 PM
Relic Cages times have been drastically reduced for testing purposes. DO NOT take them as if they were final changes!

Final values that will be used in live servers, for these and all other timers involved in the invasion system, will be communicated when the time comes.

Thank you!

Chrysalis
11-07-2014, 05:27 AM
I think this was a nice try on behalf of the developer(s). However, I still believe these changes will not accomplish the desired goals (bringing players back to the game and keeping them).

My experience is Alsius on Haven. For 95% of all invasions, there is an imbalance that exists. The imbalance occurs becauses players all log into the same realm, and invade empty forts and defenseless realm. The imbalance is extreme 20(level 60+):2(level < 60) for example. With those kind of odds, the "balance" features simply do not matter. I don't see this changing with the new invasion system: folk will want to see a successful invasion, and will continue to all log into the invading realm, leaving few, if any defenders.

The problem is that THERE IS NO INCENTIVE TO DEFEND a realm. If you invade, you get your quests done, you get your noble, you might get wish. If you defend, you'll not likely kill anybody, pfftt noble or wish. So if you're a multi-realmer, you'll log into the invading realm. If not, you logoff and go play another game - and after a few days of this, quite likely not to return.

I am very frustrated with these types of changes by NGD. NGD, for years, has denied there is a multi-realmer problem. These days, it is absolutely clear that this is happening, and very few players even bother denying it any more. Yet NGD continues to release changes that do not even consider what will happen with multi-realmers.

Consider the recent halloween event. If you don't cure your realm you will get invaded. Adrian is on realm chat saying "Work harder to cure your realm". Yet the problem is that he doesn't consider that multi-realmers intentionally log alts to infect and avoid cure. With low population, it was extremely easy for multis to login infected alts whenever they wanted to invade. I cannot believe NGD didn't see this coming - to me it was OBVIOUS it was going to happen. The patch to reset disease after two hours helped to some extent (thanks!), but I can't believe NGD didn't see this coming.

Changing the invasion mechanic simply changes the mechanic. You might see some boost of players returning/testing the new mechanic. But it will very soon just devolve back to the same fail invasions. Changing the relic path with 20:2? really? How is this going to help anything? If anything it will cause back-to-back invasions because now invasions occur faster with the shorter paths!

CoR touts itself as an RvRvR game. Recent changes have made it an Rv0v0 game. New mechanics make it where the third realm can't do anything to help the underpopulated realm. They can't steal a gem even, and much harder to get in the gate. So the third realm has two options - logoff to defending realm, logoff to attacking realm. And we know how that goes... To me it seems the new changes make this aspect EVEN WORSE. We need changes that think RvRvR and not RvRv0 (which becomes Rv0v0).

I have been saying for quite some time that the solution is that there must be some incentive for defenders. Right now the attacking realm gets all the benefit, so that's where all the players go. This results in the strong realm getting stronger because realm bonus and rapid completion of WM quests. You get the type of continuous imbalances we see that are simply destroying the game. Yes, I'm sure the same old faces are happy doing the same old boring invasions. But it prevents CoR from acquiring and retaining new players, and this game is stuck in the rut of the same old group of players dwindling away from a dying game.

If CoR is to return to its former glory, or even continue to grow, you must implement changes with multi-realmers in mind. Your core set of players are multi-realmers, and they are about the worst community I've seen in any MMO. Rather than try to help the game and retain players, they exploit every weakness in the game mechanic or turn a blind-eye to those that do. THIS MUST BE EXPECTED given the community that exists here, and any mechanic changes must bear this in mind.

To be honest, I wouldn't bother with any of the mechanic changes. I would simply give defenders a reason to defend and/or give the invaded realm some sort of bonus to prevent repetitive invasion. Some short examples: A reason to defend could be some loot or reward for defending split amongst the defenders. Maybe works like a boss drop. (We all know we can get a full realm when it's boss time!) An invaded realm could get a stackable bonus each time it is invaded. Yes, I know, this means the multis will rotate realms, but at least now they rotate realms! Even if the solution is a poor as giving the invaded realm an exp boost, at least the new players have some hope because now they grind faster! There are numerous ways to do these things, and I don't want to derail an already long post with too many ideas. Perhaps others can post a new thread with some ideas.

One last thing: please stop calling invaded realm "Devastated" - new players *hate* this. Give the realm a bonus and call it "Rebuilding". Give the new players some hope that there will one day be an end to the daily invasions by the same group of barbtards.

Loque
11-07-2014, 07:40 AM
Are there any changes being planned for dragon?

Because I observed an interesting behaviour at the gate. Under invasion, the dragon kept circling in the air without landing on the ground and using it's range attacks on the people below. This could actually be a nice idea without it interfering on the ground with it's size and that large scale hitbox making it hard to select players in it's vicinity. And the sounds also give a nice vibe to the game atmosphere while it does that, like growling, fireballs, blaze and the sound of the wings flapping etc.

Or you could make it land once in a while only to stomp, then lift back up into the air and re-circle again, sorta like air support.

kowocki
11-07-2014, 07:59 AM
New mechanics make it where the third realm can't do anything to help the underpopulated realm...

About bonus for successful defence: a day long small exp bonus or magna/war master coins bonus (can be different if defended only one, both gems or both gems and noble)

About third fraction for invasion-boats anyone? When boats were on and there were one dominant realm and two weaker it was sometimes a fun

NaturalBornKiller
11-07-2014, 08:39 AM
About bonus for successful defence: a day long small exp bonus or magna/war master coins bonus (can be different if defended only one, both gems or both gems and noble)

About third fraction for invasion-boats anyone? When boats were on and there were one dominant realm and two weaker it was sometimes a fun

I think he was talking about a more attractive bonus... not a small one... a bonus comparable to the bonuses you can earn by invading... i don't know... maybe 2000 wmc if you contribute in rejecting an invasion attempt, or something like that... something that's worth it, i mean.

Adrian
11-07-2014, 10:05 AM
...

Who says we don't care? Who says we're not working on it? Those that follow what is posted in this forum know that we acknowledge everything you said and it will be done, not like in the past. In the past there were promises of things that couldn't be done. I'm promising possible things, so they will all eventually come true.

Of course the Invasion systems needs better rewards, but haven't you thought that giving an incentive for defending can lead also multis to fake short invasions just to defend and get quicker rewards than going through the struggle of invading and going to the noble, etc. We are still working and testing and building many scenarios to see how to fix this multi problem without causing collateral damage. It's not as EASY as many try to put it.

So, with all this said, be aware that we are aware. And also, I'd like that the contributions to these threads are done in a friendlier way, earlier (we posted this on Monday. I mean, if you entered Amun you would know that the map doesn't say "Devastated" anymore) and a bit more hopeful (all you expect is doom, and we're giving a lot of possibilities for everyone to participate here and the current system answers a lot of players demands, that should be a sign of hope, isn't it?).

Adrian
11-07-2014, 10:11 AM
...

For now we want to keep the Dragon participation simple. Why? In the beginning we were even thinking of removing it from there. Its big size and the lack of a complex AI that could make it useful is a big problem. But with the idea we had of making it fly around, we will see how it goes. Bear in mind that Invasion attempts will now be more frequent and maybe even like it is now, it's too much help.

Raindance
11-07-2014, 11:06 AM
If CoR is to return to its former glory,

Lol'd. I stopped reading there because I recall that (except for the first year and a half), there were always still many people complaining about the game and calling it utter shit, and now I hear all this talk about former glory (you're not the only one). So what former glory, when all people ever did throughout the years (since horus) was call the game shit? Seriously, the roadmap (and current changes) Adrian has done so far renders statements like 'return RO to its former glory' quite irrelevant. The game itself is much better than it ever was, both artistically and gameplay-wise. Back in the day, as it were, there was no incentive to make fort wars, so the problem is not the game, but people like yourself who only think of boss drops and WM coins.

My point is not to bash your post or derail the thread, so I'll say you did make some fair points, but I think NGD is more aware than you think.

Also bear in my mind that people quit the game because it's just a game after all. You can't really make people return just because of an update.

Sentan
11-07-2014, 03:12 PM
The problem is that THERE IS NO INCENTIVE TO DEFEND a realm. If you invade, you get your quests done, you get your noble, you might get wish. If you defend, you'll not likely kill anybody, pfftt noble or wish. So if you're a multi-realmer, you'll log into the invading realm. If not, you logoff and go play another game - and after a few days of this, quite likely not to return.


Sad but true... and I don't understand why 'devastated' realms cannot do dragon... a punishment for the fact that there are less people? :/

Upcoming update looks promising, will bring some freshness. Sadly, it won't solve the main problems in game.

schachteana
11-07-2014, 03:22 PM
Upcoming update looks promising, will bring some freshness. Sadly, it won't solve the main problems in game.

maybe it will, maybe it won't, but from what I can see it provides the option to adjust a lot of ingame mechanics easier than it used to be. With feedback from the community, they might eventually find the key for everything. least, I hope

I would love to test the new mechanics and provide feedback, but somehow every time I try, Amun is down :D

Kimahri_Ronso
11-07-2014, 06:46 PM
Upcoming update looks promising, will bring some freshness. Sadly, it won't solve the main problems in game.

Promising yes, but the issue remains, right.

Won't solve the main problem which is that invasions will be still about numbers, numbers will be more important in fact than ever before... As I see it, Alsius can't even hold one fort at a time now on Haven, how the hell would it be able to hold two after the update went live lel?
Alsius will be the only realm that will never invade.

Also, as many mentioned it before, defenders should get a reward too,

Of course the Invasion systems needs better rewards, but haven't you thought that giving an incentive for defending can lead also multis to fake short invasions just to defend and get quicker rewards than going through the struggle of invading and going to the noble, etc.

what you didn't think of is the fact that once a multi loggs into another realm to claim that "quicker reward" she might stays ON in the lower populated realm to stop the enemy zerg and thus their invasion, so he chooses THAT reward instead of the reward that comes with a successful invasion... Just make sure about handing out the rewards for the defenders after the invasion has ended. That way multis will be forced to stay on in the low populated realm to get the reward for defending.
With the changes that won't allow multis to take part in wars if they change realms, they will have to choose a side, either defending with the low populated realm, or getting (if it succeeds)the invasion reward. Both will not be possible anyway, will it? :P

Chrysalis
11-08-2014, 12:45 AM
Who says we don't care? Who says we're not working on it? Those that follow what is posted in this forum know that we acknowledge everything you said and it will be done, not like in the past. In the past there were promises of things that couldn't be done. I'm promising possible things, so they will all eventually come true.

Of course the Invasion systems needs better rewards, but haven't you thought that giving an incentive for defending can lead also multis to fake short invasions just to defend and get quicker rewards than going through the struggle of invading and going to the noble, etc. We are still working and testing and building many scenarios to see how to fix this multi problem without causing collateral damage. It's not as EASY as many try to put it.

So, with all this said, be aware that we are aware. And also, I'd like that the contributions to these threads are done in a friendlier way, earlier (we posted this on Monday. I mean, if you entered Amun you would know that the map doesn't say "Devastated" anymore) and a bit more hopeful (all you expect is doom, and we're giving a lot of possibilities for everyone to participate here and the current system answers a lot of players demands, that should be a sign of hope, isn't it?).

I never said, or even meant to imply, that you don't care. If I thought that I would not have bothered to post. What I did post was an honest assessment of the changes, and I'm sorry you did not find it "friendly" - I meant to be helpful.

To be clear, my main concern is that there is no reward for defending in the changes. None in test, proposed, or mentioned. If you have thoughts along these lines, please mention them. I gave a few very simple examples of what I meant -without all the implementation details. As I suggested, perhaps a new thread makes sense to discuss ways to do this because this discussion will get long. Of course, the actions of multis must be considered, which was the main theme of my post!

I know I already mentioned the "Devastated" thing to you in realm chat. Sorry to repeat that again, I just wanted to make sure the reasoning was documented.

The reason I came back to this game is that a friend told me you were making changes. This gave me hope. I visited the forums and saw it was true. It is why I returned and am trying to contribute. Please do not simply dismiss my feedback just because I don't agree with the changes!

Adrian
11-08-2014, 01:21 AM
Amun open to the public again. After some days of local testing, these new features are working properly now. We're nearer to the announcement of this version going live.

- New: On demand reward system. This system takes into account if you switch realms in between the invasion attempt and doesn't grant it if that's the case. For now, only available for defending reward.

- Added: Reward for defending your realm. If you help avoid a capture of the wall when it becomes vulnerable by battling the enemy in your Great Wall door zone, you'll get Warmaster Coins (amount to be adjusted, now just gives 1000, which is a low number).

Also, some minor fixes to several features.

Please, report errors, as I see almost no reports! Thank you!

Loque
11-08-2014, 08:34 AM
Re-pick relic:

I put the Alga relic in the Wall power source, then I jumped on the holder, saw that shield like thing come on, but I could re-pick relic again and couldn't put it back.

http://i.imgur.com/1DjuCmW.jpg

If this is not a bug then can be easily abused. By using the same relics repeatedly at the wall, post invasion time for repeated invasions without needing to re-capture forts.

Loque
11-08-2014, 09:13 AM
I just used this method to invoke an invasion using a single(same) relic in all 3 power sources. (on Syrtis, haven't tried other realms yet)
https://www.youtube.com/watch?v=PZK_rzcmx6E

This shouldn't happen I think. :D

Chrysalis
11-08-2014, 09:32 AM
- New: On demand reward system. This system takes into account if you switch realms in between the invasion attempt and doesn't grant it if that's the case. For now, only available for defending reward.

- Added: Reward for defending your realm. If you help avoid a capture of the wall when it becomes vulnerable by battling the enemy in your Great Wall door zone, you'll get Warmaster Coins (amount to be adjusted, now just gives 1000, which is a low number).

Wow, that was fast! I don't know what to say except, THANK YOU! I'm in awe of Adrian!

Loque
11-08-2014, 09:42 AM
I just used this method to invoke an invasion using a single(same) relic in all 3 power sources. (on Syrtis, haven't tried other realms yet)
https://www.youtube.com/watch?v=PZK_rzcmx6E

This shouldn't happen I think. :D
It works on Ignis too, now not sure if this a bug. And the relic can be picked up by any realm? We could get a Syrtis and I to pick up the Ignis relic from it's source. Is this really intended?

Adrian
11-08-2014, 12:59 PM
It works on Ignis too, now not sure if this a bug. And the relic can be picked up by any realm? We could get a Syrtis and I to pick up the Ignis relic from it's source. Is this really intended?

Bug, and I fixed it. Please try again, thanks!

Tigerious
11-08-2014, 01:53 PM
I don't see Alsius boats removal in the changelog... ?

Loque
11-08-2014, 03:59 PM
Bug, and I fixed it. Please try again, thanks!
It's fixed. :thumb_up:

Another bug remains which was mentioned in this thread earlier:

If you are the relic carrier and you die, then post resurrection at your altar you won't be able to mount at all till you relog.

Chrysalis
11-09-2014, 02:50 AM
I ran across a problem where the Aggersborg relic cage was already open even though the fort had not been captured yet:

http://i.imgur.com/63ty5oS.jpg

Unfortunately, I don't know the fort history (this was at 2014-11-09 02:41 GMT). I checked previously and Trelleborg relic cage was normal. We had a similar bug in the past - perhaps it crept in again?

MDpro
11-09-2014, 02:59 AM
- New: On demand reward system. This system takes into account if you switch realms in between the invasion attempt and doesn't grant it if that's the case. For now, only available for defending reward.
I've been wondering how something like this would work... Does it go by account switching, just assuming the person switched realms? I play Ignis in Haven, and Alsius in Ra only... And use 2 accounts, both are Ignis (haven) and Alsius (Ra) (one was made when I came back to the game because I forgot what my old account was at the time (which I ended up finding out by making the same exact account name and pass through gamesamba as this account (my original))), so I just decided to use the other one for testing out the other 3 subclasses to decide if I wanted to buy the "extra characters" for this account, but I got carried away with the fun and ended up leveling them lol. (I might still buy the extra characters, so that way switching characters is quicker (so don't worry), even if it means deleting all the ones on the other account and starting over. :smile:)

I guess to put it short: Can I change from Ignis (Haven) and Alsius (Ra), which are both on the same account, and not have any problems? As I don't play in multiple realms in the same server. Also if someone has more than one account, can they switch accounts with no problem if they play the same realms in the same servers? Or will all account switching be classified as "realm switching" in the update? I don't know the difficulty level of programing stuff like that, because I am not a software expert, that's why I ask. :beerchug:


- Added: Reward for defending your realm. If you help avoid a capture of the wall when it becomes vulnerable by battling the enemy in your Great Wall door zone, you'll get Warmaster Coins (amount to be adjusted, now just gives 1000, which is a low number).
I personally think 1000 WMC is kinda high for that, I would suggest somewhere around 150-200, but that's just my own opinion. Gate vulnerability is shorter now, so there will be more attempts at invasions by highly populated realms... So 1000 WMC for defending gate each time is a lot to be honest. :hat:

schachteana
11-09-2014, 02:22 PM
I just tried to bring Aggers relic to Alsius' realm wall and was killed by the server just 10 meteres away from it.
I had been running straight towards it, had to kill some enemies inbetween, but I hadn't carried it for more than ~8 minutes.. dafuq?
So is there still a relic timer which kills the carrier after a while? Does this really have to give you necrostacy? Have you ever tried to get rid of necrostacy as a healer? And does this timer really have to be so low? You can't be serious about that. If yes, PLEASE at least add an indicator for it so the carrier can actually see how much time he's got left.

EDIT:
dear god, I figured it out. You mustn't stay near any realm gate for more than 3 seconds. Why in the world is that? Right after the notification had popped up, I died instantly. No time to react at all. Three Igneans died from that now, and the relic is lying around somewhere
--
http://abload.de/img/clipboard-hp69080ssc6.jpg ('http://abload.de/img/clipboard-hp69080ssc6.jpg'):
wouldn't it be nice to have some indicator which says "You have to capture a second fort first in order to pick up the relic"?

I didn't encounter any other problems apart from that

Loque
11-10-2014, 12:48 PM
Please add a relic timer to the HUD of the relic carrier. No mounting and the 15 minute timer (if not changed), along with fighting all the way, would need this essential feature for strategy and information.

Candyx
11-10-2014, 01:59 PM
What I typically observe during any invasion;

Realm 1 invades realm 2 -> realm 3 logs alts to defend or attack.

If that is the case (could be observational bias) then the least populated realm will never be invading / invaded. That'll make the benefits for the least populated realm a bit pointless, unless it's just a comparison of the numbers in the invading and invaded realms?

Either way, a lot of the time there's maybe 20 players invading and about the same number defending so everyone who can duel log or has a second machine logs a noob alt in the enemy realm to try and make themselves underpopulated. Duel logging happens alot, at least from what I've seen - mostly for people to spy or rage at each other, but it wont take long for them to do it for other reasons.

Also doesn't needing only one relic massively help the overpopulated realm? At about 5am (GMT) Syrtis has about 5 active in the warzone. We can sometimes survive the night if we camp whichever building the enemies go to last - usually efe. There's no way we could try and hold more than one building at that time of day. So wouldn't Ignis/Alsius simple be able to cap the two buildings we aren't camping and then invade, over and over? The current system is better than the proposes change from that perspective. The original system always required the castle to be capped - again allowing camping of this single building. I can't help but think this will benefit whichever zerg has the most on at the given time.

Adrian
11-10-2014, 02:19 PM
What I typically observe during any invasion;

Realm 1 invades realm 2 -> realm 3 logs alts to defend or attack.

If that is the case (could be observational bias) then the least populated realm will never be invading / invaded. That'll make the benefits for the least populated realm a bit pointless, unless it's just a comparison of the numbers in the invading and invaded realms?

Either way, a lot of the time there's maybe 20 players invading and about the same number defending so everyone who can duel log or has a second machine logs a noob alt in the enemy realm to try and make themselves underpopulated. Duel logging happens alot, at least from what I've seen - mostly for people to spy or rage at each other, but it wont take long for them to do it for other reasons.

Also doesn't needing only one relic massively help the overpopulated realm? At about 5am (GMT) Syrtis has about 5 active in the warzone. We can sometimes survive the night if we camp whichever building the enemies go to last - usually efe. There's no way we could try and hold more than one building at that time of day. So wouldn't Ignis/Alsius simple be able to cap the two buildings we aren't camping and then invade, over and over? The current system is better than the proposes change from that perspective. The original system always required the castle to be capped - again allowing camping of this single building. I can't help but think this will benefit whichever zerg has the most on at the given time.

You are talking about vulnerations. Yes, they will happen more often and that's the focus of this new system. The catch will be being able to pass through the gate. Now it is more difficult and it's also adjustable in realtime so we can find the adequate values.

Small armies should be able to vulnerate, but not get through the door if they are not good enough or have small numbers. Only capable armies should invade.

Thallium
11-10-2014, 03:19 PM
THERE IS NO INCENTIVE TO DEFEND

Rewards are nice, but I'd like to see changes that make it fun to play an underpopulated realm.

For example, if there is a 20:2 imbalance, those two people should get 10x health/attack bonuses and be 10x larger. Let the players of underpopulated realms become superbosses and I guarantee that people will have more fun on both sides of the imbalance.

Kimahri_Ronso
11-10-2014, 04:06 PM
Rewards are nice, but I'd like to see changes that make it fun to play an underpopulated realm.

For example, if there is a 20:2 imbalance, those two people should get 10x health/attack bonuses and be 10x larger. Let the players of underpopulated realms become superbosses and I guarantee that people will have more fun on both sides of the imbalance.

+1 ^^

IMHO the bonus shouldn't be a fixed value, the less player are there to defend the higher the bonus should be. That would be fair... The system should scan the situation and add the bonus according to that. Also, the reward for defending should be higher too if there's less to defend the gate.

Frosk
11-10-2014, 05:41 PM
Amun has been updated!

- Modified: Reward of Warmaster Quest of killing Noble reduced to 5000 WM Coins.
- Modified: Dragon Wish of Warmaster Coins raised to 12500 WM Coins.
- Modified: Dragon Wish of Experience raised to 30%.
- Modified: Dragon Wish of Dragon Dungeon reduced to 4 days. (7 days, in the long run, makes it less desirable as people get tired of it).
- Modified: Dragon Wish "There can only be one" removed.
- Modified: War Confidence now grants a 25% health bonus.
- Added: Dragon Wish "Let there be drop". Grants a Scavenger Gem which raises significantly the drop rate for 6 hours. This Gem is granted to each player at the Dragon Cave.
- Added: War Confidence is also casted in main cities (Montsognir, Altaruk, Fisgael).

Notes: WM Coins reward for defending set at 500.
Fixed not being able to mount after dying with a relic.
Fixed open relic cage after vulneration/capture finish reset.

MDpro
11-10-2014, 06:25 PM
Small armies should be able to vulnerate, but not get through the door if they are not good enough or have small numbers. Only capable armies should invade.
I'd suggest putting the gem counter back on then.... so that not only is it harder to cap gate, you would still have to work together to take gems. This will make noble and gems much harder to get, because time is also more vital with shorter invasions. If only one person needs to take the gem, then half can go noble and the other half can go for gems. Even making it 5-8 people needed to interact with gems would be good, since again.... shorter invasions. I think it's a good idea to make taking gems be much harder for the zerg realm that invades, so they can't make a few wishes in one day nearly as easy. I think we all would like to see an end to a realm making 2 or 3 wishes in a day.

- Modified: Reward of Warmaster Quest of killing Noble reduced to 5000 WM Coins.
- Modified: Dragon Wish of Warmaster Coins raised to 12500 WM Coins.
- Modified: Dragon Wish of Experience raised to 30%.
- Modified: Dragon Wish of Dragon Dungeon reduced to 4 days. (7 days, in the long run, makes it less desirable as people get tired of it).
- Modified: Dragon Wish "There can only be one" removed.
Perfect change to these wishes! Nice!:smile::thumb_up:

- Added: Dragon Wish "Let there be drop". Grants a Scavenger Gem which raises significantly the drop rate for 6 hours. This Gem is granted to each player at the Dragon Cave.
I love it. :thumb_up:

Adrian
11-10-2014, 08:38 PM
I'd suggest putting the gem counter back on then....

When you say the counter you mean the interactions needed to release the Gem? It was never removed. In Amun it was set to 1 just for testing purposes.

MDpro
11-10-2014, 09:48 PM
When you say the counter you mean the interactions needed to release the Gem? It was never removed. In Amun it was set to 1 just for testing purposes.
Oh, ok. :smile:

By the way, I was just in amun testing out the scavenger gem.... IT IS AWESOME!!!! I like grinding, so this wish suits me perfectly. If this wish does end up being in the update, I will be most grateful! :biggrin:

I wasn't paying close attention when we wished for it, so I don't know if the gold wish was still there... But if so, I don't think it will be needed when you can wish for the scavenger gem instead. Since the basic drops that are good for selling at merchant will be worth way more than the actual gold boost. :thumb_up:

Tigerious
11-10-2014, 11:35 PM
I'm just wondering how will we do get back a gem under stalker + DI people if the gate is invulnerable now..?
The korsum gem is really close to the gate, I think closest gem ever from gate.

Candyx
11-10-2014, 11:53 PM
You are talking about vulnerations. Yes, they will happen more often and that's the focus of this new system. The catch will be being able to pass through the gate. Now it is more difficult and it's also adjustable in realtime so we can find the adequate values.

Small armies should be able to vulnerate, but not get through the door if they are not good enough or have small numbers. Only capable armies should invade.

What I was trying to point out is that the realm with the highest population gains the most benefit from the newer system. So the players who play for a realm during that realms quite time will experience being invaded alot more. It just would suck to be in that time zone and play that realm.

The changes to amun sound pretty fantastic. Keep up the good work. One question: Does the drop gem thing a) stack with the xim drop boost, b) Increase by a given percentage - if so how much?

Frosk
11-11-2014, 02:19 AM
I'll proceed on closing this thread as there's a new one with the final changelog published.

Please post your feedback and opinions HERE (http://www.championsofregnum.com/forum/showthread.php?t=104006)!

Best,