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View Full Version : Massive TEST - Invasion System - Version 1.11


Frosk
11-10-2014, 09:26 PM
Final Changelog

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 and 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.
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.
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).
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.


Dragon Wishes.


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.
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.



Miscellaneous - Bugfixing & Tweaking.


Fixed: Some points near the wall capture point where you could relog and stay there to recapture.
Modified: Sound of Energy Barrier when casting and also when being hit. (it was so annoying!)
Modified: Reward of Warmaster Quest of killing Noble reduced to 5000 WM Coins.


---

It's important to let you guys know that the vulneration times, as well as the relic ones are NOT final. These may vary in the final version if needed.

AMUN Version 1.11 11/12/2014

AMUN updated!

- Modified: Noble WM Quest now checks if the user has been logged in in another realm during the invasion attempt. If yes, doesn't grant the objective. Can be taken only once every two weeks.
- Added: Premium item Melt Weapon. Allows to melt Magnanite weapons into ingots. Lvl 55 weapons result in 14 ingots, lvl 45 ones into 9 ingots.
- Added: Notice for everyone around the building when a Relic Cage is opened.

Notes: Fixed, owner realm of door not being able to cancel capture while vulnerable.

Candyx
11-11-2014, 05:49 AM
For "Let there be drop" is it a continuous time span of 6 hours or does it work like the xp and drop boosts do? What percentage boost will it be to the drop chance?

How are you going to handle a player in the least populated realm hunting around enemy forts (gaining the war confidence boost?)

Is the slowing of the relic carrier a fixed value (can't move faster than x) or can things like hotw/onslaught still be cast?

Reducing the wmc for noble to 5k is going to mean less people buy the wmc boost - could this be applied to wish wmc aswell? Also if you apply this before my current boost is over on my marks I'll rage!!! :D

Nemesis123
11-11-2014, 07:14 AM
I wanna try the new dragon wish :wiggle14:

MDpro
11-11-2014, 08:12 AM
I wanna try the new dragon wish :wiggle14:
If you mean the scavenger gem... It's beautiful. :smile:

Robasiewicz
11-11-2014, 08:51 AM
this looks so good. can't wait for it to go live

Loque
11-11-2014, 11:10 AM
One thing I didn't see in the changelog is of players(enemies) being ported enmasse out of inner realm post invasion end. I don't know if this is implemented but I have seen people talking about this thing, so not sure.

Everything else looks good. We are go for liftoff.

kathastrophe
11-11-2014, 11:36 AM
I'll be there.

Salud! ;)

Adrian
11-11-2014, 01:40 PM
...

I'll reply in a simple way:

We thought of all that you mentioned. This system will evolve and has plenty of points in which it will do. You are predicting too much (not saying some points aren't possible). And this:

I think the current relic system is fine as is.

This is completely wrong. The current relic system is one of the reasons the game is where it is now. How come you make a lot of effort to get a relic, store it somewhere and then, you login the next day to find out someone invaded with your effort but without you.

The base of the new system is focused on solving that critical issue and built in a way that is becoming more and more configurable and modifiable. First versions surely wont be perfect, but we will be there to take notes and make it evolve.

The_Pirate
11-11-2014, 02:36 PM
I like everything except for the gate can't be capped by defenders. Most of the time capping the gate was an invaluable defense strategy when outnumbered - it breaks up the enemy zerg a bit and allows you some time to recap gems.

Having said that, I imagine now when invaded everyone will simply go to gems or to the road or to the noble. Might make defense easier, but also allows for loads of confusions 'arvanna guys?' 'no noob, go kors' 'killing noble now' 'tracks n of fis'. Before you could just ignore all of this and go to the gate.

Then again, maybe not so bad. Makes having a really good party all the more important. Might promote teamwork - potentially exciting.

Kopstoot
11-11-2014, 03:35 PM
I am a bit dissapointed that you didnt think of nerfing the GC (lvl 4 forts) or atleast place him inside the fort. It seems pretty easy to camp a fort as long as there is a gc. The least populated realm has trouble taking or retaking forts mainly because of the gc. I find that its important that taking a fort should be made easier, which results in more action and more balance between realms.

Ryan_Carmon
11-11-2014, 03:46 PM
I am a bit dissapointed that you didnt think of nerfing the GC (lvl 4 forts) or atleast place him inside the fort. It seems pretty easy to camp a fort as long as there is a gc. The least populated realm has trouble taking or retaking forts mainly because of the gc. I find that its important that taking a fort should be made easier, which results in more action and more balance between realms.

Maybe it would be possible to remove GC agains the least populated realm? The 4th level of a fort then just removes the flag to stop a hunter from recapping it (which is a fun killer most of time).
Ofc the flag returns once the fort gate is broken to allow capture.

PS: Why do you guys always come up with these suggestions AFTER NGD announces a FINAL changelog. - Like 'Y U no read my mind Adrian?'

Adrian
11-11-2014, 03:49 PM
PS: Why do you guys always come up with these suggestions AFTER NGD announces a FINAL changelog. - Like 'Y U no read my mind Adrian?'

This. :beerchug:

Loque
11-11-2014, 03:57 PM
This. :beerchug:
Haha then next (micro)update GC/fort re-balance confirmed :drinks:

Kopstoot
11-11-2014, 03:58 PM
Maybe it would be possible to remove GC agains the least populated realm? The 4th level of a fort then just removes the flag to stop a hunter from recapping it (which is a fun killer most of time).
Ofc the flag returns once the fort gate is broken to allow capture.

PS: Why do you guys always come up with these suggestions AFTER NGD announces a FINAL changelog. - Like 'Y U no read my mind Adrian?'

That makes it easier to retake a fort. But I feel that the least populated realm should have it easier to play offensively and take enemy forts instead of camping their cs. So it should be easier to take an enemy fort too, not just for retaking their own forts. Also I wasnt really paying attention before the final version until i saw that the tread was closed :p

Ryan_Carmon
11-11-2014, 04:01 PM
Haha then next (micro)update GC/fort re-balance confirmed :drinks:

Half Life 3?

That makes it easier to retake a fort. But I feel that the least populated realm should have it easier to play offensively and take enemy forts instead of camping their cs. So it should be easier to take an enemy fort too, not just retaking their own forts.

You already got some nice bonuses for fighting near any fort if you're the one on the back foot. I don't think more than a attribute + health buff is necessary to contribute to realm balance (Although numbers may have to change or even be dynamic for this matter)

Loque
11-11-2014, 04:03 PM
If you ask me, honestly I think forts shouldn't be able to upgrade at all, as suggested above, no flag till door is broken and once it's broken, the guards and flag would be the next hurdle in retaking the fort.

The upgrades should be in the form of rewards, as in holding a fort regenerates a bit of gold/exp for your realm or the holders, or things like that, as examples.

But this topic is for another time I guess. They are building/improving the game one step at a step so let's do that progressively.

Dupa_z_Zasady
11-11-2014, 04:48 PM
Final Changelog



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.



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.



All above combined give straight tactics: few attackers go for gems while, while the rest is camping spawning points. You want people from invaded to get frustrated, right?
So, dear players, if you get spawn camped during invasion, remember, it is intentional.



Added: Realm Balance. When a realm is in disadvantage and the players die in their own Realm Door zone, the respawn is instant.



Add this, which is straight invitation to farming.

Adrian
11-11-2014, 05:24 PM
...

You are assuming too much and too early.

MDpro
11-11-2014, 07:53 PM
One thing I didn't see in the changelog is of players(enemies) being ported enmasse out of inner realm post invasion end.
Not only after invasions end.... During invasions too, in both Haven and in Amun. I especially notice this if you venture into a city in an enemy realm, go too close to the edge of the realm (also going onto the enemy wall will port you too if you go on it near either end), or sometimes clicking the back door at Syrtis noble.


How come you make a lot of effort to get a relic, store it somewhere and then, you login the next day to find out someone invaded with your effort but without you.
I guess... But at the same time, I'm ok with it as long as my realm made good use of the invasion.

But one thing I'm glad to see, and have wondered why it wasn't like this before... is more WMC being granted for making wishes, rather than more being awarded for killing 2 npc's. Now the people that only care about noble will want to try and help the realm's efforts for taking gems because more WMC will be awarded. :thumb_up:


I don't understand why NGD requires characters to be crippled at altar like this. Mages can't even buff. You should come back with all cooldowns cleared, especially this stupid "damaged" (can't mount) cooldown. And please, not on altar! Then if the enemy wants to deal with fully restored characters at save, at least he's up for a fight instead of just farming helpless characters.
I agree 100%. :thumb_up:

In my personal opinion, I'd love to see a protection barrier for save altars, rather than guards. Maybe even make it slightly visible to enemies (kinda like a bubble), and make that area fairly large in diameter too (maybe like 80-100m). A cool idea would be instead of enemies dying instantly while entering that area, they have severely reduced movement/attack speed, and maybe constitution reduction as well. I think save camping is lame, and the biggest problem with it is not being able to fully buff and such right away before leaving the altar, knowing the enemies are just waiting there for you. Having the protection barrier do the things I mentioned would make enemies not have any desire to go near save altars. I know this will not happen in the upcoming update, but hopefully NGD sees this as a great idea and implements it in the future. :beerchug:

Adrian
11-11-2014, 08:34 PM
Please, don't derail the main topic of this thread, which is about the changes made, not about discussing what wasn't done. Next posts not discussing current changes will be deleted.

schachteana
11-11-2014, 10:55 PM
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"?

Also, notifications in the general chat like "**Aggersborg relic cage has opened!**" would be very helpful.

have you considered adjusting the fort doors' health? Firstly, it is too low generally, 3 barbs can open it within 45 seconds. Secondly, it would surely be no bad idea to have it variable, just like the realm gates.

sorry if any of these were already implemented, I don't think so.

Most of all, I frankly hope Regnum will be less about Invasions and more RvR than it seems to become now.
Instances btw were a nice counterpart to fort battles: less fulminant, but more grounded on tactic and individual skill. Sad that they obviously interfere with the former, even worsely on smaller servers.

-- I disagree with the "gc is op"-guy, I really like its current state, position and strength. Also, currently iron doors are urgently needed against bigger enemy masses, as mentioned above.

I thought of about 482 things to write, but most of it doesn't belong here, so just keep going :thumb_up:

Frosk
11-12-2014, 03:56 PM
AMUN updated!

- Modified: Noble WM Quest now checks if the user has been logged in in another realm during the invasion attempt. If yes, doesn't grant the objective. Can be taken only once every two weeks.
- Added: Premium item Melt Weapon. Allows to melt Magnanite weapons into ingots. Lvl 55 weapons result in 14 ingots, lvl 45 ones into 9 ingots.
- Added: Notice for everyone around the building when a Relic Cage is opened.

Notes: Fixed, owner realm of door not being able to cancel capture while vulnerable.

Also, the release of this version will be tomorrow. More info here (http://www.championsofregnum.com/index.php?l=1&sec=39&news=261).

Sentan
11-12-2014, 04:20 PM
What is the price of Melt Weapon?


Maybe some discount on the Warmaster Coins x2 to celebrate new invasion update? :>

NaturalBornKiller
11-12-2014, 04:21 PM
AMUN updated!
[...]

- Added: Premium item Melt Weapon. Allows to melt Magnanite weapons into ingots. Lvl 55 weapons result in 14 ingots, lvl 45 ones into 9 ingots.



Finally!!! Thanks!!!

v0rt3x
11-12-2014, 06:58 PM
What is the price of Melt Weapon?
20k Xim at Amun today! This is way tooooooooooo much i think!