PDA

View Full Version : Battlezones - Work in progress!


Frosk
12-30-2014, 07:08 PM
Hey everyone, great news!

We are working on the Battlezones to bring them back. But to do so, we need to rework a little bit their concept. As you may know, they were too big –which didn’t allow action to be fast enough– and too plain –causing ranged classes not to have tactical options–. This is why we’re taking a bit longer and we know about our promise, and that’s why we’re letting you know what is going on in the development process right now.

Hopefully you will find another speck of your infinite patience for it to be finished. It’s New Year and there’s enough spirit for it, isn’t it? Yes? We knew. You’re great!

So, where were we? Battlezones. Smaller map would do the trick. The quicker you find your opponents, the faster you get into action.

http://i.imgur.com/vm3ds1c.jpg

This map has the three spawning points for each realm and a very simple design. Concentric and easy to engage in contact with enemies. This solves the first problem. Surrounding paths which will allow surprise encounters and a big enough central open field to have those nice group battles. Take a look:

http://i.imgur.com/vd2K4Km.jpg

And to solve the second problem, ranged attacks, marked with the violet spots, we’ve put some natural outposts to lookout from a reasonable height for enemies and gain distance from melee classes in order to have a fair battle with them.

http://i.imgur.com/VqxVilO.jpg

As you can see, the arrows show you the way a melee class should walk going up to the outpost letting ranged classes to play their tactics too. Of course, melee classes should play theirs too to make that distance have the less effect possible on them. You know, fair combat. And there’s more to it: those spots marked in brown depict how these outposts have blind spots in which the ranged class will not be able to overuse these outposts and melee classes can have their way to decide if they want to face this kind of encounters or not. And, let’s be clear: to avoid campers!

So, this is what we’re working on right now regarding to Battlezones. It’s important for us that you know because we promised and we take our word very seriously.
A lot of things are to come and even if we take a little longer, it’s for them to be what the game needs.

Best,

Loque
12-30-2014, 07:21 PM
Honestly I didn't read the whole description, but

http://i.imgur.com/ny9cGoj.jpg

GALO ÉPICO
12-30-2014, 07:24 PM
The Battlezone as it was had no problems, but it was the only block the lowest level input that 60 and can form groups to enter as is done in dragons.
Note: I liked the information.

Hollow-Ichigo
12-30-2014, 07:27 PM
In my opinion, the middle of the map, where you want there to be large battles, is too small. You are forcing ranged to be on top of the hills to survive. That isn't fun. The center should be bigger, so that ranged can adequately move around instead of pew-pewing at a range.

And before someone says "range shouldn't be getting close" or "they can do that with help". A melee doesn't need help to get up the hill. All they have to do is go to one of those blindspots, then wait for UM or defensive support to be CD, and the range have to retreat off the mountain, where they will be at a severe disadvantage because of the circumference. And everybody complains about marks pew-pew, so why would you want to further support this playstyle?

-Drew

Sentan
12-30-2014, 07:30 PM
wow! looks promising!

What with the balance of jewelry? Everyone knows that there is a problem with that :) During small fights it hurts even more :(

btw... It has to be a battlefield! Without the green grass. More blood and violence, pls!!! :D

Kopstoot
12-30-2014, 07:34 PM
Whoa i'm impressed. Good job. Doesnt it give a clear advantage to archers?

Edit: nvm, might work out

Hollow-Ichigo
12-30-2014, 07:42 PM
Also, I'd like to note that, judging from the pictures, range cannot hit other range, which means that, if the map is to stay how it is, the only logical thing for range to do would be stay on the hills during a large fight, where the warriors and conjs are in the middle or close to it. The range would have no risk of dying.

-D

Sentan
12-30-2014, 07:43 PM
The range would have no risk of dying.


That's why we have hunters?

mind-trick
12-30-2014, 08:14 PM
I hope NGD doesnt give a damn how graphics look and how detailed objects are like they did in the past. tdm was tooo laggy for me back then. stop putting so much effort in that and we can get tdm sooner xD. also please bring back old graphics plss from 2010 ::D. game is too laggy

schachteana
12-30-2014, 08:20 PM
never change a running system. As far as I know, the old map was loved by both ranged and melee classes.
oh well.

good luck with your ideas anyway.

What about the rest? Limited access? Daily access? Server-across instances maybe :3? CTF-mode bugs? Hall of fame? Statues? Battle seasons? "Unique reward for each season winner"? Interference of RvR and TDM?
I don't want any answers, I just hope NGD hasn't forgotten about these :p

@bios if tdm was too laggy for you, you should consider flushing your graphic card down your local toilet

Cranddor
12-30-2014, 08:30 PM
Wasn't this kind of instances that killed the WZ when they were implemented the first time?
I remember that when they were implemented for the first time, the wz was almost dead. It was a total disaster. You took a fort or something and in the middel of a battle or even in the middel of an invasion ppl started dissapearing into thin air... to go to the instances they were queueing :¬¬:
Do you really want to play only instances and say goodbye to the war zone? Because this is what it's going to happen so don't come here later whining that the wz is empty and that it should merge with RA, etc, etc.

oim
12-30-2014, 08:31 PM
Oh my gosh. Don't waste time developing new maps, which will be buggy and unbalanced like every time you put some new stuff online. One day online and it will be offline for rework and bug fixing.

The old map is fine and you already reworked it - just add a third way from each spawn to the center of the map.

And put it online. Now!!!!:fury::fury::fury:

You promised it. What's wrong with you?

Add new weapons or armors instead of a new map.....

halvdan
12-30-2014, 09:18 PM
Stop being impatient, we've waited year, another 'week or two' won't kill you.

Besides, making these battlezones more class-balanced is a good idea, in most cases barbs + conjus were best combination for tdm before.

Pery3000
12-30-2014, 09:35 PM
Stop being impatient, we've waited year, another 'week or two' won't kill you.

Besides, making these battlezones more class-balanced is a good idea, in most cases barbs + conjus were best combination for tdm before.

I wouldn't say they were the best. I enjoyed playing my marks in TDM. All you need is the last hit to get the kill. hunters with horn are also very effective. I even enjoyed it more when Ignis had a all range TDM team & would win. Loved the challenge. But yada yada. Ready for it to be back.:bananajoy:

Pery3000
12-30-2014, 09:41 PM
Also better armor would be nice. Also champion weps. Could be a nice fuse. Champion horse. Shit idk. More things to buy with champion coins. :dance:

Takeyo
12-30-2014, 10:05 PM
This looks fun! I understand that many players felt the original maps were good enough, but I'm an artist so I certainly know all about the need for constant improvement! The balance on the new map is technically correct as far as I can tell, and technically correct is always the best place to start! I'm looking forward to it! Thanks for rewarding our patience so handsomely! :hat:

Ulti19
12-30-2014, 10:10 PM
Problem with the in horus was that it took hours to get into one fight. Other than that they were pretty fun, like old school fort wars for the heck of it:) goodluck with them! Regnum was a fine game to spend so many hours in:)

_Kharbon_
12-31-2014, 01:50 PM
Thank you for the response, better to do things properly, than rush them :)

It's nice to see new maps being designed, but I would like to see the former tdm map used as well - perhaps there could be either random, or vote-based mechanism to allow a bit of variability amongst the instances.

Looking forward to any news you will bring,
regards.

Zaratustra1993
01-02-2015, 07:35 AM
Hello, the idea is very nice; the game will have War Battles (Forts), Battle Zones, and Hunting Style Battles. I had been playing this game for a very long time (7 years) and I enjoy every kind of battle.

It will be nice as well, if you (NGD's staff) recruit players to test the map while you are designing it, so you can get feedback from the users and modify the map to satisfy the common enjoyment.

Good luck ;)

Kind Regards,
Argeo.

standistortion
01-02-2015, 11:11 AM
Problem with the in horus was that it took hours to get into one fight. Other than that they were pretty fun, like old school fort wars for the heck of it:) goodluck with them! Regnum was a fine game to spend so many hours in:)

A retro map could be good :) A choice of maps should sort out what folks prefer too, if one map is getting picked more often then there's something right about it.

Awrath
01-03-2015, 02:43 AM
In my opinion, the middle of the map, where you want there to be large battles, is too small. You are forcing ranged to be on top of the hills to survive. That isn't fun. The center should be bigger, so that ranged can adequately move around instead of pew-pewing at a range.

And before someone says "range shouldn't be getting close" or "they can do that with help". A melee doesn't need help to get up the hill. All they have to do is go to one of those blindspots, then wait for UM or defensive support to be CD, and the range have to retreat off the mountain, where they will be at a severe disadvantage because of the circumference. And everybody complains about marks pew-pew, so why would you want to further support this playstyle?

-Drew

Also, I'd like to note that, judging from the pictures, range cannot hit other range, which means that, if the map is to stay how it is, the only logical thing for range to do would be stay on the hills during a large fight, where the warriors and conjs are in the middle or close to it. The range would have no risk of dying.

-D

Agree with this. No sensible person likes to play an archer by standing in one spot spewing arrows around at random targets. It's much more fun to move around and actually use your CC's and buffs. Personally I saw little wrong with the old map even with regards to game play for archers. I could comfortably play that map with my hunter. It would be nice if this map could be tested à la Amun before it goes live. Best of luck regardless, I'm looking forward to the return of these instances.

Telwe
02-05-2015, 10:34 AM
I wont be playing in any sort of pitched battle zone unless everyone has to use the same basic gear and jewellery. (and no warmaster bonuses)

If the aim of battle zones is to have balanced fights than the playing field has to be completely level.

-Daith

Xenopuff
02-05-2015, 10:40 AM
I wont be playing in any sort of pitched battle zone unless everyone has to use the same basic gear and jewellery. (and no warmaster bonuses)

If the aim of battle zones is to have balanced fights than the playing field has to be completely level.

-Daith



Feel free to sit this season out then :)

Regards

Sentan
02-05-2015, 10:59 AM
... everyone has to use the same basic gear and jewellery. (and no warmaster bonuses)


Yup. This is how it works in other games ;)
Do something about it before enabling Battlezones feature. -> 04-21-2014 (http://www.championsofregnum.com/forum/showthread.php?t=102329)

Telwe
02-05-2015, 12:12 PM
Feel free to sit this season out then :)

Regards

I will then, no problem.

andres81
02-05-2015, 01:06 PM
The main problems of the battlezones were

1. their influence in the warzone; some players jumped into the BZ to escape, to autoresurrect or just to get their hitpoints and mana restored

2. the waiting queue, at certain daytimes and for certain realms it was jsut impossible to join the BZ, often you had to wait several hours to get in and then when the BZ finally started most players were already afk or doing other things and therefore rejected to join - as a result the more populated or more interested realms had to fight with just 4, 5 or 6 players against the 8 of the udnerpopulated realm who just jumped in directly without waiting

my sugesstion is to completely forget the realms inside the battlezone, just form 3 teams regardeless if the players are from Ignis, Syrtis or Alsius and don't permit to join BZ from warzone!

It is nice that you want to improve the map but at this point there are other more essential issues to be solved first. ;)

schachteana
02-05-2015, 03:00 PM
1. their influence in the warzone; some players jumped into the BZ to escape, to autoresurrect or just to get their hitpoints and mana restored

there have been a lot of ideas concerning this, really a lot of input in various threads. But NGD never answers any of these ideas, they just read and keep silent. While this prevents trouble, it also puts the whole responsibility to them. In the end, they will come up again with a solution everybody will blame them for. They'll receive feedback, but just right after they released it. If NGD kept posting their ideas throughout the forums, we could at least comment on them. But this way, NGD will still get a good amount of shitstorm for everything they do, in every update.

So: WZ influence vs. Instance fun is an issue difficult to solve, but it's NGD's problem and they obviously seem to have some solution for it. If yes, discussing about it seems to be kind of senseless

schachteana
02-12-2015, 11:27 PM
btw double post

Is introducing instances when there are already so few players in warzone on smaller servers really a good idea, though?
we have debated this for a year.
Our conclusion is the following.

Instances are more controllable.
we can turn them on and off.
and they are easier to fill to the point of them becoming balanced and interesting.
Some instances we can even be cross server instances.

We are following the premise that we need to broaden the player experience.
There are people who like huge wars, there are also people who like smaller battles where individual player skill or individual gains seem more evident.

We cannot make that happen in the same game space as it create conflicts within the community - some people saying hay we are being invaded and other people saying get out of here i'm having fun in my bridge loop.

In the end, we need to think about features that will increase the player base on low population servers, not only about how new features will affect gameplay on such servers.

it's complicated, feel free to post your feelings
is this still a thing?

oim
02-24-2015, 12:27 PM
What about restrictions for joining?

6vs6vs6: 1 of each class...would be nice.

Zaratustra1993
03-01-2015, 02:00 AM
I will return to Regnum with the BZs, not too much else to say about it. Keep up!

Artemo
11-18-2015, 12:53 PM
Any news?
My New Years spirit slowly fades...

Truewar
11-19-2015, 07:34 AM
:bangin: grinding hard to be ready for battlezones. Can't wait too...

godismyjudge
11-19-2015, 09:09 PM
:bangin: grinding hard to be ready for battlezones. Can't wait too...

I hope they won't return. They were killing war activity, people were idling at save (even more than now), just waiting for their turn. Or abusing that and jump into battlezone when attacked.

Elva Hunter
11-22-2015, 05:39 PM
[...]

That's cool, may i ask if is in the NGD plans of in the future, who knows, accept ideas from the players of new maps for the instances of battlezones?...

For example, the players create new maps directed for Battlezones and present the idea to you. This is possible?

Kind regards,

Elva Hunter - Elite of Syrtis.