View Full Version : What update/changes do we want next
Candyx
03-28-2015, 12:36 AM
Since NGD is actually reading the forums and updating the game these days, it would be a good time for the user base to share some concise ideas of what changes they would like to see in future updates.
Except for things already explicitly mentioned in the roadmap, what thing would people like NGD to work on? If I get enough answers after a week or so I'll make a poll in the main forum so NGD can priorities! :D I've put a few ideas down from reading the forums, and I'll edit this post as people respond
1) general bug fix (spells not working, holes in map etc.)
2) revert the arena back to the previous all-v-all incarnation
3) more character customisation options
4) constant balance iterations
5) more ways to travel quickly (for free)
6) revamp of auction house (prices in mag, accessible anywhere etc.)
7) more incentives to level (free temp mount, useful item, mags)
8) stop nee players from being able to trade their mags (say upto level 20)
Iheartpancakes
03-28-2015, 02:40 AM
Most crucial bugs are fixed. Fix minor ones later....
not on roadmap:
-Need old face designs, current ones are ugly af.
Agreed. Basically some more customisation would be great. While not essential, new players have been known to leave because of this, and the older players would like it too anyway
-Improved transportation (teleport stones, portals, free mounts...)
The cheapest mount is a pretty decent price for a free2play game. Though it wouldn't hurt to offer a basic mount to players once they reach level 20 or so, just as a thank you for sticking around.
-Fun combat design
Can you please elaborate?
Iheartpancakes
03-28-2015, 03:20 AM
Fortunately a lot of the main stuff is covered in the roadmap this year. It looks really good.
Here's just a couple of little things.
- Auction House: As mentioned by others, this has remained dormant for some time. It's a good idea, but needs revamping. Basically being able to use some other commerce like magnanite would be a good idea. I generally have more of this than gold anyway :p
- Little rewards up to level 40 for new players. Nothing huge. Just one gift given by the town crier every 10 levels until they reach 40. At the moment they feel like the game doesn't really want them there with the monotonous grinding, and less than amazing quests. But receiving a gift every 10 levels may make them think differently. As I suggested above, a free basic mount once they hit level 20 would be ideal. Perhaps a few mags could be for another level, to help them purchase gear from other players.
- Customisation: As already briefly covered by Ivramartono, but not just faces. Different body builds, more premium clothes and stuff would be great. The pirate costume is getting a little old to the point where a lot of people have just gone back to showing armour, or mixing the two. Being able to create a unique character in an MMO is a cool feature, but it's hard to be unique with such little choice.
Iheartpancakes
03-28-2015, 01:05 PM
There is too much running, chasing, camping, treehug, ganking etc in game. these issues have to be solved. Moreover the combat is very dull especially at low lv. It was 'smoother' in the past and it should even go beyond that.
imo this is 1 of the most important issues to be fixed
I'm not entirely sure there's much that can be done for most of these. One of the most amazing features from this game is the open world warzone, where anything can happen. If you put too many restrictions on that I can assure you the game will become less fun, even if you may not see it now.
The combat in RO has always been pretty basic at best. But personally that does it for me. There's no button mashing macros, remembering to pile on a thousand builder spells and releasing main moves at the right time. They kept it basic, and I for one like that about Regnum.
The_Pirate
03-28-2015, 01:15 PM
One of the most amazing features from this game is the open world warzone, where anything can happen. If you put too many restrictions on that I can assure you the game will become less fun, even if you may not see it now.
Spot on! What I love about the game is that it is up to the players to make or break action. The one thing this game relies so heavily on is leaders, you know - the player who can post 'PP for Trelle NOW' in chat and have all the veterans and noobs come running, then lead them to trelle, cap it, hold it, take relic, etc. In other words leaders who can lead.
Some of them around for sure, but very organic. Since the game relies so heavily on them, maybe there could be a means of promoting them? First challenge would be identifying them, then acknowledging them.
Re identification, it can go either technology or player vote based.
Re acknowledgement, I'd suggest a prestige rather than item based reward. Items will target all players, whereas leaders tend not to be item-horders. Prestige on the other hand targets only leaders. So either something visual (change to armor colour, etc) or a special skill which only these leaders have and which brings a group benefit.
Jarne/Jaro Seeker
Candyx
03-29-2015, 11:03 AM
I've updated the list. I haven't included enhanced gameplay because it's more of a general request for a better game than anything specific! Anyone have any ideas on specific ways to enhance gameplay?
Kopstoot
03-29-2015, 11:56 AM
I've updated the list. I haven't included enhanced gameplay because it's more of a general request for a better game than anything specific! Anyone have any ideas on specific ways to enhance gameplay?
They can improve skills and class dynamics when it comes to certain circumstances, in the most pleasant way possible. I suppose this is a segment of balance.
Other possibilities could be favoring fun action over grinding or running and a combat system that revolves more around skill than gear.
3 more specific things i'd like to mention:
-button option select NPC. I mean, why not? Sometimes too lazy to click :p
-turn around with mouse while holding Shift + Numbr to cast 1 of the spells on your extra quickbar. cant do that atm, dunno if its bug or not
-improved/ingame ranking system
pieceofmeat
03-29-2015, 08:21 PM
-turn around with mouse while holding Shift + Numbr to cast 1 of the spells on your extra quickbar. cant do that atm, dunno if its bug or not
Shift is hardcoded to do both toggle mouse / camera turn and to cast from extra quickbar.
This cause problems like the example you gave or if you want to use shift for something else by rebinding it to strife etc.
MDpro
03-29-2015, 10:50 PM
Speaking of buttons or w/e... Is there a way to turn off ground selection when using your right mouse button? I accidentally select the ground all the time when using the right button, and it has gotten me killed plenty of times.
pieceofmeat
03-29-2015, 11:39 PM
Speaking of buttons or w/e... Is there a way to turn off ground selection when using your right mouse button? I accidentally select the ground all the time when using the right button, and it has gotten me killed plenty of times.
I had that, main problem was worn and dirty mouse that made the held in button counts as a click.
So I would try cleaning inside, if it dont help try an other mouse.
Unless you mean the point and click movement, that can of course be turned off.
Iheartpancakes
04-02-2015, 07:22 PM
Speaking of buttons or w/e... Is there a way to turn off ground selection when using your right mouse button? I accidentally select the ground all the time when using the right button, and it has gotten me killed plenty of times.
Try switching these bitches off
http://i.imgur.com/FAGnO0j.jpg
Kimahri_Ronso
04-08-2015, 04:04 PM
Said, in another thread I have, replace text here now, I will :D.
Being able to be useful without buffing up (completely), valid for all subclass.
This game is fully buff-dependant. Hate it. Less or no buffing at all please.
Being able not to lose all my mana within 10 sec or even less. Valid for all subclasses, the least mages.
It is ridiculous that even if you have 2.2k mana on barb you can lose it all so fast, without being targeted by mage mana drain spells.
Barbs (or even every subclass but marksmen? ) should be able to accumulate their mana pool by doing normal hits -> raise spell cost for every spell a bit. The sufficient balance between the spell costs and the mana regaining must be set well of course.
I, as a melee (barb or knight) wanna be able to reach and maybe even kill a ranged subclass, at the moment everything a barb or a knight can do against them is to hug something till either a helper comes or more enemy.
Current spells not making this possible for melee classes.
ShadowForce
04-09-2015, 12:10 AM
I, as a melee (barb or knight) wanna be able to reach and maybe even kill a ranged subclass, at the moment everything a barb or a knight can do against them is to hug something till either a helper comes or more enemy.
Current spells not making this possible for melee classes.
And I want to marry Scarlett Johansson.
I couldn't tell if what you said was a joke or not?
All jokes aside then; What would you like:
Spring increased to 75% movement speed so you can get within boss jewel range on your barb and make some 2 hit kills?
20% passive movement speed on Knight so they aren't forever at the back of the zerg?
I am far from biased as I also play both warrior classes.
There is simply no need for a melee class to be able to reach ranged classes in open field scenarios, particularly on his own. This would break the entire balance of the game. A warrior's place in the game for the most part is in a group, close quarters at a fort or castle, camping a bridge etc. Not being able to catch up to an archer or mage in open field on his own. Did people in Alsius stop skilling Onslaught and Horn of the Wind? Since we're giving warriors more speed then; let's also give mages 7k hp so they can take more than 3 hits from a barb. Let's also decrease barb defense further to balance the class. If you increase warrior speed where do you stop in buffing/nerfing classes to create balance?
crownapollo
04-09-2015, 02:19 AM
And I want to marry Scarlett Johansson.
I couldn't tell if what you said was a joke or not?
All jokes aside then; What would you like:
Spring increased to 75% movement speed so you can get within boss jewel range on your barb and make some 2 hit kills?
20% passive movement speed on Knight so they aren't forever at the back of the zerg?
I am far from biased as I also play both warrior classes.
There is simply no need for a melee class to be able to reach ranged classes in open field scenarios, particularly on his own. This would break the entire balance of the game. A warrior's place in the game for the most part is in a group, close quarters at a fort or castle, camping a bridge etc. Not being able to catch up to an archer or mage in open field on his own. Did people in Alsius stop skilling Onslaught and Horn of the Wind? Since we're giving warriors more speed then; let's also give mages 7k hp so they can take more than 3 hits from a barb. Let's also decrease barb defense further to balance the class. If you increase warrior speed where do you stop in buffing/nerfing classes to create balance?
I think the move speed on all the classes needs to be re evaluated...
mind-trick
04-09-2015, 10:17 AM
..
what are you on? warriors used to have the fastest movement of all classes.
ShadowForce
04-09-2015, 10:20 AM
what are you on? warriors used to have the fastest movement of all classes.
Just because something used to be, does not make it correct.
halvdan
04-09-2015, 10:22 AM
And I want to marry Scarlett Johansson.
I couldn't tell if what you said was a joke or not?
All jokes aside then; What would you like:
Spring increased to 75% movement speed so you can get within boss jewel range on your barb and make some 2 hit kills?
20% passive movement speed on Knight so they aren't forever at the back of the zerg?
I am far from biased as I also play both warrior classes.
There is simply no need for a melee class to be able to reach ranged classes in open field scenarios, particularly on his own. This would break the entire balance of the game. A warrior's place in the game for the most part is in a group, close quarters at a fort or castle, camping a bridge etc. Not being able to catch up to an archer or mage in open field on his own. Did people in Alsius stop skilling Onslaught and Horn of the Wind? Since we're giving warriors more speed then; let's also give mages 7k hp so they can take more than 3 hits from a barb. Let's also decrease barb defense further to balance the class. If you increase warrior speed where do you stop in buffing/nerfing classes to create balance?
I think this is pretty well summarized. Warriors, especially knights DON'T need more speed. If you want to solo on open, don't play warrior, it's really that simple.
pieceofmeat
04-09-2015, 10:56 AM
what are you on? warriors used to have the fastest movement of all classes.
Dont even compare old barbarians to the current once, because it not really the same class anymore.
mind-trick
04-09-2015, 11:33 AM
I think this is pretty well summarized. Warriors, especially knights DON'T need more speed. If you want to solo on open, don't play warrior, it's really that simple.
tell that to all the new players who just joined the game, if you can. grind a barb all the way to 60 just to get this shit.
ShadowForce
04-09-2015, 12:33 PM
Do you know what balance is? You should look it at the broader picture, not just think; just buffing movement speed of warrior is wrong.
For example, you can nerf or remove feint, off stance and kick from knights or something and give them some movement to make up for it.
If you increase warrior speed where do you stop in buffing/nerfing classes to create balance?
Please read all posts carefully before jumping to the conclusion that I am just talking about speed.
Archer range is insane, which is combined with fast movement and various ccs *grounding arrow*, now that is imbalance
It is only imbalanced if you believe that a warrior should able to reach a ranged class on his own. This is predominately a team game, bringing a 'solo play' mindset into balance discussions is the wrong way to look at the overall balance of CoR.
pieceofmeat
04-09-2015, 01:24 PM
WHy should warrior be the only class not able to play alone? Why should they be much dependant on support and other classes not?
What about mages?
They wont reach an archer that wont let them either.
Not to mention the nearly impossible task to complealty control a decent Archer until he is dead, they otherwise have 99.9% chance to get away if they simply want to.
The change to sotw seem to benefit warriors too, maybe thats why NGD thaught Archers need GA.
Kimahri_Ronso
04-09-2015, 04:15 PM
And I want to marry Scarlett Johansson.
I couldn't tell if what you said was a joke or not?
All jokes aside then; What would you like:
Spring increased to 75% movement speed so you can get within boss jewel range on your barb and make some 2 hit kills?
20% passive movement speed on Knight so they aren't forever at the back of the zerg?
I am far from biased as I also play both warrior classes.
There is simply no need for a melee class to be able to reach ranged classes in open field scenarios, particularly on his own. This would break the entire balance of the game. A warrior's place in the game for the most part is in a group, close quarters at a fort or castle, camping a bridge etc. Not being able to catch up to an archer or mage in open field on his own. Did people in Alsius stop skilling Onslaught and Horn of the Wind? Since we're giving warriors more speed then; let's also give mages 7k hp so they can take more than 3 hits from a barb. Let's also decrease barb defense further to balance the class. If you increase warrior speed where do you stop in buffing/nerfing classes to create balance?
What I'd like to get is something else, I'd like to get a chance to be able to reach a ranged class as a melee one. You say melee should not have a chance to reach any ranged class which is IMO wrong. Melee can only play at forts with a group, ONLY. Because its a RvR game. Range can phew phew melee classes when ever he wants to. At forts and ANYWHERE in the WZ. Yes, that is exactly NGD's view of the subclass as well, but it is completely f*cked up IMO.
Regardless of the situation, regardless of the place ( fort / open field / bridge / whatever ) there ALWAYS should be a chance for melee classes to reach a ranged one. Killing is another question, IMO spells are in a mess, there are plenty of useless ones that should have been replaced long ago with useful ones, lv 1 Mana communion costs 440 mana? lol. 5 mana /tick for 1 min? lol.---> .i.
Wakey wakey, the whole game is outdated.
PS: Scarlett Johansson is only the #2, I want the best ^^
Candice Swanepoel (http://www.palgts.com/wp-content/uploads/2014/07/Candice-Swanepoel-Make-Up-581.jpg) FTW :p
pieceofmeat
04-09-2015, 05:12 PM
What I'd like to get is something else, I'd like to get a chance to be able to reach a ranged class as a melee one. You say melee should not have a chance to reach any ranged class which is IMO wrong. Melee can only play at forts with a group, ONLY. Because its a RvR game. Range can phew phew melee classes when ever he wants to. At forts and ANYWHERE in the WZ. Yes, that is exactly NGD's view of the subclass as well, but it is completely f*cked up IMO.
Regardless of the situation, regardless of the place ( fort / open field / bridge / whatever ) there ALWAYS should be a chance for melee classes to reach a ranged one. Killing is another question, IMO spells are in a mess, there are plenty of useless ones that should have been replaced long ago with useful ones, lv 1 Mana communion costs 440 mana? lol. 5 mana /tick for 1 min? lol.---> .i.
Wakey wakey, the whole game is outdated.
PS: Scarlett Johansson is only the #2, I want the best ^^
Candice Swanepoel (http://www.palgts.com/wp-content/uploads/2014/07/Candice-Swanepoel-Make-Up-581.jpg) FTW :p
Yeah they also hit freakishly hard and gank freakisly easy, im sure some like it that way.
Personally id prefer the old, more balanced damage both from warriors (and archers).
Left at least a little room for skills in other disciplines other than buffing.
ShadowForce
04-09-2015, 10:30 PM
What I'd like to get is something else, I'd like to get a chance to be able to reach a ranged class as a melee one. You say melee should not have a chance to reach any ranged class which is IMO wrong. Melee can only play at forts with a group, ONLY. Because its a RvR game. Range can phew phew melee classes when ever he wants to. At forts and ANYWHERE in the WZ. Yes, that is exactly NGD's view of the subclass as well, but it is completely f*cked up IMO.
Regardless of the situation, regardless of the place ( fort / open field / bridge / whatever ) there ALWAYS should be a chance for melee classes to reach a ranged one. Killing is another question, IMO spells are in a mess, there are plenty of useless ones that should have been replaced long ago with useful ones, lv 1 Mana communion costs 440 mana? lol. 5 mana /tick for 1 min? lol.---> .i.
Wakey wakey, the whole game is outdated.
PS: Scarlett Johansson is only the #2, I want the best ^^
Candice Swanepoel (http://www.palgts.com/wp-content/uploads/2014/07/Candice-Swanepoel-Make-Up-581.jpg) FTW :p
I do agree with certain aspects of what you are saying, I'm just not convinced that making it easy for warriors to get to ranged classes is the right way to go. I envisage it causing a bit of a barb-fest. The only thing I can think of that may just about be bearable is to modify intimidate slightly, either increasing its range or increasing its movement speed malus.
Dude come on, Scarlett (http://potx.com/ScarlettJohansson/Hot-hd-Scarlett-Johansson-Wallpaper.jpg) is #1
Kimahri_Ronso
04-10-2015, 03:41 AM
I'm not convinced that making it easy for warriors to get to ranged classes is the right way to go.
Did I say make it easy?
I only want a chance for melee, they don't have any ATM :closed1:
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