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Thallium
06-25-2015, 11:03 PM
This will never happen, so I put it here instead of in Suggestions. Even so, I'm curious as to what you all would think.

The main idea is that there is one obvious spot to always find a big war. This would maybe remove the need for instanced fights. Things are laid out more strategically, as if the people building the forts actually had a plan in mind. There is one central megafort that everyone wants to control, ideally it sits on a magnanite mine or grants some type of reward. The megafort should have 3 entrances and be hard to hold. The former castles would protect the bridges leading from the central island and the main route to the gate. The other forts would face each other at the side bridges.

In this fantasy version of regnum, there would be no invasion mechanics, you just need to get to the gate and break it down if you want to invade.

time-to-die
06-26-2015, 06:31 AM
Looks cool. But where is going to be the alsius portal?

Sentan
06-26-2015, 09:52 AM
This is by far, the best suggestion I've ever seen here. :thumb:

Iheartpancakes
06-26-2015, 02:54 PM
Having a more simple goal would definitely fix all the lost hours that go into implementing complex invasion mechanics, and prevent frustration from some people not understanding how the current one works no matter how much they attempt to grasp it. One fort to rule them all - I like it.
I'm a sucker for lore, and the current layout doesn't make much sense to me. If a realm requires your fort relics to invade, why not build the fort inside the wall? They need the gate down to invade, but they need the relics to bring the gate down.. so why not construct these important forts INSIDE the wall? I don't get it.. anyway, I like your suggestion, as I'm sure a lot of others would too. But as you say, it's just a fantasy regnum *sigh*

ice_zero_cool
06-26-2015, 06:19 PM
this would make a great base to build onto.
____

since were at the topic of cool stuff thats not gonna happen:

personally, im a fan of instances (if done right). with the rng fixed and the exp curve-work done (soon, that is) you could make the game as a whole to be instanced for several appropriate level ranges

every new (possible) spell level gets a new instance. and after those are done lets do that every 10-ish levels, => no more lvl 60's hunting poor ol' lvl 40's, only similar-levelled players to fight against. would make the game less frustrating at times.

could look like this:
01 - 09 (not getting any pvp)
10 - 13
14 - 17
17 - 20 (could maybe be shortened to 10 - 15 and 16 - 20)
21 - 28
29 - 36
37 - 45
46 - 55
56 - 60
____

sorry for derailing your thread, but i wanted to say this since it kinda fit :P

Hollow-Ichigo
06-26-2015, 07:06 PM
Wont happen in any coming years because NGD are fixing other things right now. If it did happen a lot of work would have to go in to the middle island and the surrounding warzone to make sure its balanced. I think its a good idea though, would give a new area to fight instead of the same thing over and over.

best,

ice_zero_cool
06-26-2015, 08:04 PM
Wont happen in any coming years because NGD are fixing other things right now. If it did happen a lot of work would have to go in to the middle island and the surrounding warzone to make sure its balanced. I think its a good idea though, would give a new area to fight instead of the same thing over and over.

best,
quite honestly, from a business PoV, the best idea would probably be to drop CoR completely (kinda take it as the test-drive) and build a new game as its sequel. would take years tho, so that isnt something that would happen quickly either.

godismyjudge
06-27-2015, 03:42 PM
this would make a great base to build onto.
____

since were at the topic of cool stuff thats not gonna happen:

personally, im a fan of instances (if done right). with the rng fixed and the exp curve-work done (soon, that is) you could make the game as a whole to be instanced for several appropriate level ranges

every new (possible) spell level gets a new instance. and after those are done lets do that every 10-ish levels, => no more lvl 60's hunting poor ol' lvl 40's, only similar-levelled players to fight against. would make the game less frustrating at times.

could look like this:
01 - 09 (not getting any pvp)
10 - 13
14 - 17
17 - 20 (could maybe be shortened to 10 - 15 and 16 - 20)
21 - 28
29 - 36
37 - 45
46 - 55
56 - 60
____

sorry for derailing your thread, but i wanted to say this since it kinda fit :P

I enjoy playing lvl50 warlock and fighting against lvl60 (even though I whine about lot of things, such as getting hit by 600 normals from 50 range, I still enjoy the challenge of it). I don't want to be high level to fight high levels. I was capable of defeating lvl60 marksman on lvl45 (because he wasn't really good and underestimated me). Level is not about skills or knowledge of the game, it's mostly about how much you grind.

Also this would look as if there were too few players in the game and one could think it's not worth playing empty game. Remember, there aren't many players on Haven and this would just worsen (if that is a word) the situation. If low levels get killed by lvl60, they can a) ask for a help from others, or b) grind in inner realm (all realms can grind there to +- lvl50), after that he can join battles just fine.

halvdan
06-27-2015, 04:36 PM
I'm a sucker for lore, and the current layout doesn't make much sense to me. If a realm requires your fort relics to invade, why not build the fort inside the wall? They need the gate down to invade, but they need the relics to bring the gate down.. so why not construct these important forts INSIDE the wall? I don't get it.. anyway, I like your suggestion, as I'm sure a lot of others would too. But as you say, it's just a fantasy regnum *sigh*

Heh exactly... and, why would a realm build a Power Source at their wall, if those can lead to invasion on them?


Anyway, I don't know what people see on such suggestion/map rewamp. Would take million time to implement and the asset would be questionable. The game needs more players, fixing xp curve, better promotion on the first place.

Takeyo
06-27-2015, 06:06 PM
Heh exactly... and, why would a realm build a Power Source at their wall, if those can lead to invasion on them?

Yeah, there should just be one power source for each realm, a shrine of sorts, and it should be set out in front of the realm gate at a slight distance. Any relics, friendly or otherwise, should be allowed to be placed in the shrine (friendly relics could only be moved if the shrine had been activated). The shrine would be of ancient Igneo origin, and it would be defensible for both of the involved realms. Once relics were placed in the shrine it would channel a beam of magic to the gate and weaken the wards. The more relics in the shrine, the weaker the magical wards on the gate. If there were nine relics in the shrine, the gate would be instantly destroyed, but the defending realm's dragon would also be summoned to defend the gate, and magical turrets would activate on the walls to assist the defenders.

This would, of course, require somewhat stronger gates than what currently exist.

Takeyo
06-27-2015, 06:28 PM
This will never happen, so I put it here instead of in Suggestions. Even so, I'm curious as to what you all would think.

The main idea is that there is one obvious spot to always find a big war. This would maybe remove the need for instanced fights. Things are laid out more strategically, as if the people building the forts actually had a plan in mind. There is one central megafort that everyone wants to control, ideally it sits on a magnanite mine or grants some type of reward. The megafort should have 3 entrances and be hard to hold. The former castles would protect the bridges leading from the central island and the main route to the gate. The other forts would face each other at the side bridges.

In this fantasy version of regnum, there would be no invasion mechanics, you just need to get to the gate and break it down if you want to invade.

This is really nice, and of course, it's perfectly balanced, but I think we need something like this in combination with the open world warzone we currently have. The problem with this neat, tidy, balanced warzone is that it overrides the open world. I think we need more open world, but at the same time, we need to consolidate the important warzone objectives so that all realms have equal access to all of them.

I actually like invasion mechanics for a couple of reasons. First, they make it so that invasions are less likely to happen constantly and haphazardly, because they require planning and a large group effort. Second, I like invasion mechanics because they can be used to help allocate rewards fairly throughout the battle, and not just according to whoever wins when the battle ends.

I think that invasion mechanics should be simplified down to the bare minimum, so that newer players will not be confused by them. There should be one place to go to start an invasion. Any and all relics should be allowed to be placed there. Once the wall is captured by the enemy, the INNER gate should become vulnerable, and only to the defending realm. Also, I'm tired of timers. The rewards for capturing a fort/castle should be instant (and disabled after that). Relics might need time before you can move them, but the time should be short, and it should not require multiple captured structures to activate.

ice_zero_cool
06-28-2015, 11:20 AM
I enjoy playing lvl50 warlock and fighting against lvl60 (even though I whine about lot of things, such as getting hit by 600 normals from 50 range, I still enjoy the challenge of it). I don't want to be high level to fight high levels. I was capable of defeating lvl60 marksman on lvl45 (because he wasn't really good and underestimated me). Level is not about skills or knowledge of the game, it's mostly about how much you grind.

Also this would look as if there were too few players in the game and one could think it's not worth playing empty game. Remember, there aren't many players on Haven and this would just worsen (if that is a word) the situation. If low levels get killed by lvl60, they can a) ask for a help from others, or b) grind in inner realm (all realms can grind there to +- lvl50), after that he can join battles just fine.
thats the entire reason why i posted this in this 'not gonna happen' thread :P

rinky
08-05-2015, 03:24 AM
In this fantasy version of regnum, there would be no invasion mechanics, you just need to get to the gate and break it down if you want to invade.

So, while it's an interesting idea, i find myself disliking the map and.. well.. the "invasion mechanics."

In such a "new Regnum," I'd like to see a somewhat larger warzone. I'd like to see castles that are hard to attack when defended, and walls, too, that are hard to attack when defended.

The forts, castles, and walls now are designed to be broken. If they were designed to be defended... you'd have merry time dying from the archers and mages on top of the wall.

Think "murder holes" like real castles actually had, and positions where arrows could easily be loosed at anyone trying to batter down the gate. Drawbridges that actually raised...

Then assault that gate.

But I'm dreaming of a different regnum...

Rinky

The_Pirate
08-05-2015, 07:58 AM
Think "murder holes" like real castles actually had, and positions where arrows could easily be loosed at anyone trying to batter down the gate. Drawbridges that actually raised...

Problem with this is that in reality, fortifications were designed to amplify the effect of defenders. i.e. a small number can hold off a much larger number.

In regnum that would be very difficult to implement as even a slightly out numbered defending realm would easily be able to hold out against the invaders. Result=rare invasions.

rinky
08-07-2015, 01:52 AM
Problem with this is that in reality, fortifications were designed to amplify the effect of defenders. i.e. a small number can hold off a much larger number.

In regnum that would be very difficult to implement as even a slightly out numbered defending realm would easily be able to hold out against the invaders. Result=rare invasions.

Or, possibly, the development of new tactics and strategies to deal with the more difficult forts and castles.

Heavens...a war game that propels strategy beyond "we're bigger than you are"? Ah, I'm just crazy.

Rinky