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Frosk
07-23-2015, 06:32 PM
Hey everyone!

AMUN is now open and available for everyone!

This is the changelog:

Changelog 1.12.3

- Modified: Experience obtained from killing or helping to kill enemies. Now experience is not a value shared by everyone that's involved in the killing, but a fixed value for everyone involved and also affected by challenge.
If the base experience for killing an enemy is 200 XP:
- Challenge can add up to 50% more experience or reduce -50% depending on the level difference.
- Depending on how much players are involved in the killing, if 10 or more, only 50% of the base experience is received. If 5 to 9, 75%. Less than 5, 100%.
- Using Premium XP Boosters give 25% more experience if enemies are killed than when killing monsters. IE: A 200% booster will give 250%.

- Added: Tooltip of Experience Bar now shows the type of the multiplier/booster we have active. IE: "200% XP Boost", instead of only showing "XP Boost"
- Fixed: Sanctuary removing the Companion, causing also to avoid showing the animation of this spell.
- Modified: Killing an enemy at a realm without gems gives only 50% of the experience.
- Fixed: Visual bug when merging Aventurine Gems (Critical Chance).
- Added: Tooltip information for items that are bound to player or account.
- Added: NPCs related to the buildings (castles in this case) which are available for the realm that captures that building.
- Added: Warmaster Jewelry. 9 amulets and 9 rings. Can be obtained from Jofnnir Blackanvil in Imperia, Arathorn Darksoul in Shaanarid and Paeris Jandarean in Eferias. Amulets cost 200k WMC and Rings cost 100k WMC. Although the rings and amulets are different in each castle, NO restrictions per realm exist. This means that, for example, players from Alsius can go capture Eferias and purchase the unique variety of jewelry offered there.
- Fixed: Certain items that are not flagged for stashing were being allowed to be dropped to the Stash interface.
- Fixed: Sanctuary or Low Profile could be used to remove the Relic Intensity debuff.
- Fixed: Showing players lower than level 45 that they earned WMC or Experience when they weren't receiving them.

---

Note:
We're currently thinking about the chances of, in the future, enhancing the base HP pool of the characters in the game. This will require a huge analysis, but we think it's cool to let you know about it, and allow you to let us know what you think.

Anyway, that's it! We'll leave this thread open for you to write down your feedback. Thank you!

Best,

----------

Notes July 24th

We've uploaded a few changes concerning the current version of the game available at Amun:

Content - Warmaster items

Prices:
All Warmaster Rings cost 125.000 WM Coins.
All Warmaster Amulets cost 250.000 WM Coins.
The Warmaster Mount price has been reduced to 150.000 WM Coins.

Attributes:
All Attack Range modifiers have been removed and replaced with others. Other balance modifications have also been applied. The items affected now have the following attributes:
Sultar's Rage: +15% Spell Duration | -10% Melee Damage received.
Ring of Destructive Gaze: +25 Blunt Damage | +30% Critical Chance.
Ring of Supreme Sight: +25 Piercing Damage | +30% Critical Chance
Ring of Fortitude: +25 Blunt Damage | +8 Strength

---

On a sidenote, we're also planning to add low-tier versions of some of the jewelry that's going to be implemented.
They would be level 55 and will not require WM Coins to be purchased. You will be able to purchase them for gold.
Note that they don't have official names yet, although they're influenced by existant WM jewelry.

amulet 1: +20 Fire Damage | +80 Health
amulet 2: +80 Health | -5% Ranged Damage received
amulet 3: +5% Spell Duration | -5% Melee Damage Received

ring 1 | +10 Blunt Damage | +10% Crit Chance
ring 2 | +10 Ice Damage | +80 Health
ring 3 | -3% Melee Damage Received | +3 Class Attribute
ring 4 | +50 Health | -3% Melee Damage Received
ring 5 | +10 Slashing Damage | +3% Cast Speed
ring 6 | +3% Cast Speed | +75 Mana

We're looking forward to hear your opinions about it!

---

Hey all!

New changes have been uploaded to Amun. The list is the following:

Fixed: It is now possible to obtain experience when eliminating enemies from a devastated realm in their territory. However, they will give out 50% of the experience that you may obtain from an enemy that belongs to a non-devastated realm. This only applies when eliminating them in their home territory, as they will give out all of the experience if they die elsewhere.

Fixed: "War Confidence" activation does not interrupt casting times anymore.
Fixed: Grounding Arrow now has its correct duration and level progression values.
Fixed: Gloves and Hats from the high level dragon sets now possess 2 dye (paint) channels.
Fixed: Introductory texts for the Squid Island are now showed correctly when playing the game with the client in English.
Fixed: Texts related to Malaguy quests, in Syrtis.

---

New version in Amun with the following changes, closer to a final version. We will still be working in some Realm Balance adjustments, which would be the last addition.

- Added: Obtaining Warmaster Coins when killing players in forts/castles/walls.
The base is 5 WMC per kill when the character is level 60. When there is negative level difference (IE: I'm level 60 and my enemy is level 55) the coins are reduced.
These coins are affected by the WMC Multipliers.
As with experience there are methods to avoid collusion and other possible abuses of this feature.
- Modified: Forts don't give WMC rewards for simply holding (because of obtaining them killing players). There are still rewards for getting a Relic out of the cage and for Invading (or avoiding them).
- Fixed: Disconnection after choosing a respawn point while affected by the Cremation spell.
- Fixed: Tenax and Vesper Dragon Sets for Warriors were indicating "Hit chance" instead of "Critical chance" in their descriptions. Anyway, the modifier applied was the correct one.
- Modified: Gold rewards from Treasure Chests in all the world are now enhanced.
- Minor visual and texts bugfixes.

Sentan
07-23-2015, 07:02 PM
- Added: Warmaster Jewelry. 9 amulets and 9 rings.

Amazing stats! Looks very cool, gj :)


We're currently thinking about the chances of, in the future, enhancing the base HP pool of the characters in the game.


Seems legit :>

Hollow-Ichigo
07-23-2015, 07:11 PM
Lol, when do we find out the stats? Inb4 amulets with 30-50 elemental damage

Sentan
07-23-2015, 07:13 PM
http://i.imgur.com/CZ7Er58.jpg?1
Stats in Alsius.

Iheartpancakes
07-23-2015, 07:18 PM
I'll miss you regnum. It's been a good ride, but this is where I get off the train

Iheartpancakes
07-23-2015, 07:24 PM
http://i.imgur.com/CZ7Er58.jpg?1
Stats in Alsius. Ignis got fire and Syrtis light, right? That's why 9? Imo -10% ranged received dmg from Whitebright amu is a bit too OP.

Good time to get back into the game :)

Looks like some of ours are slightly different

http://i.imgur.com/9buTXuy.png

Why do they insist on creating more and more OP stuff instead of just fixing calculations. I realise it's easier, but c'mon. Anyway, I'm done. Enjoy your items everyone.

Adrian
07-23-2015, 07:29 PM
Spell duration :S cmon. Make the same jewelry stuff for all realms. I don't want to see more threads about rlm imbalance.

All amulets and rings can be bought by any player from any realm. You just have to capture the castle.

This is the only way to fix the previous addition of jewelry. Adding more in order to balance the access to it. We can't remove the old one or change their effect on calculations. Sometimes, you just can't go back.

Next, we will adjust health and spell damage after an extensive analysis.

Those that complain in advance... well, what can I say.

Sentan
07-23-2015, 07:30 PM
All amulets and rings can be bought by any player from any realm. You just have to capture the castle.


Awww.. sorry! Can't wait to see syrtis stuff! :)

Hollow-Ichigo
07-23-2015, 07:33 PM
Could someone post the syrtis rings and amulets here please. thanks

best,

Humulus
07-23-2015, 07:34 PM
Awww.. sorry! Can't wait for syrtis stuff! :)

Here is an overview of all the new jewelry as it is now on Amun. (http://i18.servimg.com/u/f18/16/29/28/92/jewelr10.jpg)

Proviva
07-23-2015, 07:36 PM
LOL brb making marx! +14%range and 50 bluntdamage. add my dear tenaxamu to that and we have a party. 60range 1knormals here i come

godismyjudge
07-23-2015, 07:40 PM
Syrtis jewels
http://i.imgur.com/jbEt67m.png

Sentan
07-23-2015, 07:41 PM
Maybe we shouldn't be able to wear two the same rings? +7% range is fine but 14%... and still two rings got +7% range bonus :S change one of them and it will be fine imo... +7% spell duration or +2% movement speed instead of attack range :>

btw... WM jewells are account bound? or character?

godismyjudge
07-23-2015, 07:45 PM
War confidence canceling spells is fixed?

Pery3000
07-23-2015, 07:45 PM
Yeah I would like to know which amulet or rings are char bound.

Sentan
07-23-2015, 07:46 PM
Yeah I would like to know which amulet or rings are char bound.

12,5 sec for UM :> cool


So knight will have:

Stone temple 7% dmg resist
Def Stance 25% dmg resist
2x Ring -7% melee dmg
Amu -10% melee dmg

That's quite a lot pure dmg reduction in melee.

http://regnum.wikia.com/wiki/Death_Sentence
it's time to lower cd or make it area spell :)

Hayir
07-23-2015, 07:49 PM
So knight will have:

Stone temple 7% dmg resist
Def Stance 25% dmg resist
2x Ring -7% melee dmg
Amu -10% melee dmg

That's quite a lot pure dmg reduction in melee.


http://regnum.wikia.com/wiki/Death_Sentence
it's time to lower cd or make it area spell :)

And don't allow it to be dispeled... ^^

Hollow-Ichigo
07-23-2015, 07:59 PM
Does the addition of new warmaster amulets mean that dragon amulets will permanently be undroppable?

_Enio_
07-23-2015, 08:04 PM
I like the way you fix the gap between jewelry and none. Only thing i dislike is the range ring. Range and speed are those 2 very volatile stats you should try to avoid touching with gears..

Adrian
07-23-2015, 08:06 PM
I like the way you fix the gap between jewelry and none. Only thing i dislike is the range ring. Range and speed are those 2 very difficult stats you should try to avoid touching with gears..

Yeah, I get the same feeling. It's starting to itch a lot. We'll see tomorrow about some adjustments. That's why we open Amun, to get feedback :)

Proviva
07-23-2015, 08:33 PM
http://i.imgur.com/nZHxNHe.png


Looking forward to new update with 48 of top 50 being Alsius

Artemo
07-23-2015, 08:42 PM
Can we get a code like the testinsta60 one for WMC on Amun please?

-Mongoose-
07-23-2015, 08:47 PM
The jewelry addition seems nice, I'll add some comments after I get home and can test more. I agree with Enio that range and movement speed become difficult to balance, (ie hunters uncatchable with dragon armor). Attack speed amulet on barb looks very strong especially if 4 hit's under fulminating becomes viable.

Regarding overall class health, I think the jewelry is especially detrimental to mage, with more players having access to a significant damage increase. An examination of the fixed damage reduction of armor might be appropriate, though may be too complex for this update. Additionally, I would recommend reviewing how buffs interact with jewelry bonuses.

Regarding experience, 200 seems a bit low to me. I'll revise this once I get a chance to log on to Amun. 200 is about the experience from killing a level 50 mob, yet killing a player in war is significantly more challenging. I guess it depends on your vision for grinding. I would like to see it be viable to level from 50-60 from war alone. If that's the case, I would recommend increasing the base experience.

Lastly, a comment on war master coin collection. Dragon wishes significantly reward invading realms in terms of WMC. The jewelry will further strengthen this advantage. Are there plans to change this? I would suggest changing the wish to a WMC booster for X days. This rewards players who actively complete quests (active in war), benefits the whole realm instead of late night invaders and could reduce the amount WMC injected into the system due to mindless zerging. Also, increasing the area of Fort kills would be nice. I think these changes are within the scope of this update given the role that WMC plays in obtaining jewelry.

halvdan
07-23-2015, 09:00 PM
I'll miss you regnum. It's been a good ride, but this is where I get off the train

Lol this is it. :D
Just today I thought I'll go play regnum a bit. Looks like no.

MDpro
07-23-2015, 09:11 PM
Please, do NOT put attack range on any of the new jewelry! :thumb_down::thumb_down::thumb_down::thumb_down:

Ivramartono
07-23-2015, 09:53 PM
No new costumes and/or masks? Companions? Mounts?

The_Pirate
07-23-2015, 10:24 PM
Mixed feelings. I like seeing the new jewelry, love that there are some nice stats to them (-% dmg received, CS, AS, hp, mana). Bit concerned about balance though:

1) Dominant realm can get rings within 2 weeks... given RO dynamic of 1 dominant realm quarterly, that's a full realm with 2 rings + amu while other realms have barely caught up with 1 ring.
2) Damage. Nice to see dmg gear available for all lvl 60s, but I really hope that it isn't increased by buffs. Else hunter with CB gets an extra 215 dmg per CB attack just off rings and amu. Other classes with buffs also get sweet increases. Going to make gate fights nasty for barbs and conjus, and open field wars nasty for everyone but MS hunters and marx

Ivramartono
07-23-2015, 10:48 PM
http://i.imgur.com/nZHxNHe.png


Looking forward to new update with 48 of top 50 being Alsius

This is why need more customization and moar companions. Maybe one that flies around, like Tinker bell. Lel.
Preferably statless.

more op items = more balance? Definitely no. nerfing boss items is the superior method.

MDpro
07-23-2015, 11:34 PM
No new costumes and/or masks? Companions? Mounts?
I second this.

more op items = more balance? Definitely no. nerfing boss items is the superior method.
I couldn't agree more.

1) Dominant realm can get rings within 2 weeks... given RO dynamic of 1 dominant realm quarterly, that's a full realm with 2 rings + amu while other realms have barely caught up with 1 ring.

Exactly, it's bad enough that when one realm is dominating (in Haven, to be more specific), they are more likely to kill bosses than the other 2 realms, which means they have the best drop chance. Add the fact that, by getting more warmaster coins, they will also have the most WM jewelry. As if the population difference itself isn't bad enough (in Haven)... Well, you might as well change the game's name to "Monopoly" or something to that nature. :razz:



At the very least, compensate this extra damage for everyone by getting rid of the damage (or most of it) done by area CCs. We already are currently having a discussion in another thread about it, imagine adding all of these new WM jewels on top of the damage that's currently being done by them. I personally would like to see a little less overall damage output in the game, and MUCH less from areas.

philip111
07-23-2015, 11:39 PM
Question(im not sure if this was asked already): Would the amulet that gives +25% to spell duration affect auras, buffs, and knockdowns? Or does it only like affect stuff mages cast?

Anunnaki
07-24-2015, 12:01 AM
Oh finally wm jewellry.
Please instead of adding more hp, improve def buffs for all classes fix armor... I feel increasing hp will break game.
Also adding range, ms or as is retarded.
And to finish, fix marks dmg. Remove dead eye.

jorgeseg
07-24-2015, 03:21 AM
All i will say is R.I.P. warlocks. TY NGD, you finally made it.

godismyjudge
07-24-2015, 04:44 AM
Question(im not sure if this was asked already): Would the amulet that gives +25% to spell duration affect auras, buffs, and knockdowns? Or does it only like affect stuff mages cast?

It looks same as conjurer passive. So I believe it will just make bufs you receive (not spells you cast on someone) last a bit longer, i.e. energy barrier with 120s duration will have 160, SM warlocks will benefit too with magnifications lasting longer)

Iheartpancakes
07-24-2015, 06:47 AM
All i will say is R.I.P. warlocks. TY NGD, you finally made it.

They've been trying to kill warlocks off for a while now I think. I guess you could say it was *puts glasses on* damage over time

But on a serious note. Fuck this update.

Aely
07-24-2015, 07:09 AM
And what do we do for underpopulated realms, 1k wmc per day for each character that connects, in order not to widen the gap even more?

Iheartpancakes
07-24-2015, 07:22 AM
And what do we do for underpopulated realms, 1k wmc per day for each character that connects, in order not to widen the gap even more?

They should receive a bonus on wmc rewards (noble, forts, standard quests) because they are working their asses off to actually earn them, unlike a particular realm which I won't mention. ALSIUS

Sentan
07-24-2015, 07:49 AM
All i will say is R.I.P. warlocks.

Next, we will adjust health and spell damage after an extensive analysis.

What about this?

I would suggest changing the wish to a WMC booster for X days. This rewards players who actively complete quests (active in war), benefits the whole realm instead of late night invaders and could reduce the amount WMC injected into the system due to mindless zerging.

Great idea :)

crownapollo
07-24-2015, 08:33 AM
With the balance problems boss jewels already created, how did you think giving them to everyone would fix it?

Zas_
07-24-2015, 09:10 AM
Another way would have been to nerf current boss jewelry, and introduce more balanced wm jewelry.
Ie. the Vesper Amulet could be redefined as +50 dmg / -5% as, and new wm jewelry balanced more like companions: ie. +150 health / -150 mana , +7% range -40 damages, +7%cs / -200 mana etc...

Having two positive effects and no negative, stackable (2 rings + amu) makes them too easily unbalanced imho. You'll end to nerf the mark's range (it was already too much without any counterpart).
Fixed damage on jewelry is nice, but not with the current damage calculation, which should be revised before (as well, as armor calculation).
With such items, you are increasing issues (knights will get even more damage reduction, they were already unkillable by all classes but barbs, and damage reduction from items aren't buffs which can eventually removed (MS or limited duration)).

Overall, i think we need a wmc sink for wm characters and such items are a good idea, but they don't solve the core issue with old boss jewelry.

Fixing damage bonus calculation and/or nerfing Fulminating / Cold Blood / similar spells is the way to go, before adding such items.

For hunters, Cold Blood should be nerfed but base damage should be slightly increased.
Fulminating is not needed at all (seriously, 2500+ damages in a single hit should never happen).
If you increase base health, a hunter without uber stuff will do even less damages (% of max health), knights will be even more unkillable (yes, they are tanks, but immunity to any threat isn't good either).

As today, we have level 60 characters hitting for 200 damages (or much less) and others hitting for 3000+, we have characters with < 2000 health and others with > 7000, it seems to me the situation is out of control already, adding more OP items will not solve core issues.

The War Confidence thing isn't very good either, creating "local" imbalance, where 10 vs 10 fort fight ends with 10 without fort/bonus vs 10 with fort and bonus.

I understand what you try to achieve, but i don't think this is the best way.

MDpro
07-24-2015, 10:13 AM
Some of those WM jewel stats are actually not a bad idea. But ffs, don't add attack range, please. Replace it with like +5% protection or something.

The_Pirate
07-24-2015, 10:48 AM
Some of those WM jewel stats are actually not a bad idea.

Definitely! Some of my favourites:


Frostbound Amu - 200 HP, -10% ranged dmg received (conjus, locks rejoice)
Ring of the Adept - +7 class attribute, -5% Melee dmg received (great for barbs and knights, though dmg jewelry would probably be preferred :( )
Magic Haste ring - CS +5%, Mana +100 (woohooo conjus + locks)
Sultar's rage Amu - spell duration +25%, melee dmg received -10% (barbs should love this)
Brightforest Amu - Mana +150, + 10% AS (hunters, barbs)

kathastrophe
07-24-2015, 11:01 AM
If the jewels can adquire by rps? That way rps can me useful :D

Salud! ;)

Kopstoot
07-24-2015, 11:22 AM
Let's combine all range bonuses together regarding marksmen.
20% (foresight), 25% (parabolic shot), 14 %, (wm rings), 2% (helmet) = 61%.
which results in a total of 35 * 1.61% = 56.35 range??!! i cannot believe this

fritsos
07-24-2015, 11:31 AM
Adrian already said he was going to review the +range bonus.

How about adding a -5% ranged received damage ring? with cs or something. Mostly usefull for mages who get raped by archers.
For example clyde hitting me for 600 will be 480 with both these rings and the damage reduction amulet.
hunters who hit for 350 on my mage will hit 280 still not to bad.

By adding cs as the 2nd bonus you would make it usefull for mages and not give warriors or archers even more damage reduction debuf (spring for barbs for example) or they have to "sacrifice" the 2nd usefull bonus.

Anunnaki
07-24-2015, 12:34 PM
Let's combine all range bonuses together regarding marksmen.
20% (foresight), 25% (parabolic shot), 14 %, (wm rings), 2% (helmet) = 61%.
which results in a total of 35 * 1.61% = 56.35 range??!! i cannot believe this

Lol, i don't beleive how they still add range bonus.
2016 marks will stay at cs and hit 600-1000.
Marks with mag bow and those jewelry will give mag no chance in wz.
---
Adrian
Sultar amulet + ring distructive gaze bless .. : 5 hits under fulm for some barb.
Please no range, as , ms those are critical attributs in game. Some mana or hp will be great ;)

Proviva
07-24-2015, 12:43 PM
Let's combine all range bonuses together regarding marksmen.
20% (foresight), 25% (parabolic shot), 14 %, (wm rings), 2% (helmet) = 61%.
which results in a total of 35 * 1.61% = 56.35 range??!! i cannot believe this

Did some testing of this om amun with amazing results . If you maxrange as Marx with new jewlery you actually can shoot from OUTSIDE of a targets sightrange if he runs on lowest settings xD

MrFreaky
07-24-2015, 01:03 PM
This is so unfair for mages in general. You know some of us do not have a multitude of characters to play.

Have we not seen what an archer with an amulet is capable of doing? Now they get even more with extra range to top it all off? Same for barbs: more base damage?

No realm is to blame here obviously, but Horus isn't exactly population balanced either right now. One realm is going to dominate the WM coins intake. You'll be amazed at just how fast 200k can be reached when invasions are taking place weekly.

I know these stats are not final, but please reconsider this implementation. Keep things simple: mana, hp, protection from elements/damage, CS, AS.

roonwick
07-24-2015, 01:05 PM
+spell damage, mage only. Warlock damage output is still based on max lvl 50 and associated lower hp and protection.

godismyjudge
07-24-2015, 01:33 PM
I think there is going to be very big gap in damage for lvl50ish characters and lvl60 characters after this update. Highest damage amulet in Alsius is level 16 Avenger amulet (6-10fire), for Syrtis lvl 19 Stone token (10 blunt), for Ignis its +8 weapon damage bonus amu). And level 60 will now have +40 damage amulets. High level players already hit high damage on low levels, and now they will hit them for a lot more, more or less forcing others to get level 60, to actually enjoy the game without too much rage about other's high damage. If jewelery in this state is introduced, you should also consider some new quest jewels, to have something in between, say 20 or 25 damage level 50 amulets, so that there is no such big gap.

Adrian
07-24-2015, 01:38 PM
I think there is going to be very big gap in damage for lvl50ish characters and lvl60 characters after this update. Highest damage amulet in Alsius is level 16 Avenger amulet (6-10fire), for Syrtis lvl 19 Stone token (10 blunt), for Ignis its +8 weapon damage bonus amu). And level 60 will now have +40 damage amulets. High level players already hit high damage on low levels, and now they will hit them for a lot more, more or less forcing others to get level 60, to actually enjoy the game without too much rage about other's high damage. If jewelery in this state is introduced, you should also consider some new quest jewels, to have something in between, say 20 or 25 damage level 50 amulets, so that there is no such big gap.

We already made lvl 55 amulets and rings for Gold. Still not uploaded to Amun. Maybe on Monday. We are aware from day 0 about the lvl gap. We were just wanting feedback for the upper tier (WM).

schachteana
07-24-2015, 01:38 PM
With the balance problems boss jewels already created, how did you think giving them to everyone would fix it?

well that's kind of the point, I guess. The imbalance boss-jewleries - normal players won't be that big anymore. This way, they can look into balancing easier, for adjustments will affect everybody, not just the bad-equipped ones.

At least, I hope that's the thinking behind it:smile:

EmanuelM
07-24-2015, 01:43 PM
We already made lvl 55 amulets and rings for Gold. Still not uploaded to Amun. Maybe on Monday. We are aware from day 0 about the lvl gap. We were just wanting feedback for the upper tier (WM).

Good change. Forced questing for rings and amulets is what made the early game barely enjoyable for me, id rather grind then run around like a headless chicken. I hope the quest Jewelery can be bought from vendor

Sentan
07-24-2015, 02:16 PM
We already made lvl 55 amulets and rings for Gold. Still not uploaded to Amun. Maybe on Monday. We are aware from day 0 about the lvl gap. We were just wanting feedback for the upper tier (WM).

All stats are excellent :> except attack range ofc. I'm glad to see something useful for gold. I hope that in the future, gold will be worth much more.

Frosk
07-24-2015, 02:30 PM
We've uploaded a few changes concerning the current version of the game available at Amun:

Content - Warmaster items

Prices:
All Warmaster Rings cost 125.000 WM Coins.
All Warmaster Amulets cost 250.000 WM Coins.
The Warmaster Mount price has been reduced to 150.000 WM Coins.

Attributes:
All Attack Range modifiers have been removed and replaced with others. Other balance modifications have also been applied. The items affected now have the following attributes:
Sultar's Rage: +15% Spell Duration | -10% Melee Damage received.
Ring of Destructive Gaze: +25 Blunt Damage | +30% Critical Chance.
Ring of Supreme Sight: +25 Piercing Damage | +30% Critical Chance
Ring of Fortitude: +25 Blunt Damage | +8 Strength

---

On a sidenote, we're also planning to add low-tier versions of some of the jewelry that's going to be implemented.
They would be level 55 and will not require WM Coins to be purchased. You will be able to purchase them for gold.
Note that they don't have official names yet, although they're influenced by existant WM jewelry.

amulet 1: +20 Fire Damage | +80 Health
amulet 2: +80 Health | -5% Ranged Damage received
amulet 3: +5% Spell Duration | -5% Melee Damage Received

ring 1 | +10 Blunt Damage | +10% Crit Chance
ring 2 | +10 Ice Damage | +80 Health
ring 3 | -3% Melee Damage Received | +3 Class Attribute
ring 4 | +50 Health | -3% Melee Damage Received
ring 5 | +10 Slashing Damage | +3% Cast Speed
ring 6 | +3% Cast Speed | +75 Mana

We're looking forward to hear your opinions about it!

Blastard
07-24-2015, 02:42 PM
So Time Master will be 11,5s and Twister 10,35 on level 5 now? Awesome.
Can't wait to have 14% more melee damage resistance on knight, please forward this to live servers.

Sentan
07-24-2015, 02:46 PM
...

Non-dmg rings and amulets for lvl55 are nice but i'm not sure if someone will go for lvl55 dmg rings if Ring of the Lightning (40lvl) got better stats.

godismyjudge
07-24-2015, 02:46 PM
Hey everyone!
...

amulet 1: +20 Fire Damage | +80 Health
amulet 2: +80 Health | -5% Ranged Damage received
amulet 3: +5% Spell Duration | -5% Melee Damage Received

ring 1 | +10 Blunt Damage | +10% Crit Chance
ring 2 | +10 Ice Damage | +80 Health
ring 3 | -3% Melee Damage Received | +3 Class Attribute
ring 4 | +50 Health | -3% Melee Damage Received
ring 5 | +10 Slashing Damage | -3% Cast Speed
ring 6 | +3% Cast Speed | +75 Mana


Some of these are worse than existing low level jewelery. ring of lightning is 9-11, 5% AS and is lvl40. Deadly sight ring is 15-25 slash damage and level 20. Ring 1, compared to this looks underpowered, second ring is nice addition as Ignis will now have 80hp rings as other realms (10 damage will be useless for mages, and damage is probably low to be used by archers instead of DS rings/ RoLs. Last ring looks useful for mages. Ring 5 is really useless, as today, you can get DS ring with 15-25 slash with no malus, this new has 3cs malus and less damage?

Edit: There seems to be a typo, the other post says +3% cast speed instead of -3% cast speed

Wiedeking
07-24-2015, 02:53 PM
I like what u do here. Like rly. Here are some thoughts:

The rings with bonus to krit chance are supposed to make krit builds viable right? 30% is not enoguh then. 100% or even more is what we need here. Other wise lightning ring is just strictly better imo.

Pls do either a ring OR an ammy with increased spell duration. I remember the times when stuns lasted 7 or 8 secs and i dont want them to return!

There are a few builds that need some love. WIth wm jewels u can make them viable and so add more diversity to the game.

- krit build ..> those rings could do it
- evasion builds ..> mb add something to make this work?
- spellslinger builds ...> mb something funky like +50% faster ability cooldown, -20% attack damage, -50% spell duration

keep up the good work :horsey:

Sentan
07-24-2015, 03:04 PM
Ring of Fortitude: +25 Blunt Damage | +8 Strength


aww why str? Str is useful for warriors only. Maybe +8 class attrib instead of this?

fritsos
07-24-2015, 03:34 PM
Is it possible to lower the cost a bit? 125.000 for a ring is more then becoming wm in general. Maybe thats a bit to much or am i the only one who thinks that way?

Hollow-Ichigo
07-24-2015, 03:38 PM
Is it possible to lower the cost a bit? 125.000 for a ring is more then becoming wm in general. Maybe thats a bit to much or am i the only one who thinks that way?

Prices are too low for the stats the jewels give imo

godismyjudge
07-24-2015, 03:38 PM
So Time Master will be 11,5s and Twister 10,35 on level 5 now? Awesome.

No. If it is the same as conju's passive, then it affects only bufs casted on you, not spells you cast on others.

Insightful - The caster gains a duration bonus to all powers received from allies or herself.: 5-7-9-12-15% spell duration

Thallium
07-24-2015, 03:51 PM
WMC
AM sultar's rage . spell duration +15% . melee received damage -10%
AM whitebright . range received damage -10% . ice damage +40
AM brightforest . mana +150 . attack speed +10%
AM nightwizard . mana +150 . lightning damage +40
AM flamerush . cast speed +10% . fire damage +40
AM frostbound . health +200 . range received damage -10%
AM storm . health +200 . lightning damage +40
AM boiling blood . health +200 . fire damage +40
AM iceskin . health +200 . ice damage +40

RI supreme sight . attack range +7% . piercing damage +25
RI swift spirit . cast speed +7% . slashing damage +25
RI destructive gaze . critical chance +30% . blunt damage +25
RI fortitude . strength +8 . blunt damage +25
RI matriarch bond . healing bonus +5% . piercing damage +25
RI bloodhound . healing bonus +7% . slashing damage +25
RI arboreal skin . health +125 . melee received damge -7%
RI magic haste . cast speed +5% . mana +100
RI adept . class attribute +7 . melee received damage -5%

GOLD
AM crimson . health +100 . fire damage +20
AM azure . health +100 . range received damage -5%
AM gloom . spell duration +7% . melee received damage -5%

RI crystal . health +75 . ice damage +12
RI swiftness . cast speed +3% . slashing damage +12
RI hardness . health +75 . melee received damage -3%
RI energetic . cast speed +3% . mana +75
RI brilliant . critical chance +15% . blunt damage +12
RI ancient . class attribute +3 . melee received damage -3%

Candyx
07-24-2015, 03:53 PM
Nice to see the updates keep coming, I hope this isn't made live before it's been sufficiently tested.

Cast speed;
Cast speed rings are all but pointless for anything other than a lock v lock pvp. If you have AD (5) and a 14% staff with another ~16% from your concentaton you end up with about 130% extra CS before having these rings.. the increase from 130% CS to 140% is 18 milliseconds for a 1 second cast time spell - I usually get a ping of about double this.... and the never conduction speed means this is only about twice the length of time as it takes for your brain to tell your finger to click.


Spell duration;
Conj's will probably find this most useful. With the combination of insightful and 2 rings of 25% each you can total a 65% increase in spell duration. That's 33 seconds of sanctuary and 66 seconds of steel skin. There's also spells like SOTW and UM that will increase to 12 and 15 second respectively (15 seconds of UM!).

Class attribute;
Will this be constitution of strength for a knight?

Melee received damage;
This seems like it's going to be far to good if you can ware 2 rings and an amulet for -21% received.


One final point - new idea for the xim shop: melt wm horse? :D

_Kharbon_
07-24-2015, 04:02 PM
The update seems decent, basically dragon ammy still remains an advantage, but WM jewels are very similar. It will be quite challenging for new players to obtain them, but at least there is a possibility.
The jewelery for gold seems pretty decent, keeping in mind that DS/RoL can be obtained only through certain quest, once per character. Setting a "high" price on the jewelery could even improve Regnum economics, which is in a sad state.

I know that this update is targeted towards the end-game, but without new players staying, this will not be any good. I would urge the developers to improve low/mid-game as soon as possible.

schachteana
07-24-2015, 04:55 PM
new idea for the xim shop: melt wm horse?

Please, I'd buy it. This is really not fair, 300k WMC were an immense amount with the previous reward system

Kimahri_Ronso
07-24-2015, 06:11 PM
Regarding new WM jewels only one thing came to my mind.

They are nice yeah, maybe too nice ( some of them ), sooooo, is it really a good thing to give them to those who have "farmed" WMC long enough to get it /more of them even, at once right after it went live? :p

My point is ^^ that maybe You, dear NGD doing it wrong, again :p

How about "trying" to make it a little bit more fair?

There are many IMO who have like more hundreds of thousand of wmc available right now waiting for it to be spent....
Is it OK that some gets it/them right after the update or not?

My suggestion would be is that make new WM jewel(s) available for everyone AFTER you have completed like 200 (amount to be discussed) WM quests at the NPC. That way everyone should do it through the long way. I know, the players in the more populated realm would do it faster but it's still a better way IMO than the 125/250k version of WMC...
Or just stay by the simplest way, kill x amount of the enemy players to get it ^^

Anyway, sooner or later everyone will run around with the desired WM jewels doing the same dmg, but who knows, maybe we will have some realm balance then xD

Slartibartfast
07-24-2015, 06:22 PM
And again, no real benefit from new jewlery for warlock spellcasters, maybe frostbound amulet with +200 hp and ranged damage reduction. All other classes can increase their output damage, but locks are stuck at cap 50 prehistoric damage. Pffft.

inb4 another "locks are fine" reply.

roonwick
07-24-2015, 06:58 PM
I'd like to see some class restrictions on rings and amus. +7% range is fine for mages... not for marks. That will allow better bonuses with better control on balance.

Anunnaki
07-24-2015, 07:22 PM
Why not making prices depend on realm population and activity something like war confidence.
It is unfair to make same price for all realm.

Slartibartfast
07-24-2015, 07:51 PM
Why not making prices depend on realm population and activity something like war confidence.
It is unfair to make same price for all realm.

Realm balance is short term value while WMC amount is long term value. It can't depend on each other.

Candyx
07-24-2015, 07:58 PM
I'm wondering how many war master coins the average lvl 60 player is Alsius has at the moment? I doubt it's as high as 500k (125x2+250), but I'd wager it's well on the way towards that.

I'm surprised the cost of the wm horse has gone down, it used to be a sign of commitment/no life that you could get to a war master steed, not it's a couple of months work for the zerg realm, and less valuable than an amulet?

Slartibartfast
07-24-2015, 08:05 PM
I'm wondering how many war master coins the average lvl 60 player is Alsius has at the moment? I doubt it's as high as 500k (125x2+250), but I'd wager it's well on the way towards that.

As an average Alsius player, I have like 20k WMC on my old lock (I bought WM horse), 220k WMC on my rat lock and less than 20k WMC on other WM toons.

Aely
07-24-2015, 09:33 PM
Good idea :p

UnknownUser
07-24-2015, 10:04 PM
Most of your updates are bad and you should feel bad, especially for not fixing existing problems. Random resists is still a thing.

jorgeseg
07-25-2015, 02:57 AM
And again, no real benefit from new jewlery for warlock spellcasters, maybe frostbound amulet with +200 hp and ranged damage reduction. All other classes can increase their output damage, but locks are stuck at cap 50 prehistoric damage. Pffft.

inb4 another "locks are fine" reply.

Warlock? Nobody gives a fuck about warlocks, just go farm ur wm coins on barb or marx and be happy of the new update.

BTW in case some people dont know, -10% ranged damage also affects locks dots, since they are ranged spells, but that -10% wont help if the archer attacks in a range closer than 3m (Dist shot, full buff, ambush combo or just attacking a locks at door from forts up top)

The HP and damage increases are just another NGD's promises, taking into account what that means.

And the lock's damage is not only the same since lvl 50 cap, lvl 37 locks do the very same damage than lvl 60 ones..

Loque
07-25-2015, 11:49 AM
Any chance of those who bought WM mount for 300k coins getting refunded 150k coins?

Also, it would help if you could make WMC on Amun more accessible so all can test all items and not everyone has enough coins. Maybe make rings cost 10k and amulets 20k(or even cheaper) just for testing or something, although live price will be 125 and 250.

And, I don't think Attack Speed bonus is required. It should go too like Ranged bonus.

Some more sauce: Also I think you would need to increase base HP of all classes soon with the damage increase and also damage buffs like Fulminating, Cold Blood, etc need to go. Other spells need to be fixed. 4k hits are on the way in the current state.

Hollow-Ichigo
07-25-2015, 12:30 PM
Fulminating, Cold Blood, etc need to go. Other spells need to be fixed.

fulminating needs to go i agree, but why cold blood? hunters with average gear already do low damage, and not everyone will get these warmaster jewels straight away

usuario_del_foro
07-25-2015, 01:28 PM
Why not making prices depend on realm population and activity something like war confidence.
It is unfair to make same price for all realm.

Thats a good idea

Deepak007
07-25-2015, 03:35 PM
I would like to say a few things.

Firstly, the lamai wm npc is of no use except for taking and submitting wm quests. So, make him wm merchant so that we can sell our wm items and wm horse for X% of our initial price.

Secondly, as this update is more focused towards the end-game, try to make the wm jewels cheap(also keeping in mind the current status of ignis and syrtis in haven). To be honest 75k wmc for a ring and 150k wmc for amulet is enough.

Pery3000
07-25-2015, 04:04 PM
I would like to say a few things.

Firstly, the lamai wm npc is of no use except for taking and submitting wm quests. So, make him wm merchant so that we can sell our wm items and wm horse for X% of our initial price.

Secondly, as this update is more focused towards the end-game, try to make the wm jewels cheap(also keeping in mind the current status of ignis and syrtis in haven). To be honest 75k wmc for a ring and 150k wmc for amulet is enough.

Lol 150k wmc for basically a Dragon Amulet. Stop. Prices are already low enough. :bananajoy:

Sentan
07-25-2015, 04:05 PM
Lol 150k wmc for basically a Dragon Amulet. Stop. Prices are already low enough. :bananajoy:

because you have one? lel

Hollow-Ichigo
07-25-2015, 04:08 PM
because you have one? lel

Its not about already having one, its about the effect the item brings to the game. The prices should be much higher imo

Pery3000
07-25-2015, 04:09 PM
because you have one? lel

Yes I do. Lel. Is that a problem?

Sentan
07-25-2015, 04:13 PM
Yes I do. Lel. Is that a problem?

So you want higher wmc prices in current state of Haven server? Nice.

Deepak007
07-25-2015, 04:31 PM
It's my opinion pery, you need to be wm first and then people mostly try to complete set i,e amulet+2rings. So you are basically looking at a lot of wmc in order to get these items.

Candyx
07-25-2015, 06:34 PM
Are the melee and ranged damage reduction stats calculated on the damage incoming from an enemy or the damage received by the player (after other buffs/armour etc.)?

Pery3000
07-25-2015, 07:10 PM
So you want higher wmc prices in current state of Haven server? Nice.

I never said I wanted higher wmc. I just stated that 250k wmc is already low enough.

Pery3000
07-25-2015, 07:11 PM
It's my opinion pery, you need to be wm first and then people mostly try to complete set i,e amulet+2rings. So you are basically looking at a lot of wmc in order to get these items.

Yes its also my opinion to say that 250k wmc is already low enough

Sentan
07-25-2015, 07:35 PM
I never said I wanted higher wmc. I just stated that 250k wmc is already low enough.

Okey, sry then.


btw... ppl can abuse spell duration amu... buff up with it and then swap to dmg one :P maybe we shouldn't be able to switch armor/jewells in combat mode? :P

MDpro
07-25-2015, 09:35 PM
fulminating needs to go i agree, but why cold blood? hunters with average gear already do low damage, and not everyone will get these warmaster jewels straight away
Agreed. Hunters need cold blood with how much more overall damage, area spells and range marks have compared to hunters, without cold blood hunters would need jewels to even make a difference.


btw... ppl can abuse spell duration amu
Yeah probably not a good idea to add spell duration to these jewels.


Also I think you would need to increase base HP of all classes soon
I think with or without new jewels, NGD should do this anyway because of area chain spamming. Or nerf areas, like some of us have suggested in the other thread. :beerchug::smile::smile::thumb_up:

halvdan
07-26-2015, 12:11 AM
With this update the Adrians phrase "we prefer updating the game in small steps" gets a new meaning.

I almost can't believe there will be again +40-50 elemental damage amulets available. Also can't understand +10as amulets...attack range...

This update will produce huge imbalance, which will be impossible to fix soon. It will take months, maybe years, untill the game will be +-balanced again. By that time, game will be dead, because most players will get tired.


Those that complain in advance... well, what can I say.
Noone is complaining in advance. It's because we all know already, what does it mean, full jeweled marks.

Before you'll shoot my message down with some sarky comment , think Adrian please, about what is this update going to produce.

It's not only about me, it's about tons of older players who think the same.
If you release this, you probably won't be able to revert those changes, same as you weren't able to remove/nerf existing dragon amulets.
If this goes live, many players will quit, that for sure.

Candyx
07-26-2015, 03:29 AM
...

Before you'll shoot my message down with some sarky comment , think Adrian please, about what is this update going to produce.

It's not only about me, it's about tons of older players who think the same.
If you release this, you probably won't be able to revert those changes, same as you weren't able to remove/nerf existing dragon amulets.
If this goes live, many players will quit, that for sure.

+1

Trying to stay positive here though; NGD is working on updates (think back to a year or 2 ago!). If NGD is willing for some of their time exploring updates to be just that, exploratory, then we can accept less broad changes as long as they are happy to cut the crap. I'd rather we got one well balanced item as opposed to 10 items that throw the game into disarray.

I'd go as far as to say drop this update for the time being, get the rest of the balance issues sorted first and then look at introducing new gear; we've waited this long for wm jewellery, what's an extra few months.

Iheartpancakes
07-26-2015, 04:54 AM
If this goes live, many players will quit, that for sure.

You should see fb. It's full of old ignis players quitting, including myself. This update is absolutely absurd. Instead of fixing the core problem (calculations of existing amulets) they want to add more... like wtf. If you're drowning, the stupidest thing you can do is add more water.
Having something so powerful brought into the game that can be bought with WMC before realm balance is even fixed is a really dumb idea.

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

So not only is Alsius dominating, but they get an even bigger advantage now? Just glad I don't have to worry about it any more. Enjoy!

Sentan
07-26-2015, 08:30 AM
It's not only about me, it's about tons of older players who think the same.


Tons of older players? Most of them left a long time ago. Imo new content will bring them back. I've talked with many friends about wmc jewelry and they are really excited :P. Ofc ppl are disappointed because more important leveling update is late, warlock is still forgotten or realm balance suck.

This is the only way to fix the previous addition of jewelry. Adding more in order to balance the access to it. We can't remove the old one or change their effect on calculations. Sometimes, you just can't go back

schachteana
07-26-2015, 09:17 AM
...
No. Inbalance between players will drastically decrease, for those with dragon ammy won't be that big of a problem anymore.
Still, quick adjustments will be necessary like maybe the revamp of warlck mechanics or armor stuff.. idk... but you're right that it will consume too much time. in the upcoming three months, the rare species of warlocks will become extinct
It's not only about me, it's about tons of older players who think the same.
did you really just write that? awesome argument.
If this goes live, many players will quit, that for sure.
oh how extraordinary. I have never read anything like this in my life before. wow. :rolleyes2:

Ivramartono
07-26-2015, 09:21 AM
This is the only way to fix the previous addition of jewelry. Adding more in order to balance the access to it. We can't remove the old one or change their effect on calculations. Sometimes, you just can't go back

I've been looking around the forum for quite some time but havent found any info about the
following. What exactly is your reason? Why cant they nerf the previous boss jewelry? Adding more powerful/accesible jewelry is practically the same thing as nerfing the previous ones so i dont get it, its value becomes lower either way. did i miss something?

time-to-die
07-26-2015, 10:56 AM
Wow cool update :D

And to all amu players MMMHAHAHAH!:horsey:

halvdan
07-26-2015, 11:18 AM
Tons of older players? Most of them left a long time ago. Imo new content will bring them back. I've talked with many friends about wmc jewelry and they are really excited :P. Ofc ppl are disappointed because more important leveling update is late, warlock is still forgotten or realm balance suck.

I wrote this now, because I talked with many active older players in game after this announcement. Believe me or no, they are quitting. Look, me, Inferno blaze, Wield, and there are many more, just like Wield wrote.
You got Tania-ed obviously, like your whole clan, who are all thinking that Alsius has least jewels and 'blabla bla we want to be OP too'.

The problem isn't only in the fact Alsius will get instantly huge advantage, whole update is senseless. It will completely change the gameplay, class balance, class options, everything. It's really no use for me explaining this fact by fact, it's just too much.
As Adrian wrote, the sudden increase of archer damage will probably need increasing of defense/base health. But changing defense/health will affect classes like knight or warlock, who deal medium damage. So you'll have to add more damage to them. But this will most probably affect other things that we just can't see right now. And that's only effect of +40elemental amulets. Let's take +attack range jewels now...
I could continue with the gap between wm players with jewels and lvl 50 players, this is gonna hurt even more.

I don't need to prove I'm right and you're wrong. If this were my only aim, only thing I'd have to do is wait 3months after these wm jewels are live and the game is dead.

Mark my words. 3months after this update the game will be completely dead with exception of those few 'excited old alsius players' who'll prove their OPness on newbies who didn't get the fact that there is no endgame anymore.

Sentan
07-26-2015, 11:39 AM
You got Tania-ed obviously, like your whole clan, who are all thinking that Alsius has least jewels and 'blabla bla we want to be OP too'.


You don't know my clan. They left this game before you joined CoR. I was against all jewells but if they can't remove then I'm fine with this update. It's just my opionion. I don't want to be OP... just want to make things fair for all. And stop talking about Tania ;)

I like amun changes so far. Finally new content since... hmm dragon caves? Too bad that we can't stash wm jewells. I have 6 characters so it's like 3 mln wmc :S Time to gather gold :)

btw... attack range jewells don't exist anymore. Adrian said something about spell damage as well. Remember it isn't only about Haven community.

ShadowForce
07-26-2015, 11:50 AM
I welcome this update as long as the stats of the items are appropriately set. It will help to nullify the existing imbalance between dragon amulet users and the rest of us. For those saying that this update will make people quit, I would hazard a guess that the majority that would have a problem with this update would be existing dragon amulet users; especially the ones who paid $$$ for them.

I think it is a great idea to offer items with such high potential for free. No Ximerin involved (directly), simply playing the game can grant you these items. That is a great thing for a F2P MMORPG to offer.

Granted there is also the issue of realm balance, in particular Alsius in Haven and the amount of coins they are currently collecting on a weekly basis. Alsius have been the dominant realm for a while, including since the new fort reward system was released. I'm assuming that most of them would have enough for 2 or 3 pieces of jewellery instantly. I think the key to this is not to make the items too expensive so that realms with less coins can also buy some as soon as the content goes live.

I have all 6 classes WarMaster and play all of them regularly. So for anyone else like me who does play all 6 classes we are talking about 6*((125k*2)+250k)=3,000,000 coins. Even with WM coins x2 booster that is 1.5 million coins and the requirement to buy a booster on each character. It took me 2 months to collect 60k coins on one character under the new reward system with realm balance as it is (which was pretty quick considering). So an example for myself would be 1 month = 30k coins. This equates to over 8 months per character (with booster) for Syrtis/Ignis to collect enough coins to have 1 amulet and 2 rings. People are saying the items are too cheap?

The_Pirate
07-26-2015, 12:55 PM
@Shadowforce +1

One more thing - guys, update isnt even live and the server has come alive like nothing ive seen before. Been playing for around 4 years, the past few days have been amazing war after war after war.

Really nice NGD - you've found something to really promote war. Must keep the jewelry, just tweak it for balance reasons etc.

But REALLY REALLY NICE - TY :)

Piroca
07-26-2015, 02:56 PM
Nerf dragon amulets to 40-30 dmg and make WMC amus 20-25 dmg , Lower the price of wmc jewels or this update gonna be a big fail.

And what about champions jewels , any plan for champion jewels?

halvdan
07-26-2015, 03:15 PM
Nerf dragon amulets to 40-30 dmg and make WMC amus 20-25 dmg , Lower the price of wmc jewels...

Indeed, I expected something like this, that would be good solution.

Hollow-Ichigo
07-26-2015, 03:18 PM
And what about champions jewels , any plan for champion jewels?

I dont think they'll become attainable, it was only for the event

crownapollo
07-26-2015, 04:30 PM
I dont think they'll become attainable, it was only for the event

I don't think so either unless we get TDM again, but the stats on them aren't so great now...Should get a buff to be just a little better than the WM stuff.

Mehran
07-26-2015, 04:36 PM
So looking at the jewelry and comments... taking into account the years I've been with Regnum, plain and simple. The game NEEDS diversity.

What do I mean by this? Glad you asked...

How many players have the SAME build and play the SAME playstyle and use the SAME item builds (more damage, more damage reduction, more etc. dependant on class)? Yup, just about everyone.

So. I like how you brought several amulets and rings. I love how they are accessible to every realm. And I crave the future direction. My concerns as well as others, the systems do need revision. Lower the WM coin cost of these so people can obtain and have some goals/pride (1 week should suffice, given players usually play 3-5 hours when playing, so 20 hours for an item should be rewarding and challenging).

To fix realm inbalances, let's tweak it up a bit. Going on a stretch but let's make the jewerly bought from Realm Points (let's use it actually, c'mon!) And grant the top 10 RP collectors of each realm a 1 week period with the WM jewelry (even better stats of the RP jewelry) and the RP gets reset weekly. The jewelry goes to the top 10 accounts so if you have 3 champions in it then it would be the first 13 skipping your other 2 and the jewelry is acount stashable, expires in 1 week.

Thus we diversify the game, promoting use of every system, and give weaker realms still good items to try and play more for them.

For the current RPs, we can make a special Ximerin promotion or grant the top 10 players of each realm a master gem, the top 11-25 a repair hammer, and 25-50 can get a duel banner. Or something.

Bottom line. 1. I like the direction with more diversity and new content. 2. It is about time we incorporate RP into a reward system.

Proviva
07-26-2015, 07:10 PM
This will absolutely be the nail in the coffin of Haven if theres not something done about the realm imbalance. At the moment 91/100 on rankinglist for wmc is alsius with 1-30 been able to make the full amount you need to become WM on a moday-sunday period if a booster is used otherwise it would take doubble the time, maximum of 16days i woild guess, The topranks making 260-300 000 wmc in the same timeperiod (with booster)

The last 67 wishes (yes wishes not invasions) IN A ROW have been alsius. so 33times they could have wished for wmc. And our dear golden dragon isnt cheap when it comes to handing out those wmc's to the people.


Ive been there during the Ignis nightcrew wrecking havoc, ive seen the #GoatsOnStrike and all the countless other things that our realms have done to eachother during our powerspikes but never was anything close to whats going on during 2015
This is also the first time where it actually matters how balanced the realms are cause of the rewards forts/invasions/wishes gives.

As a dragonamulet owner im ofcourse not allowed to take part in discussions about anything concerning any type of jewlz. But since i know how strong the dragonamu is ill try anyway.

All the complaints about today's jewllery when Haven have around 25-30 active amulets split between the realms. imagine when the new content is released and the realm that have been able to do whatever they please for months already, are the only ones that can buy these items at start.
They are not as strong as a dragonamu but they are 40 elemental instead of 50 and 200hp instead of 250. Which still makes them extremely powerful.


If they were to release WMcontent today. Just counting the WMC you have been able to earn since we got the rankinglists for coins.


Ignis would have three players who could buy the amulet if they had used boosters. no one would have obtained enough without.

Syrtis got two who could buy if boosters were used. no one would have obtained enough without.

Alsius would have four people who could buy amu straight up. If the same players had boosters during this time they can buy 2 rings aswell.

With boosters. Alsius would add 26 amulets and 10 rings if today was releasedate. damagewise that should equal around 17-18 jizzulets.....

And they just got release on amun, so there will be atleast another 1-2 months before we get to see them on Haven so im sure the numbers above wont be even close to correct if this keeps going in the same speed.



just my 5cents on the current situation


Best,

Anunnaki
07-26-2015, 07:13 PM
People complaining with some very pathetic argument.
This is the best solution NGD can do about jewelry, give everyone the chance to get it. Nerfing old ones is impossible.
The only problems are :
1 * Realm unbalance : in haven alsius will get a lot of wm jewelry.
Solution : the price of jewelry should depend on realm population and activity ( ex 300k amulet for alsius, 200k syrtis , 150 ignis).
2 * more dmg but same protection...
Increase protection : improve all def spells for all classes including warlock. Adding hp will reak the game.
3 * marks with jewels is the stupidiest and retarded class.
Instance kill for mags
Nerf or remove dead eye, and make rechrgable arrow a buff with range reduction.
My marks with jewelry had more base dmg( with rech arrow 709-749) than my barb now.

Sentan
07-26-2015, 07:20 PM
Realm balance is the biggest issue for Haven atm, yeah. And I agree that full jeweled marks = pain in ass for everyone. NGD can change that... just rework recharged arrow and dead eye and make it fixed dmg (+50 piercing for example)... not +% dmg :P we all know how dmg calculations works in CoR ;) the other thing is that fulminating needs to be removed with this update.

Look at marksmans... dead eye +30% dmg, recharged arrows +40% dmg, dirty fighting +30% dmg, passive from lb +10%, wm hunt spell +10%, owth +15%, bless weapon +15% and tons of dexterity buffs... cmon :P 800/900 normals ^^


and btw... i remember ignis nightcrew invasions... ignis had like 20-30 wms while both syrtis and alsius 5 ^^

-Mongoose-
07-26-2015, 07:38 PM
Regarding realm balance, here's a couple ideas.

-Reset WMC before this update. (modified to reset WMC of only people who have already become WM). The amount of accumulated WMC from dragon wishes makes it nearly impossible to balance with Alsius having such a huge edge over everyone else. NGD did this when they increased the level cap from 50->60. Give them a WMC booster for their troubles :P

-Change dragon wish from 12.5k WMC to WMC booster for X days. This way mindless zerging isn't rewarded, you actually have to participate and be effective in wars to complete quests.

-Make fort rewards inversely proportional to # of players again. Now we have zergs just sitting in forts, waiting for their 200 WMC. If the reward is WMC / fort population, zergs are much less rewarded.

Sentan
07-26-2015, 07:41 PM
-Reset WMC before this update.


I don't like that. It will hurt ppl who play one character for years.

Proviva
07-26-2015, 07:51 PM
Stupid idea. It will hurt ppl who play one character for years.

Fuerst got two 200% exp scrolls instead of one when they reset his exp for new 50-60lvlcap. He had 32mil+ above what he needed and that was with old expcurve. Doesnt matter how long they have been playing on that acc lol

Sentan
07-26-2015, 07:52 PM
Fuerst got two 200% exp scrolls instead of one when they reset his exp for new 50-60lvlcap. He had 32mil+ above what he needed and that was with old expcurve. Doesnt matter how long they have been playing on that acc lol

Man, I had the same. I was top 3 in alsius with exp. I had evendim and thorkul arrows as well and got shitty gold for it. EXP and WMC are different... WMC is currency you cannot reset that lol. Some ppl trying to get wm since x months and you want reset it. Cmon.

Mehran
07-26-2015, 07:52 PM
Stupid idea. It will hurt ppl who play one character for years.

Ideally we need to reset everything, but give something more valuable ... special edition anniversary-type reward to those.

The game is not going to be fair, fun, or inviting if people are not able to reach the same feeling as others. The game should not be, I played X amount of years, or paid X amount of dollars so bow to me.

I still vouch for weekly items that reset weekly so people have the opportunity to be one of the "big" players when they have time to play, not be a "small" player because others have a more flexible schedule to play.

Loque
07-26-2015, 07:56 PM
Regarding realm balance, here's a couple ideas.

-Reset WMC before this update. The amount of accumulated WMC from dragon wishes makes it nearly impossible to balance with Alsius having such a huge edge over everyone else. NGD did this when they increased the level cap from 50->60. Give them a WMC booster for their troubles :P
Sorry I disagree with this. I have 710k WMC and this has been accumulated over years. I still did the daily quests long after being a warmaster when I played. I stopped playing the game for two months when all this WMC mess started and just started playing again randomly. I cannot let my years of collection just be ripped off in a fraction and I don't have the time or patience to start the process all over again no matter how many boosters they provide.

-Mongoose-
07-26-2015, 08:57 PM
Sorry I disagree with this. I have 710k WMC and this has been accumulated over years. I still did the daily quests long after being a warmaster when I played. I stopped playing the game for two months when all this WMC mess started and just started playing again randomly. I cannot let my years of collection just be ripped off in a fraction and I don't have the time or patience to start the process all over again no matter how many boosters they provide.

I agree with you that I don't particularly have the time or desire to grind out WMC either. I'm honestly a bit bummed out at the direction the game is taking. It seems to have become a big grindfest for WMC. Long time ago, we used to play for the fun in combat, competition, and for people. Now it's just zergs holding empty forts.

My issue with allowing players to keep WMC is that it so strongly affects the combat dynamic. We've complained for years about archers/barbs with jewelry. Now imagine fighting an entire realm full of those players who've been steadily accumulating WMC for 6+ months through invasions. There is no way that realm balance on Haven can be achieved in this situation. Have you seen the server during the recent few days? Alsius went for 3 dragon wishes in 1 night... Ultimately, I would say that server population balance is more important than an individual keeping WMC.

I will modify my proposal to only resetting WMC of those who have already achieved WM status. I knew this idea would be controversial when I posted it, and I honestly doubt it will be implemented. However, it does address a legitimate concern of Alsius further dominating after WMC jewelry are released. I'd be interested to hear if people have alternate solutions.

-Aniara-
07-26-2015, 09:54 PM
. I'd be interested to hear if people have alternate solutions.

Make it a quest to get the needed wmc so just new wmc ( accumulated from when the update goes live) can be used?

Ivramartono
07-26-2015, 10:31 PM
I've been looking around the forum for quite some time but havent found any info about the
following. What exactly is your reason? Why cant they nerf the previous boss jewelry? Adding more powerful/accesible jewelry is practically the same thing as nerfing the previous ones so i dont get it, its value becomes lower either way. did i miss something?


I have not yet received any response about why its impossible to nerf dragon amulets or why the devs wont do that. Just curious...

Kopstoot
07-27-2015, 12:04 AM
after this update a marks got no reason to become a Warmaster (first). Fire arrow sucks because there are only 2 freezes in this game both which suck ass anyway. The other skill Killer Instinct is a pathetic buff which you shouldnt use because immobility and limitation. WM blood is only +300 HP. The only benefit from WM is the 15% dex passive which isnt even much to begin with & you lose quite some skill points. I find it essential to become a warmaster as priority

I have not yet received any response about why its impossible to nerf dragon amulets or why the devs wont do that. Just curious...

i think is definitely possible by just straight up nerfing these items or modifying damage calculations etc. I really cant think of a good answer to this question. Maybe its considered impossible or hard to do because of how it affects class balance maybe? i dont even know for sure.

ShadowForce
07-27-2015, 12:09 AM
Nerfing dragon amulets is not the answer. It is still not drop-able and not fair for those who do not own one and do not have the chance to own one.

For me the options are:


Remove dragon amulet completely and do not add WM jewelry
Make dragon amulet drop-able again
Add WM jewelry and leave dragon amulet how it is

Ivramartono
07-27-2015, 12:23 AM
Nerfing dragon amulets is not the answer. It is still not drop-able and not fair for those who do not own one and do not have the chance to own one.



Soo... that sentence actually implies its reasonable to nerf amus as someone who doesnt own one would be satisfied.
Either way then an option is: Nerf Amus + make it droppable, right?
sorry i dont get it yet

ShadowForce
07-27-2015, 12:50 AM
Soo... that sentence actually implies its reasonable to nerf amus as someone who doesnt own one would be satisfied.
Either way then an option is: Nerf Amus + make it droppable, right?
sorry i dont get it yet

As a player who does not own a dragon amulet I would not be satisfied with a nerf to the amulet, it would still not be drop-able for all. You are correct though that nerfing the amulet and making it drop-able for all could work. To be honest as long as it is fair to all players I am not fussed.

kowocki
07-27-2015, 08:01 AM
I have mixed feelings with this update:

1) we clearly DO NOT NEED more attack speed and %range bonuses, this will only fuck up game play more. Already with medium graphic settings marks can eaisily shot being invisible (behind field of view).

2) instead of attack speed bonus in Bright Forest Amulet add maybe 10 constitution or 150 hp or imo best-> 10% resist physical OR magical damage

3) change 7% range bonus to 7% mana regeneration bonus (seems to be most reasonable, beneficial to the player and least game balance disturbing)

War master jewellery damage stats will be nice IF YOU FIX DAMAGE CALCULATIONS. Now berserk, overhelming strenght and many more buffs/spells/passives multiply jewellery damage causing ridiculus damage values we met at warzone. After all spell books states clearly %WEAPON BONUS-jewellery is not weapon guys. If you wont do that it will be now 100% full hack hack game with normals/criticals. Why bother skilling any tactical spells as warrior/archer then? And as always mage will be fucked up.

WHEN IT COMES TO THE JEWELLERY FOR GOLD:


I AM MOST DISSAPOINTED WITH YOU GUYS!

1) amulets have decent stats but rings except ring number 2 and ring number 6 are completely useless. The lvl 20-40 quests give similar or better goodies

2) WHY LVL 55? By war master coins quests you clearly put war priority for players from lvl 50. Are you aware that with this update you will produce more Dattens and Lucky Lukes farming lower lvls? This jewellery MUST BE LVL 50! Otherwise you put even greater chasm between lower lvls and "elites" 55+. In current state i doubt that even more friendly exp curve (if you ever consider to implement it) will keep any new players when they will be outgunned like chickens.

kowocki
07-27-2015, 08:12 AM
REGARDING FORT PRIZES:

to end this stupid fun killing madness add wmc prize rewards only for realm gates and situations when at least 2 forts are capped and hold. Now its fun killer to go fort farm, wait for reward, abandon fort go next one without fight...

This bullshit makes me mad, I almost stopped playing war except recapping my realm forts. Last weekend i prefered to grind lot for 1.5hours to help one lowbie with realm tasks rather then joining fort hopping madness.

When it comes to dragon wishes "lock them" so the only every third wish can be repeated. This maybe slows a bit morning empty realm farming.

Or as was proposed once on realm chat/forum change dragon wish from 12.5k WMC to the weekly WMC bonus for the wining realm

This will promote war and if the big zerg will attempt mindless farming it wont benefit it if the defenders will be too few to let them finish quests.

No quests finished=no wmc=no happy farmers=> zerg farming empty realms disbanded

Also players unfortunate to live at different timezones to the ones when when the dragon wish takes place will benefit too. Its often an effort of ppl playing couple time zones to collect all gems. Why only these present at the portal should take all the spoils of their hard work?


EDIT: so far all dragon wishes except loot gem and WMC benefit whole realm, as loot gem might stay as it is i feel that wmc change to the wmc bonus will be more player base and generally game frendly and will discourage 1-realm dominance/farming.

Sentan
07-27-2015, 11:33 AM
Even with full jewells my hunter won't be able to deal more than 100 normals through aura spam. :P

The_Pirate
07-27-2015, 08:00 PM
Regarding realm balance, here's a couple ideas.

-Reset WMC before this update.

Not a nice idea. People have worked hard for WMC - its not like xp which you get whatever you do. To get WMC you have to sign up for quests, travelling distance (I spend 5 mins daily running to and fro Fis for quests).

It also solves nothing. The dominant realm will still get WMC a lot faster than the other realms.

A potential solution is have WMC special quests. Weaker realm gets a special option for players to take a quest, where if they kill a small number of attacking enemies, they get significantly larger WMC. To find out numbers of attackers/defenders a 'check-in' could be created similar to dragon/TDM sign-ups. If the signed-up attackers outnumber defenders by loads, then defenders get quest option. Motivation for signing up is anyone who doesnt does not get the WMC reward.

halvdan
07-27-2015, 08:59 PM
...People have worked hard for WMC...
Not anymore. wmc means idling at forts lately
...and daily wishes for certain realms

Sentan
07-27-2015, 09:01 PM
Not anymore. wmc means idling at forts lately

Say it to your friends from Syrtis who spent X hours to get X wmc before wmc reward system. I'm sure that there are ppl in Syrtis with at least 200k wmc :P and belive me they are from INQ clan as well.

halvdan
07-27-2015, 09:24 PM
Say it to your friends from Syrtis who spent X hours to get X wmc before wmc reward system. I'm sure that there are ppl in Syrtis with at least 200k wmc :P and belive me they are from INQ clan as well.

Lol. See attachment please. #hardworkedwmc
200k wmc...just lol. Send me your brain please, I wanna study it.


And yeah, you were right. Your 'many-old-excited-friends-you-spoke-with' are back to farm wm jewels! This update brings so much balance I can't wait so f*kin excited!

Let's the party begin! Every goat needs +40 elemental dmg and +50 physical!
5wishes daily in a week is gonna do that :D
Now it's your ultimate chance, you can annihilate Syrtis(and ignis) for good! Don't miss it!

Sentan
07-27-2015, 09:48 PM
Let's the party begin! Every goat needs +40 elemental dmg and +50 physical!
5wishes daily in a week is gonna do that
Now it's your ultimate chance, you can annihilate Syrtis(and ignis) for good! Don't miss it!

http://www.championsofregnum.com/forum/showthread.php?t=92812
http://www.championsofregnum.com/forum/showpost.php?p=1649622&postcount=35
Cool story.

usuario_del_foro
07-27-2015, 10:24 PM
http://www.championsofregnum.com/forum/showthread.php?t=92812
http://www.championsofregnum.com/forum/showpost.php?p=1649622&postcount=35
Cool story.

Dont compare the past with whats happening right now, the reality is that once the update is running all alsius players will have a bigger advantage.

One more thing, for what I see alsius is the realm that dominates, but at the times I log I see that both realms (Alsius and Syrtis) have zerg and dont fight each other...just go to collect wmc in ignis lands.

To prove what I meant, I just logged...
http://s3.postimg.org/trvncixlv/screenshot_2015_07_27_19_42_06.jpg

-Mongoose-
07-27-2015, 10:28 PM
Not a nice idea. People have worked hard for WMC - its not like xp which you get whatever you do. To get WMC you have to sign up for quests, travelling distance (I spend 5 mins daily running to and fro Fis for quests).

It also solves nothing. The dominant realm will still get WMC a lot faster than the other realms.

...


I agree with you that this idea does not solve the issue that the dominant realm acquires WMC faster, that's what the other two suggestions solve. This idea is meant to address the huge disparity in WMC between Alsius and everyone else. Do you really want to fight a goat zerg fully equipped with new jewelry from day 1 when the vast majority of Ignis/Syrtis will not have them for monthes?

@realm balance.
Can we stop arguing about whether Alsius/Ignis/Syrtis was zergy in the past? Yes, we get it already. At the end of it, playing a game where it sucks for 2/3 of the time while you wait for your realm to become "the zerg" is not fun. And honestly, playing in the zerg is stupidly boring as well.

Zas_
07-28-2015, 12:41 AM
Say it to your friends from Syrtis who spent X hours to get X wmc before wmc reward system. I'm sure that there are ppl in Syrtis with at least 200k wmc :P and belive me they are from INQ clan as well.

I'm on of those, i accumulated 500k+ wmc on my hunter BEFORE the wmc reward at forts, and since Syrtis didn't make a single wish since ages, i only gathered them from quests. Btw i only got 17100 wmc since the warmaster stats introduction, since i don't play much this character atm.

That said, i know a lot of players who didn't bother to do wmc daily quests, and i undestand they'll be happy with a reset (since they have not much wmc).

The core issue here is the fact that wmc wishes as well as wmc from fort captures and gate captures are going mainly to Alsius since they were introduced.
According to stats, Alsius is the sole realm to wish since 2015/02, as others noted too.
So, basically, there are much more characters in Alsius having enough wmc to buy one or more wm jewelry, than in any other realm, and since Alsius has the highest population at the moment, it means a whole zerg of OP fighters will suddenly appear in the most populated realm.

Wm jewelry isn't much an issue by itself, but the wmc imbalance between realms is a very serious issue.

It was suggested to make the price dependent on smt, but i guess it will end to be unfair to some players as well.

I think the whole wmc/wm jewelry thing is a bad idea.
Having "some" characters more powerful than some others in the same realm is not really an issue, but everyone should have equal chance to get such power (this isn't the case anymore since some items cannot be dropped anymore).
But balance between realms have to be preserved, and introduction of wm jewelry will make the issue even worse.

The_Pirate
07-28-2015, 09:12 AM
I'm on of those, i accumulated 500k+ wmc on my hunter BEFORE the wmc reward at forts, and since Syrtis didn't make a single wish since ages, i only gathered them from quests.

Agreed, though I managed to gather just about enough WMC for WM and a weapon. Kinda regretting that weapon now :D And pls note - I'm not exactly one of the best players on any of my toons (that means I pretty much suck), so getting that WMC was hard work. I've got more WMC since the update ofc, c.a. 30k on barb, 5k on hunter, 4k on mini-conj.

I think the whole wmc/wm jewelry thing is a bad idea.

But balance between realms have to be preserved, and introduction of wm jewelry will make the issue even worse.

Not sure I agree though... fact is war has been amazing past few days. Even Ignis has its moments, lets be honest. Situation analysis:

Problem - reward system can result in the dominant realm quickly winning a large amount of strong jewelry.
Timescale for problem - until next cycle, i.e. change in dominant realm (typically 3-6 months on haven, i.e. within 1 yr all realms will have stabilized). However, this problem will repeat ad infinitum as old players leave and new players join.

Solution needs to address:
1) The reward system shouldn't be stacked in favour of zerg realm.
2) Having a large percentage of the dominant realm suddenly getting very powerful items

Assets - The system has already generated a lot of action and renewed interest on the server.

Analysis - system should be kept on account of the action and interest generated. Solution (1) could be as simple as creating a lucrative reward to underpopulated realms e.g. instanced check-in automated to underpop'd realms where smaller number of kills results in high WMC pay-out. Solution (2) is more tricky and no idea how to fix.

kowocki
07-28-2015, 10:55 AM
The problem is still flawed reward system in the dragon cave and at forts.

The update removing retarded draconic gems and malus bonuses for enemy realms was wise and welcomed with open arms by most of the player base.

At the moment the dragon wishes are:

-exp bonus-> benefits whole realm not only the dragon cave crew

-gold bonus->as above

- choose one of the enemyu realms dragons-> personally i dislike killing new instanced dragons still its not game disturbing as there is no more dragon amulets to be drop and like previously mentioned wishes benefits whole realm not only the cave crew

-loot gem-> available only for the cave crew and...useless

- warmaster coins-> most desired dragon wish-> source of the morning invasions of the empty realms, gem farming, selfish as the morning crew can monopolise it, it adds 12.5k wmc-> its a lot. And dont forget its granted only to the ppl present at the dragon cave. So if you spend hours defending your realm or stealing 1-2 gems you get nothing if you live at the different time zone to the usually empty realms gem feast.

SOLUTION:

change war master coins wish to the war master coins 1 week booster. WHY?

1) farming gems to get this wish will be pointless as it wont boost every time the farmers pockets, only prolong the wmc booster

2) it wont penalize players living at the different time zone-> they will also benefit

3) it will promote true war as you must fight to get any wmc from this wish-> so no more ppl logging in and out just to enter portal and saying "cya next time", no more lowbie characters boasting "i am lvl 47 and 200k wmc-shit grinding before can use them"

4) it will discourage zerging/promote game play with more balanced population ratio-> no more all face book multies logging one realm to farm

5) how it discourage one sided fights? simple: 40 ppl farming 10-> not fair fight, just one sided dull farm, no benefit from the dragon wish-> not enough unique kills to finish quest= no wmc reward

6) dragon wish will benefit these who truly play game, fight for the glory of their realm, now everybody can check portal time, log in get cash log out, how fair is that to ppl who worked to get enemy gems or defend them when the "morning crew" is offline?


OFFNOTE:

this system needs also change to the fort rewards to avoid mindless empty fort camping and abandoning them just after reward to take next one. Really its not fun at all, it kills gameplay, thats one of the reasons why i barely log nowadays. Its either we farm empty forts without fight or we are farmed same way by other realm.

SOLUTION: give rewards only when 2 forts or fort+castle are hold by same realm. No more mindless wmc farming, even when got numbers advantage the attacker still has to split what gives the defender chance to regroup/intercept marauders/cut one fort from reinforcements. This will promote war as intended. Now its just a dull game: mount-> take fort->wait for reward-> leve fort-> take another fort-> wait for reward-> leave-> repeat.

The_Pirate
07-28-2015, 11:27 AM
SOLUTION:

change war master coins wish to the war master coins 1 week booster.

Very good suggestion!

give rewards only when 2 forts or fort+castle are hold by same realm.

Very good suggestion! And up the reward to reflect the difficulty.

-Mongoose-
07-28-2015, 02:59 PM
Here's another reason why WMC should be reset for those who have already attained WM. Go look at the weekly WMC ranking. Leader has over 200k in a week. If people use boosters, over 60 Alsius have enough for a ring in one week.

Aside from the huge comat balance issue it presents, it makes this update pointless. The intent is to create endgame content. Something to keep max level players engaged in the game. If Alsius can simple buy all the jewelry on day 1, we're back to the exact same problem of having no endgame content. Resetting WMC and limiting WMC gained through invasions will mean that there is some "end goal" for players for a much longer time and less developer time has to be spent on end game content over the next year.

Sentan
07-28-2015, 03:05 PM
Here's another reason why WMC should be reset for those who have already attained WM. Go look at the weekly WMC ranking. Leader has over 200k in a week. If people use boosters, over 60 Alsius have enough for a ring in one week.


As I said before wmc reset will hurt ppl from other realms too. What is the point of resetting all wmc if Alsius will get them in next week anyway. Nothing can be done here except making realm wmc boosters for underpopulated rlm or jewells prices dynamic.

-Mongoose-
07-28-2015, 03:11 PM
As I said before wmc reset will hurt ppl from all realms too. What is the point of resetting all wmc if Alsius will get them in next week anyway. Nothing can be done here except making realm wmc boosters for underpopulated rlm or jewells prices dynamic.

It's a reset in combination with limiting WMC acquired through invasions. I've listed my suggestions regarding this sevreal posts ago. WMC wish to WMC booster, fort/gate rewards inversely proportional to group size.

time-to-die
07-28-2015, 03:13 PM
As I said before wmc reset will hurt ppl from other realms too. What is the point of resetting all wmc if Alsius will get them in next week anyway. Nothing can be done here except making realm wmc boosters for underpopulated rlm or jewells prices dynamic.

Yap i agree. But im affraid NGD wont do this.

halvdan
07-28-2015, 03:33 PM
wmc isn't problem itself, problem are retarded OP stats of wm jewels.

No matter how much will wm jewels cost or if wmc will be resetted or not, the gap between player with normal jewels and jeweled one will be...well, you all know the difference between full jeweled mark and classic mark. With only difference, that is instead 10 jeweled players on whole server their numbers will be over 100.

I was expecting wm jewels to be comparable with best ingame obtainable jewels(royal amulet, medal of courage, ring of lightning) but with many different various stats so it will bring more diversity in the game.

Instead of that, these nonsense strong amulets. I'm so dissapointed.
I really thought NGD wanted to make small changes, step by step, improve the game...I was really believing Adrian knows what he does.

time-to-die
07-28-2015, 03:50 PM
wmc isn't problem itself, problem are retarded OP stats of wm jewels.

No matter how much will wm jewels cost or if wmc will be resetted or not, the gap between player with normal jewels and jeweled one will be...well, you all know the difference between full jeweled mark and classic mark. With only difference, that is instead 10 jeweled players on whole server their numbers will be over 100.

I was expecting wm jewels to be comparable with best ingame obtainable jewels(royal amulet, medal of courage, ring of lightning) but with many different various stats so it will bring more diversity in the game.

Instead of that, these nonsense strong amulets. I'm so dissapointed.
I really thought NGD wanted to make small changes, step by step, improve the game...I was really believing Adrian knows what he does.

Maybe its fair now because everyone have almost the same dmg

halvdan
07-28-2015, 03:57 PM
Maybe its fair now because everyone have almost the same dmg
It will be fair in term of "mark vs mark" or "hunter vs hunter". All other balance will be trampled in the dust.

Sentan
07-28-2015, 04:03 PM
It will be fair in term of "mark vs mark" or "hunter vs hunter". All other balance will be trampled in the dust.

Try to play hunter or marks and hit enemies through all knight auras and mana pylons. Ofc it's op in 1v1 situations... +40 ele dmg. Atm my hunter with magna bow and +15 dmg arrows can't deal more than 100 normals against barbs with full piercing enhancements. The other thing is that I can kite barb 24/7 which isn't fun for both of us.

halvdan
07-28-2015, 04:06 PM
Try to play hunter or marks and hit enemies through all knight auras and mana pylons. Ofc it's op in 1v1 situations... +40 ele dmg. Atm my hunter with magna bow and +15 dmg arrows can't deal more than 100 normals against barbs with full piercing enhancements. The other thing is that I can kite barb 24/7 which isn't fun for both of us.
Indeed nothing is perfect. But imbalance shouldn't be fixed by creating even more imbalance, just like they are planning.

-Mongoose-
07-28-2015, 04:06 PM
For warriors and archers, eventually it will become more balanced because people have access to jewelry, but as Halvdan said, mage are going to be destroyed. The proposed damage resists are not enough to counter the expected damage increase.

Here are several ideas.
-Lower damage on all jewelry. I'm thinking more of the 20 to 30 range on amulets.

-Lock items based on class/subclass. You can't add the same damage bonus to warriors and archers and still expect balance. Their range and base damage are too different. Lower damage on all archer jewelry.

The update as it currently is, will wreck mage classes. Furthermore, it extends the difference between lower levels and WM. I'd rather see cosmetic gear offered for WMC, like you could buy a cape, or a glowy weapon to fuse to, something like that.

halvdan
07-28-2015, 04:15 PM
For warriors and archers, eventually it will become more balanced because people have access to jewelry...
Well, also knights who aren't full dmg dealers won't like this also. In my case, after this update Regnum won't be fun for me on knight anymore.

godismyjudge
07-28-2015, 04:59 PM
Well, also knights who aren't full dmg dealers won't like this also. In my case, after this update Regnum won't be fun for me on knight anymore.

Come play, people are starting to miss you. I constantly read "It's so sad, Halvdan quit" in realm chat.

Candyx
07-29-2015, 05:14 PM
1 Demuner The Knight Nordo Knight Alsius 60 266100

That's 266,100 without the wmc boost. With a boost on that over 500k in a week... it's probably going to hit 1 million within a week. Nothing against Demuner; but the rings and amulets are going to be plentiful in Alsius.

godismyjudge
07-29-2015, 07:46 PM
1 Demuner The Knight Nordo Knight Alsius 60 266100

That's 266,100 without the wmc boost. With a boost on that over 500k in a week... it's probably going to hit 1 million within a week. Nothing against Demuner; but the rings and amulets are going to be plentiful in Alsius.

WMC booster doesn't boost WMC from dragon wish, your calculation isn't right. But still it is a lot, I have to agree with the rest.

Kopstoot
07-29-2015, 11:17 PM
A mage (non SM build) should probably going for:
Magic Haste Ring 2x = 10% cast speed + 200 mana
Frostbound Amulet = +200 health + ranged received damage -10%
To me it looks pretty useful for mage as well.

Hayir
07-30-2015, 09:48 PM
Whether I like WM jewels or not, even the way they are being implemented isn't ideal, because of various reasons like realm balance.

Here is my proposal:

First of all, this isn't Regnum Online Warmsters, it is Champions of Regnum. That's why new added content shouldn't be in the Warmaster theme.
So instead of using WMC as a currency for the new jewelry, make it Champion Coins (CC), which never really got to use anyway.
While TDM is the only way to obtain those atm, and you prolly won't reactivate it. Change the Fort rewards to CC or add some other way to get them.
With this minor change you already fix this whole problem about people already hoarding tons of WMC before the update while others barely got any.

Also you could use this as an opportunity to limit the "desire" to multirealm.
This jewelry shouldn't be obtainable within few weeks of playing. Even an active player should need several months for even 1 ring.
If I remember right you already implemented a system which prevents you from getting fort rewards if you recently logged another realm, correct me if i am wrong. This should be also the case for the suggested CC.
This way, at least some people won't multirealm because they want this new gear, but will only be able to get it if they don't constantly switch realms.
Maybe even go as far that the usage of that gear gets blocked for a certain time. Since after some time people might have it on different realms nonetheless.

This alone however most likely won't change the current situation that one realm has a lot more players than the other realms. I am actually unsure about this point. But I believe the cause of this is that a lot people switched realms, that means most of those people got an original account which is probably years older than the one of their new realm. Especially about this part I am unsure, how to take advantage of this and make the older account for those more attractive. If you give them a headstart, that old accounts get some CC, actual new players would consider this unfair. If it is just a unique realm specific costume it might not be enough of a reason for them.
Maybe someone else got an idea for that one.
Edit: I mean like they did with the anniversary rewards, the older the account was the higher was the xim.

Flo619
07-31-2015, 07:56 AM
When will be the next step of the v1.12.3 or is it final?


The gold jewelry is still to low, it should be more useful for all classes. The only thing that is a few useful -> is the 20 Fire Damage + 80 Health amulett. Vote for better stats (more useful as quest-jewelry) to make gold to a really currency(?)

The WM jewelry is good, some of the rings have strange combination of bonuses, but thats the only small criticism.

Great update!

Candyx
07-31-2015, 09:46 PM
If this update goes live on Haven the server will die. Too many goats have too many war master coins; the goats are so overpowered at the moment that making it a new currency wont help either. NGD need to find a viable method of realm balance before working on any other update. This has been said before, but NGD continue to work on the easier task of new content rather than the core mechanics of the game.

MDpro
07-31-2015, 10:31 PM
Did they upload gold jewelry onto amun? If so, where can I get them? I was looking around last time I logged into amun, and I don't want to re-read 100+ posts in this thread. xD

Hollow-Ichigo
08-01-2015, 01:34 PM
Did they upload gold jewelry onto amun? If so, where can I get them? I was looking around last time I logged into amun, and I don't want to re-read 100+ posts in this thread. xD

The NPCs that sell them are in each realms castle

Frosk
08-04-2015, 03:48 PM
Hey everyone,

The level 55 jewelry items are available on sale at Amun.

These ones, as it happens with the WM ones, have a price assigned that may or may not be final.

You'll be able to find these new items on sale at the enchanters located over at the Markets in the "secondary" forts. The NPCs that are selling these, are:

- Mia Arle, at Algaros' Market
- Gretor, at Trelleborg's Market
- Imrak, at Menirah's Market

Best,

Sentan
08-04-2015, 04:38 PM
Hey everyone,
The level 55 jewelry items are available on sale at Amun.
http://i.imgur.com/olAhGy0.jpg?1

Amulet: 3000000 gold
Ring: 1500000 gold

-----------------------------

http://i.imgur.com/wehO4WG.jpg?1

I wonder if someone will ever buy Swiftness, Ancient or Brilliant Ring xD The rest looks pretty good :)

_Kharbon_
08-04-2015, 05:02 PM
Hey everyone,

The level 55 jewelry items are available on sale at Amun.
...

The jewellery looks pretty nice. the stats are great too. I just have two suggestions.
1. The price is possibly low. There are characters with tens of millions of gold all across the realms. Making rings expensive will improve the economy a bit.
2. Remove the "bound to character" property. Since the jewellery is brought for regular gold, there is no need for such restriction IMHO. Especially since you can trade gold..
3. Make the level restriction lower. The quest jewellery is comparable or even better than the new ones. There's no need to push people grinding before they can get them. Encouraging them to war is more profitable for the game.

It's good to see some mending on the gap between lv ~30 and 60 in the last few updates. I hope this will not be the last improvement like this :]

Candyx
08-04-2015, 05:33 PM
....

Best,

I was hoping for a response related to the wide spread agreement that the unbalance on Haven will be made worse by the war master jewellery...

halvdan
08-04-2015, 05:51 PM
It's good to see some mending on the gap between lv ~30 and 60 in the last few updates. I hope this will not be the last improvement like this :]
Please? These wm jewels will definitely take away any chances of having fun for levels50 vs 60wmjeweled players.

Once this is out, players on level 50 and less won't be able to have much fun warring as before. In other words, the gap between players on level 50 and endgame players will be increased greatly.

_Kharbon_
08-04-2015, 08:50 PM
Please? These wm jewels will definitely take away any chances of having fun for levels50 vs 60wmjeweled players.

Once this is out, players on level 50 and less won't be able to have much fun warring as before. In other words, the gap between players on level 50 and endgame players will be increased greatly.

True.
However, I was responding to Frosks post about the 55 level jewellery.

The whole concept of warmaster is targeted towards endgame players and leads to the difference you write about. It is quite important to add stuff in between joining the warzone and gaining WM status.

Sentan
08-04-2015, 08:55 PM
Once this is out, players on level 50 and less won't be able to have much fun warring as before. In other words, the gap between players on level 50 and endgame players will be increased greatly.

I hope leveling update will solve this issue.

schachteana
08-04-2015, 09:02 PM
screens of new gold & wmc jewlery uploaded to cor-forum.de/wmc

---

I like it.

halvdan
08-04-2015, 09:17 PM
I hope leveling update will solve this issue.

NGD already, actually Adrian himself, stated that grinding/XP update will have much higher priority than wm jewels. Turns out he wasn't writing truth.

The whole strategy how is game updated is one huge mess. First they say (1) is of highest priority and will be released on (yyyy.mm.dd), after this date, when they state nothing on the fact that (1) is late, they make announcement about (2) coming soon, instead.

And honestly, after they release this strong wm jewels, they'll have to care about class balance(mages?) and realm balance(100full jeweled goats).
Whoever thinks XP/grinding update will be sooner than 2016 is just naive.

Artemo
08-05-2015, 12:51 AM
As far as I know the WM jevellry is just a small part of the upcoming update, the second and most certainly more complicated part is the one involving grinding. I don't think that NGD will release the jewellry without closing the gap between the lvl 60s and the level 40s that all have to be in the warzone at the same time.
Honestly, I don't think that a level 40-50 player should enter the Warzone even by now but they have to, to grind for hours and hours and get killed over and over by overpowered lvl 55+ guys.

If you want improvements you should apply as a Tester (http://www.championsofregnum.com/forum/showthread.php?p=1839050#post1839050) for "the upcoming 2nd stage of the Character Progression update"(Frosk).

Personally, I don't care when this update will be released, I just hope when it will be it is done right.
As stated by many, if this update comes to live servers as it is now the gap between high and lower levels will be too big, and will scare away even more of those who thought the first levels (till they need to to go the warzone) were fun.

kowocki
08-05-2015, 06:38 AM
1) do gold jewellery available FROM THE LVL 50,

dam it NGD warmaster quests start from lvl 50 so do lvl 50 relevant at the bloody war zone and boost its power. A bunch of OP lvl 55 with gold jewellery and lvl 60 with wmc jewellery will make lvl 50 unplayable-> (players retention anyone? assuming you do new exp curve as current one make sppl quit after first kill 5 quest, or kill 20 if somebody is more patient)

2) boost gold jewellery stats:

Ancient Ring, lvl 50; melee received damage -5%, class attribute +6

Hardness Ring, lvl 50; health +80, melee received damage -5%

Energetic Ring, lvl 50, stats as they are now

Crystal Ring, lvl 50, ice damage 15, health 80 (do realm damage specific ones? ice-> Alsius, Fire-> Ignis, Lightning-> Syrtis)

Brilliant Ring, lvl 50, blunt damage 15, critical chance +15% (do also slashing and piercing version)

Swiftness Ring, lvl 50; casting speed 3%, 80 health

Amulets are good as they are, maybe do also a realm specific versions with ice, fire and lightning damage

Flo619
08-05-2015, 08:00 AM
1) do gold jewellery available FROM THE LVL 50,

dam it NGD warmaster quests start from lvl 50 so do lvl 50 relevant at the bloody war zone and boost its power. A bunch of OP lvl 55 with gold jewellery and lvl 60 with wmc jewellery will make lvl 50 unplayable-> (players retention anyone? assuming you do new exp curve as current one make sppl quit after first kill 5 quest, or kill 20 if somebody is more patient)

2) boost gold jewellery stats:

Ancient Ring, lvl 50; melee received damage -5%, class attribute +6

Hardness Ring, lvl 50; health +80, melee received damage -5%

Energetic Ring, lvl 50, stats as they are now

Crystal Ring, lvl 50, ice damage 15, health 80 (do realm damage specific ones? ice-> Alsius, Fire-> Ignis, Lightning-> Syrtis)

Brilliant Ring, lvl 50, blunt damage 15, critical chance +15% (do also slashing and piercing version)

Swiftness Ring, lvl 50; casting speed 3%, 80 health

Amulets are good as they are, maybe do also a realm specific versions with ice, fire and lightning damage
I agree.



But I think that slashing or piercing damage are useless. Anyone uses piercing&slashing armor enhancements. If you decide between blunt, slashing or piercing, you always take blunt...

So next question, what's the reason of the combination slashing & castspeed? A warlock with slashing damage? No, the warlock buys the ring with mana & castspeed. A barbarian with 3% castspeed? No, the barbarian use the ring of lightning. A marksman with slashing damage? The marksman buys the deadly sight ring. So which class should use this ring?
And the ring with class attribute is still useless.

I think all rings with damage should do more. There is no really improvement to the quest rings. 12 Ice is 'ok', but not a reason to buy. I think 15-18 is better.


Good ideas with the jewelry, but some should be balanced.

The_Pirate
08-05-2015, 08:01 AM
Gold and WMC jewelry have created a lot more activity in the game. People are motivated to war, to sell stuff for gold, many more people are online than appeared to have been pre-update announcement. This is all good :)

Realm balance appears to be evening out. Yesterday ignis was strong enough to defend their wall, and syrtis was strong enough to do quite a bit of dmg to goats.

I think this update is promising! Next big thing is the levelling, then perhaps some refinement of levelling, then its time to promote the game to bring in new players.

kowocki
08-05-2015, 08:53 AM
I forgot to suggest using other attributes for the rings/amulets no matter if war master or for gold

constitution->like +7 in ring why not, nice balanced and wont overexceed damage, it will work opposite way

movement speed-> we got in legendary items, why not in ring-> nice for mages and knights and less disturbing then attack range bonus/attak speed bonus

% armour bonus-> in alsius we have lycan ring, ignis and syrtis got nothing, already mentioned in one of my previous threads

%5 physical/magical damage resist

or go more extreme XD

% loot bonus

%gold bonus

repair cost -x% bonus XD

...


even %exp bonus from killing enemies

why boost damage any further more when the damage calculation for many buffs and spells are mess. Just to mention for example dead eye boosting shield piercing while RA dont do it, overhelming strenght and berserk boosting jewellery damage and so on....

Anunnaki
08-05-2015, 09:46 AM
It will be nice if you make those gold jewlery for lvl 50.
The price is really low 1,5m gold is nothing.

Flo619
08-05-2015, 12:24 PM
It will be nice if you make those gold jewlery for lvl 50.
The price is really low 1,5m gold is nothing.
True.



Droppable jewelry with random stats by holding forts/castles would be another good idea. So jewelry dropps for random players with the wmc rewards. This would be a nice feature for more and more RVR.

It should be lower than the wmc jewelry.

Rings random Damage 10-20, castspeed / attackspeed / healing bonus / melee or range damage reduce / class attribute 3-5, mana / health 75-100

Amulets random Damage 25-35, castspeed / attackspeed / healing bonus / melee or range damage reduce / class attribute 5-7, mana / health 150-200


Weapons and armor have so many options to build your own set, why not jewelry?

Candyx
08-05-2015, 01:10 PM
The gold jewellery is a great addition to the game. It's likely to be less effected by the realm balance so I'd say make the gold jewellery live ASAP.

The war master jewellery on the other hand is going to make the Haven Alsius far to overpowered. Even if the realm balance does sort itself out, the damage is done. NGD would be committing Goat-acide (death by goat) if they take away all the war master coins that are already collected (let alone all the players from other realms who have stockpiled before this update was announced -potentially using multiple wmc boosters). The available options that allow for some sort of balance are;

1. Bring in a new currency for the war master rings and amulets - this seems like a messy idea imo

2. Have the cost dependant on your realms activity in the last week/month etc. - for example a realm who was earnt less war master coins pays less for the jewellery

3. Have the cost dependant on a players duration in the game and the ammount of war master coins currently available in the realm - the more wmc the realm has the higher the price (basic supply and demand) the longer a player has been in the game the higher the price (to take into account the potential previous hoarding)

4. Scrap the war master jewellery, nerf boss jewellery and then don't increase everyone's HP. This seems like the obvious right choice, but it has been suggested by so many other people I assume NGD have a good reason to not apply it?

Kimahri_Ronso
08-05-2015, 02:29 PM
Just re-add the dragon amu again with the same stat as it was before, but make it lv 60.

People will stop whining about WM jewells maybe ^^
;D

schachteana
08-05-2015, 03:25 PM
You can't quite estimate the real value of gold coins, for they are distributed unfairly, mostly due to various bugs. There are players who own billions of that stuff, bugged years ago.

Player A is a buguser and may have 80,000,000 gold coins and has to pay 600 gold coins for 1 skill reset.
Player B is a leveller only, gets 20 million from each character he's levelled and quested
Player C is participating in warzone onlay and may have 1,300,000 gold coins, gains about 10,000 every day in fort battles, has to pay 360,000 gold coins every 2nd day to repair his armour, can't even afford the 10th of a magna weapon and would actually like to sponsor a GC then and again, but he can't.

Where is the proportionality??
This currency is messed up completely, and I think it can only be fixed by a radical gold reset, and a radical revamp of gold rewards

tldr:
Pricing of gold jewlery doesn't matter, it'll stay a worthless currency either way rn

Telwe
08-05-2015, 03:56 PM
I'm not sure. Gold is really important when you don't have any and need to repair :D.

Frosk
08-05-2015, 04:07 PM
Hey all!

New changes have been uploaded to Amun. The list is the following:

Fixed: It is now possible to obtain experience when eliminating enemies from a devastated realm in their territory. However, they will give out 50% of the experience that you may obtain from an enemy that belongs to a non-devastated realm. This only applies when eliminating them in their home territory, as they will give out all of the experience if they die elsewhere.

Fixed: "War Confidence" activation does not interrupt casting times anymore.
Fixed: Grounding Arrow now has its correct duration and level progression values.
Fixed: Gloves and Hats from the high level dragon sets now possess 2 dye (paint) channels.
Fixed: Introductory texts for the Squid Island are now showed correctly when playing the game with the client in English.
Fixed: Texts related to Malaguy quests, in Syrtis.

V1r14
08-05-2015, 05:02 PM
The gold jewelry is IMO a good idea so far:

- It can be bought by non-premium-users
- another way against the gold inflation
- it is not dependant on your realms fighting prowess or any other nightly shenanigans

But the stats of the (gold) rings are mostly rubbish. Stats could be modified or changed to a lower lvl- requirement. Gold-prices could also be changed (e.g Better prices for better rings).

By the way, especially since you thought about implementing new Jewelry, why not use this opportunity to:

- Fix and redesign Krontarons Ring lv50

- implementing additional jewelry in exchange for Rocks/ Amber/ Quartz

The_Pirate
08-06-2015, 12:02 PM
Small note.

Haven'ts top 100 WM players this week - all but 2 are alsius. Thank goodness for gold jewelry. Must get some more gold...

Ivramartono
08-06-2015, 05:45 PM
The odd thing is that even on Ra, youll only see alsius players among the top of the warmaster ranking eventhough they are clearly the underwhelming realm over there in terms of population and power.

Sentan
08-06-2015, 07:20 PM
I just visited Amun (06-08-2015)

Few changes:


Gold jewells: amulet costs 6,000,000 gold, ring 3,000,000
Warmester booster x3: 9900 ximerin
Fenvetir Companion (brown wolf, exchanges 30% of critical chance for 150 mana): 4500 ximerin
Mukharr Companion (orc with axe, exchanges 5% of attack speed for 10% of Protection): 3500 ximerin


Companions are great! :) but imo the price of x3 booster is too high :)

http://i.imgur.com/kDavxNT.jpg?1

ShadowForce
08-06-2015, 11:08 PM
I think the prices of the gold jewellery were fine as they were before. I already struggle to collect enough gold for 400k repairs, let alone saving up 6 mil a pop for an amulet.

The gold won back from taking part in war is minimal and does not cover the cost of repairs, especially on expensive lvl 60 items.

Don't worry though, if you find a treasure pickup you can get 120 gold from that; almost enough to buy a cone of Regnum chips.

I would suggest NGD increase (or add) the amount of gold at:


fort rewards
random treasure chests
killing players
completing quests


...and so on

MDpro
08-06-2015, 11:32 PM
Fenvetir Companion (brown wolf, exchanges 30% of critical chance for 150 mana): 4500 ximerin
Mukharr Companion (orc with axe, exchanges 5% of attack speed for 10% of Protection): 3500 ximerin


Sweet! Perfect for mages! :D


I do wish they'd make all of these companions smaller though, maybe almost as small as the goblinch ones to avoid playing tricks on the eyes sometimes.

rinky
08-07-2015, 01:43 AM
http://i.imgur.com/olAhGy0.jpg?1

http://i.imgur.com/wehO4WG.jpg?1

I wonder if someone will ever buy Swiftness, Ancient or Brilliant Ring xD The rest looks pretty good :)

Not sure why a swiftness ring... slashing damage? My lock would buy Energetic Ring x 2, and an amulet of the gloom.

My conj, too, same choices.

Price is too high for those, though, given Ring of Lightning was for a simple quest.

Redbeard

The_Pirate
08-07-2015, 11:55 AM
I think the prices of the gold jewellery were fine as they were before. I already struggle to collect enough gold for 400k repairs, let alone saving up 6 mil a pop for an amulet.

+1

I managed, across two WM toons and 1 lvl 47 toon, to put away 4 million in gold total. And that was by grinding two toons on loot boosters almost exclusively...

There might be old players with hordes of gold stashed away. But really, getting enough for an amu is pretty hard given the difficulty in getting gold. Some maths:

150 gold max from the odd cyclops = 40,000 dead cyclops.
At a rate of 5s kill per cyclops, with resting every 4th cyclops for 10s, that's 83 hrs grinding

Assume that fort wars + gold sales for drops from those 83 hrs of grind go to gear repairs.

Pretty heavy stuff...

Masterkick
08-07-2015, 08:55 PM
Now that you're adding more companions, a client-side option to hide them all would be great!

Pery3000
08-08-2015, 01:30 AM
Lol its not that fkn hard to get gold. 6 million gold man. "6" I swear everyone just find ways to complain. :drinks:

Iheartpancakes
08-08-2015, 03:07 AM
Lol its not that fkn hard to get gold. 6 million gold man. "6" I swear everyone just find ways to complain. :drinks:

It's true. I sold a crap hammer to a guy for 23 million.

You know who you are, and if you're reading this.. rofl get rekt

MDpro
08-08-2015, 07:21 AM
Um, NGD... Can you please upload all my characters on my main account (the one I am currently posting from) into amun?

Anunnaki
08-08-2015, 02:11 PM
Please remove my caracters from amun on ur way.
thanks in advance

Loque
08-09-2015, 06:38 AM
Bring the update to the Live servers already! Or is there some more new content being added?

time-to-die
08-09-2015, 09:18 AM
Bring the update to the Live servers already! Or is there some more new content being added?

lol? calm down child. Let them first fix all stuff.

MDpro
08-09-2015, 11:56 PM
Bring the update to the Live servers already! Or is there some more new content being added?

https://www.youtube.com/watch?v=pe_bkijv6f0

Iheartpancakes
08-10-2015, 07:14 AM
Take your time with this update. Don't be in such a rush to ruin the game any further.

Best,

Adrian
08-10-2015, 12:04 PM
Ever since the first moment that we saw in live servers some users commenting: "let them capture so we can get a reward" we were already thinking in performing changes. Any idea can be great until it clashes with human psychology and the law of the less effort possible. Nothing to be surprised of.

We were already designing a new way to obtain coins in battle because this current system favours the realm that has more initiative of war and not specifically the one with most players. That sounded good but not for the future plans regarding the coins. Our bad.

We were about to release this new version soon, but first we will give a chance to some changes to be tested in Amun related to obtaining WM coins.

Basically capturing forts will, depending on how and which you have captured, establish a multiplier in the zones of those forts for the obtained WM coins. These coins will not be rewarded at the end of a timer, but with every enemy kill, such as when you get experience from them.

For example, if killing an enemy gives 5 WMC and I have captured a fort, I will only get 5 WMC. But, if I also have a castle, I could get the double: 10 WMC. And if I have the three buildings, the triple.

We already calculated, based on the current war numbers, that it would be a lot more balanced. Also, we're thinking about making the fort zones a bit bigger. Now that we finished all the analysis we think it is appropriate to give it a chance and obviously, know what you think about it!

schachteana
08-10-2015, 12:52 PM
..
I also like this approachbetter than the currentone. I suggest you also include some randomness and do not share the details, so it's more difficult for anyone to abuse. Seems like wmc/playerkills can't be abused anyway.

But it might become unfair in terms of distribution. Barbs can get rewards for 20 enemies at once, just by casting one typhoon. Healers instead can ONLY participate in the kill rewards, if the ally they buff does a NORM HIT. Any spell like typhoon, south cross, roar, literally anything, will reset the conju involvement. And also, I've been told that interaction with fort doors will reset it.

To prove my statement, have a look at the week rlmpoints ranking on Ra (http://www.championsofregnum.com/index.php?l=1&ref=gmg&sec=19&rank=2&world=0&realm=-1&class=-1&range=0). Out of 100 listed players, there are only 4 (!!) conjurers. In warmaster ranking (http://www.championsofregnum.com/index.php?l=1&ref=gmg&sec=19&rank=4&world=0&realm=-1&class=-1&range=0), there are 11.
Haven: 7 in rlm points rank / 13 in wmc rank
Valhalla: 7 / 14 <-> Barbarian: 51 / 34 !

tl;dr:
1st problem: Some classes get more rewards for the same enemy than others.
2nd problem: Some classes get rewards for more enemies than others.

Adrian
08-10-2015, 01:04 PM
I also like this approachbetter than the currentone. I suggest you also include some randomness and do not share details about the details, so it's more difficult for anyone to abuse. Seems like wmc/playerkills can't be abused anyway.

But it might become unfair in terms of distribution. Barbs can get rewards for 20 enemies at once, just by casting one typhoon. Healers instead can ONLY participate in the kill rewards, if the ally they buff does a NORM HIT. Any spell like typhoon, south cross, roar, literally anything, will reset the conju involvement. And also, I've been told that interaction with fort doors will reset it.

But Realm Points are distributed in a different way than the new war experience is. And the WM coins will be distributed that way too. We already tested it a lot and practically every subclass gets the same amount in similar timeframes, even support subclasses.

This will reduce speculation and getting WMC for being "there" or arriving "on time".

The idea still has to grow. You will have more details when we upload a version to Amun.

WMC in forts was a good idea, but as it always happens, systems need to adapt to the attitudes of those that play. We, developers, usually make the mistake of attaching too much to the rules. We obviously try to break it for it to be robust, but we may forget about corruption in groups :biggrin:

Anunnaki
08-10-2015, 01:19 PM
the new war experience is only in forts ?
I ask this because i like more those open fight and bridge war.

fritsos
08-10-2015, 01:22 PM
Thanks for the update Adrian!
It sounds intresting, looking forward to Amun

Adrian
08-10-2015, 01:38 PM
the new war experience is only in forts ?
I ask this because i like more those open fight and bridge war.

No, experience is given everywhere, but WMC will be only given at forts. Regnum is an RvR game and the rewards for its war must be given where war benefits the game's main purpose.

Anunnaki
08-10-2015, 02:11 PM
Those new jewelry will be for the new experience reward or for wmc ?

I think that most aren't enjoying with that purpose of camping forts and invading to get a reward that will be used to buy such OP items.
Fort war always gives the zerging realm the advantage if the fight lasts more than 30min it become farming and boring. But bridge & open war may lasts hours.

Sentan
08-10-2015, 02:53 PM
Basically capturing forts will, depending on how and which you have captured, establish a multiplier in the zones of those forts for the obtained WM coins. These coins will not be rewarded at the end of a timer, but with every enemy kill, such as when you get experience from them.

For example, if killing an enemy gives 5 WMC and I have captured a fort, I will only get 5 WMC. But, if I also have a castle, I could get the double: 10 WMC. And if I have the three buildings, the triple.


I like that... but please find a good way to promote castle wars :) since we don't even need castle to invade enemy realm nobody cares about wars there. Castles have become much less important than ever :P

schachteana
08-10-2015, 03:05 PM
But Realm Points are distributed in a different way than the new war experience is. And the WM coins will be distributed that way too. We already tested it a lot and practically every subclass gets the same amount in similar timeframes, even support subclasses.
to bring up my previous example again - if 3 barbarians kill a 10-players-zerg with their aoe's, the game will not even realize that there might have been conjurers involved.
- so if you say that wmc & xp are being distributed fairly, which, sorry to say, I doubt, why aren't realm points?

You will have more details when we upload a version to Amun.
yes but you asked for our opinion right now :D

ps. BRING TDM BACK!! :horsey:

Loque
08-10-2015, 03:08 PM
Ever since the first moment that we saw in live servers some users commenting: "let them capture so we can get a reward" we were already thinking in performing changes. Any idea can be great until it clashes with human psychology and the law of the less effort possible. Nothing to be surprised of.

We were already designing a new way to obtain coins in battle because this current system favours the realm that has more initiative of war and not specifically the one with most players. That sounded good but not for the future plans regarding the coins. Our bad.

We were about to release this new version soon, but first we will give a chance to some changes to be tested in Amun related to obtaining WM coins.

Basically capturing forts will, depending on how and which you have captured, establish a multiplier in the zones of those forts for the obtained WM coins. These coins will not be rewarded at the end of a timer, but with every enemy kill, such as when you get experience from them.

For example, if killing an enemy gives 5 WMC and I have captured a fort, I will only get 5 WMC. But, if I also have a castle, I could get the double: 10 WMC. And if I have the three buildings, the triple.

We already calculated, based on the current war numbers, that it would be a lot more balanced. Also, we're thinking about making the fort zones a bit bigger. Now that we finished all the analysis we think it is appropriate to give it a chance and obviously, know what you think about it!
Good one. Participation in war rewards are more logical than sitting empty forts. Also, as said above you could give WMC in open areas but not by that amount as you would do at a fort. Maybe you could cut a percentage of it. Ganking is also something that is to be considered in such situation. Bridge wars and open fights are fine. But only time will tell if this is needed.

It looks well at the moment, thanks for the update.

godismyjudge
08-10-2015, 04:20 PM
Is experience getting removed from holding a fort too? If yes, would you consider increasing the exp from players, at least in fort zones, too? 200 is really low, With fort rewards, it is quite a nice way to level up only by warring - 5000+ exp is a big help. With 200 exp per player, it would be 25 extra player kills to get same exp .. that could be a problem on Haven, and even more if players stop giving exp if you kill them several times (as it is now right?). 200 is exp a mob gives ... players are much harder to kill than a mob and it takes more time.

Edit: Now when thinking about the WMC rewards from players, the idea may have flaws too. Lets say a realm is holding more forts, people at the fort where are enemies will get all WMC/exp, but what about the players who guard the second fort so that the people in first fort can have double WMC ... they will all run back and forth between forts where is or isn't an action? If there will be lot of enemies in fort, owners will just go to capture the non guarded one.

Another note, in current system when fort owner is trying to recapture a fort, they sometimes try even with lesser numbers (they wan't recapture reward and don't want enemies to get it). Now they may just say 'they are too many, let them rot there and not give them free WMC'. And then enemy capture second fort to start invasion .. but owner will go to empty fort to recapture (because all enemies only move into fort with 'active war' and leave the second one empty) On heaven, usually only enemy is having multiple forts, but owners all fight at single fort and recapturing them one by one, not at once, as perhaps on Ra, where is bigger population.

Just my thoughts on this. Perhaps there is no perfect solution to this.

Eric_Singer
08-10-2015, 05:13 PM
Ever since the first moment that we saw in live servers some users commenting: "let them capture so we can get a reward" we were already thinking in performing changes. Any idea can be great until it clashes with human psychology and the law of the less effort possible. Nothing to be surprised of.

Don't know how u guys couldn't predict it, But with this new system, here is what u guys gonna see in live server "Don't go to 'X' fort, u guys are only going to die and give them RPs and WM coins". Wars that even with numerical disadvantages were happening, now at the moment the smallest disadvantage happen ir will end, No more tower defense or Last minute "All in" to receive rewards.

pieceofmeat
08-10-2015, 05:44 PM
But Realm Points are distributed in a different way than the new war experience is. And the WM coins will be distributed that way too. We already tested it a lot and practically every subclass gets the same amount in similar timeframes, even support subclasses.

This will reduce speculation and getting WMC for being "there" or arriving "on time".

The idea still has to grow. You will have more details when we upload a version to Amun.

WMC in forts was a good idea, but as it always happens, systems need to adapt to the attitudes of those that play. We, developers, usually make the mistake of attaching too much to the rules. We obviously try to break it for it to be robust, but we may forget about corruption in groups :biggrin:

Instead you will get people farming a bit only to run, teleport or even log out the moment the fight starts to turn.

You will get enemies more likely to log out or idle because it not worth giving it a try and give enemies wmc.

Also who will capture and hold fort 2 and 3 when its only the action that is rewarding?

Maybe the both systems could be combined, just to keep the war promoting incentives in the current system.

Zas_
08-10-2015, 06:20 PM
Don't know how u guys couldn't predict it, But with this new system, here is what u guys gonna see in live server "Don't go to 'X' fort, u guys are only going to die and give them RPs and WM coins". Wars that even with numerical disadvantages were happening, now at the moment the smallest disadvantage happen ir will end, No more tower defense or Last minute "All in" to receive rewards.

True.

This is the same with the current reward system, where preventing capture (ie. killing enemies before they break door) is generally avoided, because you can just wait and recapture if you have more people on your side.

That said the proposed system could (imho must) include a bonus for fighting more with less, so it is still interesting to fight.

Ie. if one of your forts is taken, and camped by 15 enemies, and you have 10 on your side, you have a huge disavantage (5 less and no fort), if the side with 10 had a significant bonus it would motivate them to fight. Let's say if one of the 15 in the fort kills one of the 10, he earns 100 wmc, the reverse could be 200 wmc.

But NGD needs to implement a way to count dynamically forces in presence (accounting levels, number, and perhaps classes), not sure they can do it (but it would be great to help with realm balance for sure).

Telwe
08-10-2015, 08:54 PM
^

Lesser popped realms should earn a multiplier on coins. (and greater popped realms a penalty). So your average alsius group at night should be getting 1/10th to 1/50th of the base coin value (rounding down, so 0).

MDpro
08-11-2015, 01:12 AM
After reading the changes made to jewels in the first post (Good to see attack range removed :D)... I think the only real imbalance lies within those +40 elemental amulets. I'd say release all of the other jewels, but hold off on those elemental WM amulets for a little while. Even without those +40 amulets, the other jewels are good for different subclasses, and they allow each player to customize their stats without being too OP.

EDIT- Maybe the cast speed and mana could be slightly lower on the rings too.

_Kharbon_
08-11-2015, 10:09 AM
...


This will certainly be a important change in the mechanics. Camping empty forts will have no meaning, that's a great change.
The only issue I see is, that if enemy outnumbers me at a fort, instead of trying to recap the fort (and give them "free" wmc), I will rather cap their fort, and wait for them there. When this happens, the enemy is likely to cap my other fort, to force me to defend (initiates an invasion). This scenario results in a likely invasion, which gives high amounts of wmc anyway. I would therefore suggest to include some changes of wall rewards.

Also, I would like to point out, that on Haven there's a certain "issue" with over/under -population of different realms. Instead of adding on the end-game, focusing on early game might be more profitable in the long term.

roonwick
08-11-2015, 01:59 PM
there should be SOME reward for defending a captured castle or fort, even if nobody comes to attack the fort.

rinky
08-12-2015, 06:28 AM
Basically capturing forts will, depending on how and which you have captured, establish a multiplier in the zones of those forts for the obtained WM coins. These coins will not be rewarded at the end of a timer, but with every enemy kill, such as when you get experience from them.

For example, if killing an enemy gives 5 WMC and I have captured a fort, I will only get 5 WMC. But, if I also have a castle, I could get the double: 10 WMC. And if I have the three buildings, the triple.

We already calculated, based on the current war numbers, that it would be a lot more balanced. Also, we're thinking about making the fort zones a bit bigger. Now that we finished all the analysis we think it is appropriate to give it a chance and obviously, know what you think about it!

How does this change the fundamental problem in, for instance, Haven server?

Just some thoughts about this idea you all are entertaining.

The question to be asked is, "how will the players game this?" Not "how would we like them to game this?" but "how will they game this?" Because, right now, the players figured out how to get loads of WMC by driving through the huge gaping hole in the system.

The only thing that will change is how the players game the system to twist it to their advantage. And, again, the advantage is with the group with large numbers.

Because this is how it will be gamed:

"Get a LARGE group and run over any small groups holding forts. This will keep them from holding forts or trying to hold forts, so nobody can challenge us or even be in competition with us. If we don't have a large group, we don't go to the forts so those groups cannot win WMC for killing us."

Because it's obvious by now that RP's don't mean much.

And WMC were once hard to get. Now they're so easy to get it's pitiful.

Rinky

EmanuelM
08-12-2015, 03:24 PM
there should be SOME reward for defending a captured castle or fort, even if nobody comes to attack the fort.

Your reward is you get to invade without anyone defending there realm. WMC rewards are bad for the war quality in the game

Anunnaki
08-12-2015, 04:09 PM
We can agree all that invation is all about zerging, so any rewards will be related to that system will bring only problem and will make balance worse and worse.

Any rewards related to this invation system, should be used to buy something that won't unbalance the game more and make the OP realm more OP.

As exemple :

* Invation system rewards (wmc), can be used to buy only some items like :
WM hat, WM costume, WM horse, Companions, some weapons for fusion...

* Pure war rewards (something like RP but more adjusted) that we can get anywhere during the war :
Amulets, rings ...

roonwick
08-13-2015, 08:59 PM
Your reward is you get to invade without anyone defending there realm. WMC rewards are bad for the war quality in the game

I disagree. WMC awards are good for war. They promote attacking castles, leading to a more active warzone.

Telwe
08-13-2015, 09:01 PM
I agree... just modify bonuses relative to populations...

Frosk
08-14-2015, 05:22 PM
New version in Amun with the following changes, closer to a final version. We will still be working in some Realm Balance adjustments, which would be the last addition.

- Added: Obtaining Warmaster Coins when killing players in forts/castles/walls.
The base is 5 WMC per kill when the character is level 60. When there is negative level difference (IE: I'm level 60 and my enemy is level 55) the coins are reduced.
These coins are affected by the WMC Multipliers.
As with experience there are methods to avoid collusion and other possible abuses of this feature.
- Modified: Forts don't give WMC rewards for simply holding (because of obtaining them killing players). There are still rewards for getting a Relic out of the cage and for Invading (or avoiding them).
- Fixed: Disconnection after choosing a respawn point while affected by the Cremation spell.
- Fixed: Tenax and Vesper Dragon Sets for Warriors were indicating "Hit chance" instead of "Critical chance" in their descriptions. Anyway, the modifier applied was the correct one.
- Modified: Gold rewards from Treasure Chests in all the world are now enhanced.
- Minor visual and texts bugfixes.

Zas_
08-14-2015, 05:33 PM
- Modified: Gold rewards from Treasure Chests in all the world are now enhanced.


Incredible (treasures were discussed back to 2008-2009, and since they never changed). Better late than never :bananajoy:

How exactly are they enhanced ?

Zas_
08-14-2015, 05:38 PM
- Added: Obtaining Warmaster Coins when killing players in forts/castles/walls.
The base is 5 WMC per kill when the character is level 60. When there is negative level difference (IE: I'm level 60 and my enemy is level 55) the coins are reduced.
These coins are affected by the WMC Multipliers.


5 WMC per kill ? 100 kills = 500 wmc (if all are same level). Can you clarify what you count as kills ?

Sentan
08-14-2015, 05:47 PM
The base is 5 WMC per kill when the character is level 60.

5 wmc? might be enough for RA but what about Haven? It's really hard to finish 'The path to Warmaster 25' quest here :p

Adrian
08-14-2015, 06:10 PM
5 WMC per kill ? 100 kills = 500 wmc (if all are same level). Can you clarify what you count as kills ?

It's about participation in the kill. It would be fairly easy to get the same amount as when holding the fort.

5 wmc? might be enough for RA but what about Haven? It's really hard to finish 'The path to Warmaster 25' quest here :p

Of course, it will be adjusted to the population of the server, as with gem interactions and such.

Robasiewicz
08-14-2015, 10:10 PM
New version in Amun with the following changes, closer to a final version. We will still be working in some Realm Balance adjustments, which would be the last addition.

- Added: Obtaining Warmaster Coins when killing players in forts/castles/walls.
The base is 5 WMC per kill when the character is level 60. When there is negative level difference (IE: I'm level 60 and my enemy is level 55) the coins are reduced.
These coins are affected by the WMC Multipliers.
As with experience there are methods to avoid collusion and other possible abuses of this feature.
- Modified: Forts don't give WMC rewards for simply holding (because of obtaining them killing players). There are still rewards for getting a Relic out of the cage and for Invading (or avoiding them).
- Fixed: Disconnection after choosing a respawn point while affected by the Cremation spell.
- Fixed: Tenax and Vesper Dragon Sets for Warriors were indicating "Hit chance" instead of "Critical chance" in their descriptions. Anyway, the modifier applied was the correct one.
- Modified: Gold rewards from Treasure Chests in all the world are now enhanced.
- Minor visual and texts bugfixes.

If I may add, Mage tenax set still has "spell focus" instead of "spell resistance". Not sure about other dragons

MDpro
08-15-2015, 08:00 AM
It's good to see that fort rewards will stay, but not in the form of a timer anymore...

A little while ago in Ra, we had all 3 Syrtis forts while they were invading Ignis... I finally died at herb with 2 freaking seconds to go on the timer. 2 SECONDS was the difference between getting 1200 WMC and 0 WMC. xD

This has happened a few times before, and it's really annoying. xD

Telwe
08-15-2015, 11:42 PM
Adrian how does stop zerging? It is very difficult to get kills off of zergs.

Candyx
08-16-2015, 12:02 AM
Fix realm balance - then fix bugs - then fix character balance - then introduce new content.

If you introduce new content before fixing the balance then the game just becomes less balanced.

The 5 wmc/kill idea is great in theory - but in practice it'll just provoke the 'don't bother going to fort they're just farming' mentality. The only reason rp farming isn't as prohibitive is rp has no value. For example;

Alsius cap herb and alga with 15 at each, the 5 or 6 syrtis online try herb once and get killed quickly. There's almost no hope of recapping. Syrtis decides to camp wall since they don't want to give Alsius even more war master coins.

MDpro
08-16-2015, 05:24 AM
I was just reminded of something...


With these new +40 amulets of elemental dmg coming out for everyone, my Daen amulet is going to be garbage (except for the +50 extra health, awesomeeeeee). Not that the amulet was ever great to begin with, but can you please at least make it +20 dexterity if you're definitely going to release these elemental amulets, so that it isn't completely useless? :razz:



The 5 wmc/kill idea is great in theory - but in practice it'll just provoke the 'don't bother going to fort they're just farming' mentality.
Yeah, now that you mention it... Maybe the reward timer isn't so bad afterall.


Suggestion- What if you make the system like this: 5 or 10 WMC for every minute your realm holds one fort, with a fixed duration (60 minutes, kind of like it is now) in which you can get rewards from holding that fort? Of course the timers and WMC reward would change like they do now based on how many forts of a certain realm that your realm has captured. This would keep the fort reward system the same, but prevent those annoying last minute deaths from killing your reward. Also would make the defenders want to keep fighting, and would also prevent attackers from pushing the fight all the way to the defending realm's save altar, because they will want to stay by the fort to get the rewards.:thumb_up::thumb_up:

Zas_
08-16-2015, 07:56 AM
It's about participation in the kill. It would be fairly easy to get the same amount as when holding the fort.

Of course, it will be adjusted to the population of the server, as with gem interactions and such.

Imho, WMC earned should decrease when target is killed more than x times in a time window, ie. 1st kill count as 5 WMC, 2nd kill within next 10 minutes as 3 WMC, sliding the time window, and next kill within next 10 minutes would only count 1 WMC, 4th kill and following will earn 0 WMC.

kowocki
08-16-2015, 12:47 PM
just keep old wmc quests and change dragon wish from fixed wmc amount to the booster 3 day long, week long no matter.

only way to earn wmc will be war and it wont be zerg friendly, dragon wish wont be abused cause it will be pointless to do it.

Zerg will be starved to death as farming underpopulated realm wont allow them to finish basic kill 3O quest so no reward for zerglings.

Only other thing what will be necessary to balance it fully will be locking kill noble quest so wont be affected by dragon wish booster. And bring back old boats during invasion so other realm may join 3-way fun and disturb attacker

Candyx
08-16-2015, 01:50 PM
I doubt NGD will ever change wmc wish to wmc booster - that could eat into their profits from what must (at the moment at least) be one of their top earners.

Also, killing the zergs isn't a great idea since that essentially means having less players. I guess you could argue it would spread the players out more but I'm not sure it would have that effect (the zerg realm still zerged at forts before the new coins system - it only became a serious problem when the incentive to collect wmcs became significant).

Here's a quick fix idea for the realm balance:

When an enemy realm captures a fort/castle the server counts the number of enemy players nearby and the number of home players nearby. It then adds to the number of enemy players at other forts/castle and the same for home players. If there is a significant disparity (many more enemy than home) then it creates a 'summon legend' style character to play alongside the less populated realm. When these legends die they have a re-spawn timer (approximately equivalent to the time taken to get back from the save). The mechanics of the legends would have to be worked on (pointless to have them rush in 1 at a time), but they could easily stick 'within range' of real players etc.

Everything I'm saying here is for the betterment of the game - someone needs to play devils advocate and argue nothing will work!

Adrian
08-17-2015, 06:46 PM
Hi!

Here are a list of changes we applied today:

- Modified: War Confidence gives different bonuses depending on building and imbalance level.
* In Realm Walls, it can give 50% Health and 20% Main Attribute.
* In certain cases it also can give +100% Warmaster Coins for killing players in any fort/castle/wall.
- Modified: Rewards in forts/castles/walls require participating in killing a player to count as combat activity.
- Minor visual and texts bugfixes.

We will continue with some other realm balance changes and we'll be one step away of launching this version.

Sentan
08-17-2015, 06:59 PM
Great changes!

Hi!
* In Realm Walls, it can give 50% Health and 20% Main Attribute.


btw does it affect only defenders? or invaders can be with this buff as well?

<EDIT> Thank you for your quick response :)

Adrian
08-17-2015, 07:07 PM
btw does it affect only defenders? or invaders can be with this buff as well?

The realm that is benefited with War Confidence will have this 50%/20% bonus either defending or in enemy walls. This should help a bit more the realms that can't invade or are invaded a lot. But it's just a small step.

v0rt3x
08-17-2015, 09:03 PM
Any news about this? Spells don't count towards activity at forts (http://www.championsofregnum.com/forum/showthread.php?t=105735)

And is there any chance, that the companion respawns as a hunter pet, if i dismount?

Anunnaki
08-18-2015, 08:18 AM
"20% Main Attribute" is too much.

Robasiewicz
08-18-2015, 12:17 PM
"20% Main Attribute" is too much.

One might argue that 124 wishes in a row is too much.

Adrian
08-18-2015, 01:43 PM
"20% Main Attribute" is too much.

Let's use analogies. I like them.

When you try to move a piece of furniture. Say... a big wardrobe. You apply some strength. It doesn't move. You apply more. Moving, but still not enough. Well, I'll double it: now we're talking. The wardrobe is moving, I'm feeling that my job is done here.

So, Alsius is a heavy wardrobe to move now? Well, we will have to push a bit more until things balance out.

Anyway, the big imbalance was created (sorry) because of how fort rewards are granted. Now that will be finally fixed and we will do anything possible for the amount of WM amulets/rings to be the most even possible between realms.

20% is just help to even out numbers. A big difference in invasion count is just frustrating.

_Kharbon_
08-18-2015, 02:17 PM
"20% Main Attribute" is too much.
Depends on class really. While for Warriors and archers it's a decent dmg boost, mages get some mana (around 140, if I remember the value right)

Anunnaki
08-18-2015, 02:31 PM
I though amulets/rings will for a new coins that are more about war and not invasion system.
Anyhow with all that dmg boost (war confidence & Mohere & jewelry...) did you analyze marks dmg ? staying inside fort to spam 1k-2k won't be funny.

Adrian
08-18-2015, 03:03 PM
I though amulets/rings will for a new coins that are more about war and not invasion system.
Anyhow with all that dmg boost (war confidence & Mohere & jewelry...) did you analyze marks dmg ? staying inside fort to spam 1k-2k won't be funny.

This is not about damage. This is about giving confidence to the underdog. It is not permanent, it is not in all the map. I'm open for criticism, but please give it a thought before stating an opinion.

If it's about an alsirian (current "zerg") complaining about having a rough time with an enemy now, please, let's stop it here.

Loque
08-18-2015, 03:50 PM
This is not about damage. This is about giving confidence to the underdog. It is not permanent, it is not in all the map. I'm open for criticism, but please give it a thought before stating an opinion.

If it's about an alsirian (current "zerg") complaining about having a rough time with an enemy now, please, let's stop it here.
This is an assumption due to the result of Alsius' day actions of invading empty realms. He doesn't mean that I think. He means the European peak times of 4-5 hours when Syrtis has many online, at times close to 40 or more and they go to farm Trelle with war confidence and areas. During that time period, Alsius has very few online, but some do log in if it results in defending an invasion or something like that. But it's very easy to overwhelm Alsius with an upgraded fort and spamming areas(which they do). Also, a "zerg" is pointless without a proper support lineup, so no matter how many you have, if you are not getting healed or aura'd, you are pretty much dead whoever you are.

Personally, I'm not complaining about anything, give them 20 or 50, I will kill them. As long as war keeps happening and there is fun, I'm all in for anything to improve the morale and will to fight. I do hope though this server gets a lot of players and activity gets a super boost.

Robasiewicz
08-18-2015, 03:51 PM
I'm open for criticism, but please give it a thought before stating an opinion.

So, I've been thinking.
It was previously stated that areas around forts will be larger, yes?
The worst thing about getting WM quest kills were those failry small zones.
If you were defending a captured fort, you didn't get a reward during a rush.
If you were trying to recapture a fort, you often didn't get a quest kill because you were rushed and even with killing some foes, it was done way too far away.

I know that a boundry has to be made where fort kills end and I think you guys have a reasonable idea about where should that be.

Now that fort kills will be somewhat easier, why not "boost" quest rewards a bit?
AFAIK there were no complaints about zergs abusing quest system, it seems to be working pretty well.
It doesn't seem to grant infinite WMC for endless farming too.
Why not build on that?

Sentan
08-18-2015, 04:00 PM
...

That's why 'War Confidence' should be more dynamic, based on online 55lvl+ players.



The worst thing about getting WM quest kills were those failry small zones.
If you were defending a captured fort, you didn't get a reward during a rush.
If you were trying to recapture a fort, you often didn't get a quest kill because you were rushed and even with killing some foes, it was done way too far away.


Yeah, it's terribly annoying >.>

_Kharbon_
08-18-2015, 04:36 PM
That's why 'War Confidence' should be more dynamic, based on online 55lvl+ players.
Something like this was done before, resulted in players logging out purposefully to get the advantage, I heard..

But it seems to be a better idea as population can change drastically over different timezones.

Candyx
08-18-2015, 05:20 PM
...

To be honest, this is the first post (that I've seen at least)
where you've actually acknowledged the problem. In my book the importance of this cannot be overstated, you've just brought at least a few weeks more patience from me!

I kind of like being one of the underdog realms - when you're numbers are so few your actions carry more wait. The only concerns I have are the possibility of becoming an underdog in a 1 v 1 (due to jewellery) and quelling the tide of players leaving the underpopulated realms. I still think you might do well to put off the war master jewelery for the immediate future, until you're confident one realm isn't going to benifit to highly - but I guess if RA isn't in the same situation it wouldn't be fair to those players (I don't think running to versions would help Haven eother).

godismyjudge
08-19-2015, 10:59 AM
[suggestion] With addition of new jewellery, both for gold and WMC, new players, players who don't read changelogs, etc. may not even know about them or may not know where they are sold. I suggest to add two simple quests (level 55 one and one lvl60 WM) to the main city (as players come there for warmaster quests regularly). These quests should lead the player to secondary fort market (for gold jewels) and castle (WM jewels), with some information. For level 55 one, some exp+gold as a reward, for level 60 one some symbolic amount of WMC (say 100).

Edit: there should also be a simple quest for level 15 players to introduce them realm task board, how it works, why is it there. Some players don't even know it is there!

Adrian
08-19-2015, 11:01 AM
[suggestion] With addition of new jewellery, both for gold and WMC, new players, players who don't read changelogs, etc. may not even know about them or may not know where they are sold. I suggest to add two simple quests (level 55 one and one lvl60 WM) to the main city (as players come there for warmaster quests regularly). These quests should lead the player to secondary fort market (for gold jewels) and castle (WM jewels), with some information. For level 55 one, some exp+gold as a reward, for level 60 one some symbolic amount of WMC (say 100).

We will handle things like these in the next stage.

ieti
08-19-2015, 05:11 PM
Seing how many items will be possible to buy with WMC i see RP's as even more useless. Can we get RP's converted to WMC and then removed from game.

This will have several advantages:
- player rankings will be by wmc and will be more dynamic.
- there will be only 1 type of points given for war.
- players will benefit from this conversion.
- it will be easier to achieve war master status.
- it can be added possibility to trade other items for wmc too in auction house and so on.

Etc etc etc. Making only one war earned currency will make thing more homogenous and nice. Keeping RP only for the rankings is plain stupid and useless.

schachteana
08-19-2015, 05:33 PM
Keeping RP only for the rankings is plain stupid and useless.
this is your opinion. Other people like me would like to see rp kept ingame, for it gives credit to older players. Cool statistics like this one (http://cor-forum.de/regnum/CoRRankingArchive/rank.php?input=00000titanpunk00fop00Donvito0amp0Be ware00tocho00Banshee00don0amp0carlos00don0amp0carl os0amp0mierda00000Alsius00Syrtis00Ignis00Ignis00Ig nis00Syrtis00Syrtis00000) would not be possible if rlmpoints were removed.
(totally not advertising for www.cor-forum.de)