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Kimahri_Ronso
01-08-2016, 01:04 PM
I'm just trying to sum up all the things that would be great to be done / added to the game, with your help, dear fellow players ;).

So, since last year NGD had many issues regarding the server migration and stability and they couldn't complete the to-be-done list for 2015, let's start with the leftover. Sorry, but long post.
The official Roadmap by NGD can be found here (https://www.championsofregnum.com/forum/showthread.php?p=1857917#post1857917).

Colour red - Nothing was done about it so far.
Colour green - Done!
Colour purple - Cannot be done at all
Colour blue - Something was done regarding the issue but still not perfect
Colour orange - Maybe soon, but not very soon
----------------------------------------------------------
The first thing that should be done is:

Character progression

Enhance rewards, quests and the time it takes to get to a useful level for war. Also, in high levels, gaining experience will be more profitable in war than with creatures.

Provide bonuses regarding progress towards war for new characters as much as bonuses for characters in the higher levels for their progress in war. Also, make them understandable and present in the game interface.

Redistribution of creatures in all the world. Avoid the accumulation of unused creatures and perform a diversification of the levelling zones.



-We can see the signs of this already, there's a buff that strengthens the lower level (maybe from lv30?), player kill gives more XP in war, but there's still much to do about it.
I don't think that buffing a lv30 will be enough, I think, making it possible to reach lv50 faster is a better way, add new quests or rework old ones, make it possible to reach lv 50 in only a few days by doing quests, or by grinding, raise the mobs respawn time, raise their number, let them give more XP, remove mob resists and evades and at the same time introduce new premium items such as double/triple quest XP/gold, mob spawn scrolls, double/triple war xp scroll.
Leaving the link of the new premium items (http://www.championsofregnum.com/forum/showthread.php?p=1823547#post1823547) here to look at, edited the first post so you can check the best ideas there :).

-Rework realm task table (http://www.championsofregnum.com/forum/showthread.php?t=91950) and try to make it a little more user-friendly
-Display players "saved at" location on the map (http://www.championsofregnum.com/forum/showthread.php?t=102239) - Red coloured.
-Solve mount issue for lower level
-Raise drop rate of useful items
-Raise the take-able quest number


-Official character progression update by NGD, 28-03-2016. (https://www.championsofregnum.com/index.php?l=1&sec=27&opt=1&cl=160)


---------------------------------------------------------------
Next to come (it should after character progression)

"Recurrent events

Expand the current event system that allows their real-time activation. Creation of simple events for recurrent use and enhance the interfaces to clearly understand what to do, when and how.

Creation of an Event Calendar to be up to date about programmed events."


-Not much to add, new events are really welcomed, be it WZ or inner, new events may raise activities, more logs in to play and more stays tuned. More action=more player=more fun (hopefully) ;).

-------------------------------------------------------------
Next.

Clans, community and retention

"Enhance the administration of clans and give tools to perform activities and create objectives for their members. Provide utility and more variety to the Ranking and the Achievements. Reconsider the Friend List, as in how it works and also the interaction with other functions of the game.

Give rewards for being a frequent user or a long-term one."


-It will allow clans to run events-in-event. Once there will be more and constant events running by NGD / GM, the clans can make side missions for clan members to expand the fun, would be great!

-Also, please make friend list account based and not character based at last.

---------------------------------------------------------------
Next.

Balance update

-Have a look at all of the classes, check their skills, items, item bonuses, modify the necessary things. Also modify /delete least used skills / make new skills if needed. Tests will be needed to be done by users for sure.

----------------------------------------------------------------
Next.

General revision

Updates only for error repair.

-Includes bug fixing, hope many years-long not fixed bugs will be finally looked at and fixed. Will need a new thread to sum up all the things that may need a fix. Users must be involved badly!! ;)

--------------------------------------------------------------
Next one.

End gameplay

Amplify the amount of end gameplay options: readapt the access to the Battlezones for them not to affect war. Give more options for the Coliseum. Add random objectives in the War Zone to make use of the terrain

-Modify XP/RP/WMC distribution for support classes /non-dmg spells /low damage hits/spells.

-server-across access to battlezones with customizable parties;

-Please have a look at the terrain, there are many places where players get stuck all the time, re-design forts and castles so range players get a better spot to fight from. Now they can't use the wall as well as they should, they have to jump onto the edge to be able to attack enemies below.

-The eternal issue, invasion.
It is still far from perfect and I doubt it'll ever be, but still> it belongs to end game and thus it should be tweaked a bit.



-----------------------------------------------------------
Next (only a suggestion by me :D)

New items, new content

-Introduce new items as new goals to reach.
-Add new dragon items, weapons. They shouldn't be too OP but they should be tempting enough for players so they wanna get them, they better look kickass as well! ;).

-Add new Wz bosses with lesser respawn time and useful but not OP drops.
You may connect them to forts so some war may be involved too, would be fun IMHO.

-Add new magnanite weapons, barbs missing the very slow ones (all type), archers need a fast bow. Magnanite armour would be also cool, just like magna shield, magna arrow with unique bonus(es) and magna bracelet too! :thumb:

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

Well, this is all I could think of for now, took me much time anyway lol.
You are free to add your thoughts as well, I may edit this post later.
Cheers! :thumb:

Anunnaki
01-08-2016, 02:40 PM
Mount should be free till lvl 50 at least, this is very important point before even talking about lvling update.
It is extremly retard to write F2P and then you ask new players to buy a mount at lvl 10 before even they start having fun.

This is my personal experience with friends :

> Le me : hey join me in regnum !
> The friend : why not, i read people opinion in steam, they said it is shit ! but i try it !
> Le me : Oh thanks
> The friend : after one week, i'm lvl 10 but i need a mount.
> Le me : buy it, it is necessary...no choice...
> The friend : ok
> Le me : 2 weeks more, what lvl are you ?
> The friend : 25 and it is very boring, you know what ?
> Le me : what ?
> The friend : FU

Kimahri_Ronso
01-08-2016, 03:02 PM
Added to the OP

Character progression:
-Rework realm task table
-Display players "saved at" location on the map
-Solve mount issue for lower level
-Raise drop rate of useful items

Added new stage:
Balance update.

Keep it up!

halvdan
01-08-2016, 05:35 PM
I think there was enough of enhancing rewards, endgame etc. It's still not awesome indeed(I didn't like those updates personally, but that's other story), but other parts of game, as grinding and new player retention are in critical state.

So my suggestion is skipping any other great super awesome ideas how to entertain the zerg of players who achieved everything that could be achieved at the moment, and start thinking how to improve this shocking horrible distasteful XP-digging system and staggeringly vapid quests.

UnknownUser
01-08-2016, 07:00 PM
Tdm and Dragon weaps pl0x

We must remember this is Champions of Regnum, not Regnum online Warmaster

Svarec
01-08-2016, 10:33 PM
I think there was enough of enhancing rewards, endgame etc. It's still not awesome indeed(I didn't like those updates personally, but that's other story), but other parts of game, as grinding and new player retention are in critical state.

So my suggestion is skipping any other great super awesome ideas how to entertain the zerg of players who achieved everything that could be achieved at the moment, and start thinking how to improve this shocking horrible distasteful XP-digging system and staggeringly vapid quests.

+1
100% agree, stop thinking of other dummy enchantments of game and start to make it possible for new players to join. Old players leaving and it is normal situation - every game after some time will get boring and people leaving to find some new fun, so if new players will not join the game, it will slowly die.

But this was posted at this forum many times and it was also mentioned in roadmap 2015 and still nothing done with it. So i hope it will be main target for roadmap 2016.

LittleHomer
01-14-2016, 10:23 PM
First of all: I didn't play regnum for 1,5-2 years but I played it since the beginning.

I liked the game, but then nothing changed any more. The balance was the same over the whole time, the map was the same over the whole time, spells weren't changed graphically and so on ...

... Now I wanted to give the game another try.
And what do I see ingame?


finally it's possible to save your different skills
finally it's possible to get other jewelry with wmc / gold


but also ...

Battlezones are still not finished
Spells are still lookin' like in 2007 (i guess the most of them :horsey:)
even more players left the game
some classes are still kinda unusable in big battles (e.g. at samal or efe)
gettin' a higher level is still stupid (killing mob1, killing mob2, and so on...)
the map is kinda exactly the same thing
and so on ...


sad :mad:

i really didn't see a big change from my last gaming time in this game ...

Kimahri_Ronso
01-15-2016, 03:28 PM
Well, all of your "but also" is included in "my" to-do list for 2016, let's hope NGD will take care of the rest ^^ ;)

Also, trolls and friendly users, both, open your big mouth NOW and tell what kind of changes you would like to be done to the game in this very year or STFU once they're already about to be implemented :p.

schachteana
01-15-2016, 04:07 PM
Well, all of your "but also" is included in "my" to-do list for 2016, let's hope NGD will take care of the rest ^^ ;)

Also, trolls and friendly users, both, open your big mouth NOW and tell what kind of changes you would like to be done to the game in this very year or STFU once they're already about to be implemented :p.

complaining is easy, contributing difficult. valid in today's everywhere

---

well here's my proposal:

- Levelling update, asap
- TDM instances, server-across & with custom parties & with limited access (once per account per day for example, so it in no way kills warzone action as dragon raids do now)
- Steam release (Adrian said something like this can be done twice)
- If it fails, server merge
- Balancing, damage/armor modifications, realm balance actions, rewards, wmc, champion coins, gold etc.

Kimahri_Ronso
01-15-2016, 05:34 PM
complaining is easy, contributing difficult. valid in today's everywhere

---

well here's my proposal:

- Levelling update, asap
- TDM instances, server-across & with custom parties & with limited access (once per account per day for example, so it in no way kills warzone action as dragon raids do now)
- Steam release (Adrian said something like this can be done twice)
- If it fails, server merge
- Balancing, damage/armor modifications, realm balance actions, rewards, wmc, champion coins, gold etc.

Contributed! :p

Added to OP:
End Gameplay
-server-across access to battlezones with customizable parties;

Moar please! :thumb:

LittleHomer
01-15-2016, 10:19 PM
Server merge Ra <-> Valhalla would be so awesome :horsey:

LittleHomer
01-17-2016, 03:09 PM
Just something to add in my opinion...

Balance update

-Have a look at all of the classes, check their skills, items, item bonuses, modify the necessary things. Also modify /delete least used skills / make new skills if needed. Tests will be needed to be done by users for sure.

It's easy to say that the balance isn't pretty well done in regnum so far. Here some points I would like to see different in future / end of 2016:

- give the classes more difficulty
(there are many spells which are dealing always the same - huge - damage, without any need of skill (e.g. many barbarian spells, marksmen skills like lethal strike, warlocks spells like master of doom, and so on...). For example it would change a lot, if mind push would've a bigger range and these waves are more important. Instead of "1 wave effect = effect of all waves", you could give every wave an extra meaning, so you have to hit an opponent more than 1 time with mind push for slowing him the 7 secs, and so on ... its just an example.

- give the classes more individuality
(e.g. I think it's kinda crazy to give a marksmen the same number of stuns (or even more?) than a hunter... It should be important to improve the statement of every class)

- give every class the same chances
(for hunting, leveling and big battles. E. g. it's kinda strange that archers and warriors can simply run away and a mage can do nothing against it (archer/warrior will stun and use their run spells). Also it's weird that warriors have to press R before they can restart leveling in contrast to (most) mages.)

- Change these completely unused spells / Add more spells
(It's sad to see that almost every class at level 60 has the same skill. It's like a meta and other skill options are never used. I mean, for sure, there are differences, but they aren't really huge. By adding more spells and by changing useless spells (like e. g. splinter wall (mage), fragility (mage), finesse (archer), ofuscate (archer), ...) it would be more funny to play vs. enemies...)


-- Sorry, had to add ... Obviously it won't change anything :wiggle14:

Adrian
01-18-2016, 04:50 PM
Hey, the Roadmap has been finished. We're going through an internal revision and it will be published by this Wednesday.

As you may know, the Roadmap is just a guide, and during the development process there can be more additions, so your ideas are always welcome. It's important to have threads like this one to have them gathered somewhere.

LittleHomer
01-19-2016, 10:18 AM
Hey, the Roadmap has been finished. We're going through an internal revision and it will be published by this Wednesday.
Really nice to hear this :beerchug:

As you may know, the Roadmap is just a guide, and during the development process there can be more additions, so your ideas are always welcome. It's important to have threads like this one to have them gathered somewhere.
To begin with: I know that this is the englisch/spanish forum for Regnum, especially this is the wrong forum to talk about the german server Valhalla (or maybe also Ra).
But I'm sure that Gamigo got many ideas from the community in their german forum. Maybe you should also get a better connection with them for more suggestions, ideas, etc. Whatever it's good to see, that NGD is still - at least - hearing the community.

Pery3000
01-20-2016, 06:32 PM
hey, the roadmap has been finished. We're going through an internal revision and it will be published by this wednesday.

As you may know, the roadmap is just a guide, and during the development process there can be more additions, so your ideas are always welcome. It's important to have threads like this one to have them gathered somewhere.

🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔

UnknownUser
01-20-2016, 07:03 PM
Hey, the Roadmap has been finished. We're going through an internal revision and it will be published by this Wednesday.

As you may know, the Roadmap is just a guide, and during the development process there can be more additions, so your ideas are always welcome. It's important to have threads like this one to have them gathered somewhere.

It's Wednesday 2:03pm.. I WANT TO SEE THIS ROADMAP

LittleHomer
01-20-2016, 08:17 PM
It's Wednesday 2:03pm.. I WANT TO SEE THIS ROADMAP
First I thought you would be dumb because it was 08:03 pm ...
Then I realised that you could've ment "20:03" or you're just living in a country with a different time zone than mine lol

Adrian
01-20-2016, 10:21 PM
It's Wednesday 2:03pm.. I WANT TO SEE THIS ROADMAP

I have it already, final version and with the thread text as well, but in Spanish. My translator is off in holidays and it's 10PM. Tomorrow early I'll translate it and post it. If I post it only in Spanish, you know what could happen. Torchs, pitchforks and a lot of foul language...

UnknownUser
01-20-2016, 10:40 PM
I have it already, final version and with the thread text as well, but in Spanish. My translator is off in holidays and it's 10PM. Tomorrow early I'll translate it and post it. If I post it only in Spanish, you know what could happen. Torchs, pitchforks and a lot of foul language...

I don't mind letting google translate for me xD

Kimahri_Ronso
01-23-2016, 06:21 AM
Added to the end of the OP

-Official Roadmap for 2016 By NGD

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

Character Progression
Objectives:
- Even out low level characters to allow them to be more competitive in the War Zone for an early access to it, including items that could be up to this feature.
- Distinguish a main quest line which will allow to get to level 30 in an easy and fast way to be able to get involved in Regnum's iconic gameplay as soon as possible.
- Redistribution of the creatures in the War Zone, allowing the dissemination of the "levelling zones".

Estimated development date: 01/02 – 29/02


-So we will be able to get to lv30 fast(er) and then we will get some kind of stat and / or item boost that will make us more competitive in war...
This sounds nice and all, but only the time will tell whether it will work out good enough in the world of powerful WM jewells and legendary armours.
My guess is that it won't, we will see :p.

-Redistribution of the creatures includes the raising of their numbers and spawn time as well?
Because I think I'm speaking for everyone when I say that we do not wanna run around for mobs for hours to be able to grind :).
Also, what about removing mobs ability to evade and resist? Is it too complicated to achieve?
Would make grinding less frustrating.

-Rework realm task table (http://www.championsofregnum.com/forum/showthread.php?t=91950) and try to make it a little more user-friendly
-Display players "saved at" location on the map (http://www.championsofregnum.com/forum/showthread.php?t=102239)
-Solve mount issue for lower level
-Raise drop rate of useful items

What about these above? Not one word was mentioned about them, although these issues shouldn't be left out of the plans of the character progression IMO.

LittleHomer
02-05-2016, 09:03 AM
Added to the end of the OP

-Official Roadmap for 2016 By NGD

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




-So we will be able to get to lv30 fast(er) and then we will get some kind of stat and / or item boost that will make us more competitive in war...
This sounds nice and all, but only the time will tell whether it will work out good enough in the world of powerful WM jewells and legendary armours.
My guess is that it won't, we will see :p.

-Redistribution of the creatures includes the raising of their numbers and spawn time as well?
Because I think I'm speaking for everyone when I say that we do not wanna run around for mobs for hours to be able to grind :).
Also, what about removing mobs ability to evade and resist? Is it too complicated to achieve?
Would make grinding less frustrating.

-Rework realm task table (http://www.championsofregnum.com/forum/showthread.php?t=91950) and try to make it a little more user-friendly
-Display players "saved at" location on the map (http://www.championsofregnum.com/forum/showthread.php?t=102239)
-Solve mount issue for lower level
-Raise drop rate of useful items

What about these above? Not one word was mentioned about them, although these issues shouldn't be left out of the plans of the character progression IMO.

I like your statement ... Have to add something:

- Distinguish a main quest line which will allow to get to level 30 in an easy and fast way to be able to get involved in Regnum's iconic gameplay as soon as possible.

Isn't it possible to reach level 30 pretty fast? What about these irritating levels after 30? I'm thinking of level 40 up to 60. They consist of stupid mob farming without an end ...

kowocki
02-05-2016, 11:56 AM
At the moment questing is $^%$^

In case of Alsius there are 34 quests in the initiation zone (4-5 are good rest are just discouraging for further playing the game); 95 quests+ 70 pendant holder quest line for lvl 11-39 (about 25 of them are nice, rewarding, some even funny/enjoyable) and 4 badass cool quests lvl 40-43.

This system worked maybe in 2009-2011 before war masters update when the chasm between lvl 30-35 and final 50 was not so big. As mentioned many times before-> new lvl gap, armours, legendary items and jewellery make players below lvl 40 helpless at any conflict zone.

NGDs mistake was focusing on champions update instead of adopting lvling system to the new lvl gap.

It must be fixed if they want to do RO grow not die, otherwise any other updates like dungeons, new isntances are meaningless and wont improve their income and game population. (just waste their time and resources frustrating both devs and player base)

For me always the easiest solution was to do lvl 50 a 1 000 000 exp. Why? it will cut 2/3 of exp required at the moment and make ppl stick to the game.
They wont lost any income from scrolls etc. in fact their income should boost as better players retention will affect their sales: mounts, exp scrolls lucky boxes. Warmaster quest and good armour/weapons we have at lvl 50 allow player to choose what he wants. Lvl 50 can do war zone boss with the team and can drop, can do war with war master quests and war realm tasks encouraging it. And when got tired of doing war then he can "relax" by mindless mob farming (and buy exp/loot scrolls to to relieve their suffering).


Short version:

1) do lvl 50 require 1 000 000 exp.

2) modify basic quest line to rocket player to lvl 40 fast

3) get rid of pendant holders quest line or modify it to max 15-20 quests

4) add new war tasks for lvl 45-50+ like help capture enemy realm wall, help unlock enemy gem'

5) and gold reward for "kill x enemies from y realm"

godismyjudge
02-05-2016, 11:56 AM
I like your statement ... Have to add something:


Isn't it possible to reach level 30 pretty fast? What about these irritating levels after 30? I'm thinking of level 40 up to 60. They consist of stupid mob farming without an end ...

Reaching level 30 is actually slow, it takes about 2-3 days, if you give it some time, but not too much (say 8 hours a day). And that by just questing and killing some random mob now and then when there is no quest available. Taking realm tasks help too (only Ignis has really badly rewarding letter deliveries with way too long delivery times, other realms have it way better). 'Only 3 days?'. No, that is too much time, considering it is boring and annoying (going to city and back 10 times in a row, killing some mobs and then you get task to kill them again for some other NPC, also many times you spend killing easy or unchallenging mobs for a quests, just because some gave you lot of exp and you leveled a bit faster). And this boredom is what makes it hard for players to spend 3 days making hard to reach it... and even more harder when they don't know what to expect later.

And the mount issue. It is for 7 days, you can get to about level 40 by that time, but for people who don't 8 hours a day playing, it may expire too soon. And doing all those quests after you have no mount is even more annoying, because it's just about spending 10 minutes walking to one city, clicking on one NPC (and maybe killing few mobs) and walking 10 minutes back. Then you get another quests who makes you go to the city again and you already feel that rage. And you really won't make all low level players to buy a horse when they don't know if the game is worth it.

If giving gold-rentable horse back is too big problem, I can suggest this: at the start, you give player 7 day mount. The mount doesn't disappear after 7 days, but it gets deactivated, you can no longer use it .... until you either take a new quest, or advance in a current quest (say killing a mob, talking to NPC, ...). After this the mount activates again for next 10-20 minutes. After this period, it deactivates again until you advance the quest or take another one again. This time period should be long enough, so that player can actually make it somewhere with it and at the same time short enough, so that it is not worth walking from central save to closest city, take a random quest to get a working mount and then use it in war and canceling the quest. This should apply to taking a warmaster quests too, but it's progression (killing a player) should not count to prolonging the time, so it can't be used for war. Realm tasks should also not count to this.

Also ... the immobilize effect after dismounting should make its way back, and also make it for mounting. It is really sad how premium users can mount and chase you on a horse, just because they failed to use their spells properly or don't play a class who can't catch yours. And not only premium users. Say a warlock chases a barbarian or a knight ... he attack you with a spell. You are now in 'combat state' and you cannot use your mount to run away, but because warlock (or any other class) only casted a spell and did not use normal hit, they can still mount again to chase you, but you can't. That is very unfair and the immobilize effect would make these mount chasers think twice if they should mount. 5 seconds would be ok. Also penalize more the forced dismount by other players. Currently it is in some cases better if player hits you on a horse than dismounting manualy .. you are knocked for 2 seconds instead of having to wait 5 or 6 so that you can attack. Just make the knock down last longer, or at least make it so that a crowd control spell have actual effect on a guy you dismount. Currently the dismount has priority over the spell (so eg you can't be make dizzy if on a horse, because you get knocked down first, then dizzy is not applied because you are knocked).

hellscraem
02-05-2016, 11:58 AM
I like your statement ... Have to add something:


Isn't it possible to reach level 30 pretty fast? What about these irritating levels after 30? I'm thinking of level 40 up to 60. They consist of stupid mob farming without an end ...

yes lvl 30 is easy to get to its the lvls after 30 that need to be worked on you can pretty much quest to lvl 30 as it as with little grind so instead of making it easier to get to lvl 30 whish it already is work on 30+ where the fun really starts

Kimahri_Ronso
02-06-2016, 09:09 PM
Please try to fix the quest bug too, if you take a realm task first, you can take only 4 other quests, if you take 5 quests you are still able to take a realm task as 6th.

Also, if you're able to, you can raise the take-able quests as well, don't know why we can take only 5 quests at once. If its cuz of the small UI for quests on the right, then I think it won't come, but please at least try it :thumb:.

PS: Added to OP

Character Progression:
Raise the take-able quest number

Kimahri_Ronso
02-17-2016, 05:34 PM
Gameplay - Realm Balance
- Added: Vigilant Spirit. Players between level 30 and 49 will be boosted in their stats if they enter the War Zone. They will have similar stats than a level 50 player in order to make them more effective and ready for war.


If below these attributes, Vigilant Spirit will raise them to:

Barbarian: 4000 Health. 1200 Mana.

Knight: 4250 Health. 1250 Mana.

Hunter: 3200 Health. 1100 Mana.

Marksman: 3000 Health. 1350 Mana.

Warlock: 2750 Health. 1500 Mana.

Conjurer: 2750 Health. 1500 Mana.


Additionaly, will add +1 Main Class attribute per each level remaining to 50.

Do you plan to add armour bonus to Vigilant spirit or to provide characters between level 30-49 an armour set that is more equal to level 50 armour when it comes to stats or you do not plan to touch it any more?
They may have "similar" HP and mana with the current version of it, but they still are as fragile as a level 30 without any armour boost. For me it seems a half-done "try".

Also, it would be good to know what exactly Vigilant spirit boosts in-game, some kind of visual information in the buffs' description.

Adrian
02-18-2016, 10:33 PM
Do you plan to add armour bonus to Vigilant spirit or to provide characters between level 30-49 an armour set that is more equal to level 50 armour when it comes to stats or you do not plan to touch it any more?
They may have "similar" HP and mana with the current version of it, but they still are as fragile as a level 30 without any armour boost. For me it seems a half-done "try".

Also, it would be good to know what exactly Vigilant spirit boosts in-game, some kind of visual information in the buffs' description.

It was in the original idea, but it needs a lot of work on how it could be granted. An enormous amount of testing, because it could backfire and made them too powerful in some situations. Armor works in mysterious ways.

Half-done, no. It is something developers learn after some time: give things slowly. It's better to raise than to lower.

In the Changelog (http://www.championsofregnum.com/index.php?l=1&sec=27&opt=1&cl=159) there is information about what Vigilant Spirit does. Showing it in game would require a new kind of interface (as the current one doesn't support this dynamic values) and that's not on our priority list, for now.

Kimahri_Ronso
02-19-2016, 03:35 PM
It was in the original idea, but it needs a lot of work on how it could be granted. An enormous amount of testing, because it could backfire and made them too powerful in some situations. Armor works in mysterious ways.

Half-done, no. It is something developers learn after some time: give things slowly. It's better to raise than to lower.

In the Changelog (http://www.championsofregnum.com/index.php?l=1&sec=27&opt=1&cl=159) there is information about what Vigilant Spirit does. Showing it in game would require a new kind of interface (as the current one doesn't support this dynamic values) and that's not on our priority list, for now.

I understand it.
I understand that armor works in mysterious ways and adding armour bonus to Vigilant spirit needs major tests, BUT, do you think making it go live only with the added HP and mana bonus is enough?

I do not.
One more hit for a barb, two for a marks, and three for a hunter, that is what a level 30 means for a level 50+. That is what I meant by "half-done". The current version of Vigilant spirit ,sorry but I have to say it, it's useless.

Anyways, we're pretty far from the 29th, so the only thing I don't understand is the hurry :p.

Adrian
02-19-2016, 03:48 PM
...

It also adds main-class attribute. To a level 30, it adds +20. That's not "nothing".

begin rant;

I see it as a step ahead. All of ... [CENSORED]

end rant;

There is more to be done, unfinished objectives of that date range. Just read the Roadmap and you'll understand.

Kimahri_Ronso
02-19-2016, 04:23 PM
A step ahead, +100000000000000000000, no argument there :).

Don't take it as an offence man, I do NOT wanna stress you xD.

But what does +20 INT/DEX/STR means if you die within 20 sec because you have so damn low armour points?
Right, "nothing".

What is about to come is the future, what we have now, LIVE, is a useless Vigilant spirit. All I wanted to point out :).
There was no need to make it go live without farther testing and before the deadline.

I <3 ya Adrian, so sorry for being harsh :p.
If I was at all.

Adrian
02-19-2016, 05:41 PM
...

Useless is this conversation :tonguey:

Of course it will get better.

Sentan
02-19-2016, 10:53 PM
Keep going... make useless abilities useful :)

kowocki
02-22-2016, 07:31 AM
But what does +20 INT/DEX/STR means if you die within 20 sec because you have so damn low armour points?
Right, "nothing".


At war means nothing indeed but for grind its nearly as a free +30-40 dm depending on class, extra hp also nice.

Maybe add physical and magical damage resistance instead of armour points.

Many ppl claim that resists > hp > armour points

Kimahri_Ronso
02-22-2016, 03:31 PM
At war means nothing indeed but for grind its nearly as a free +30-40 dm depending on class, extra hp also nice.

Why did NGD add Vigilant spirit?

IMO they added it for lv 30-49 to be able to go to the "War zone" and participate in wars and thus level up by war, instead of killing mobs. Grinding in "war zone" is also an option indeed (killing mobs), but for that that extra 30-40 dmg and +HP and mana won't be much of a help if you get killed within 20 sec by a lv 60 WM who wears WM jewells.

Armour bonus, resist phisical and magical dmg, doesn't matter which one(s), but Vigilant spirit needs something more than just mana, HP and main class attribute so it will be worth for low(er) levels to level up by war faster.

kowocki
02-22-2016, 11:04 PM
but for that that extra 30-40 dmg and +HP and mana won't be much of a help if you get killed within 20 sec by a lv 60 WM who wears WM jewells.

Adrian said that armour bonus is problem to code, thats why i proposed resist boost, maybe it will be easier, no idea, i am geologist not IT guy.

Kimahri_Ronso
02-29-2016, 03:23 PM
01.02 - 29.02.

Shouldn't be there an update today?
Shouldn't you have opened up ~last Friday Amun to let us test out stuff?

Just asking.

Adrian
02-29-2016, 03:30 PM
We're planning to open Amun this week and release next week. Those dates are estimates and we're right on schedule. Some times we prefer making more polishing and taking care of other issues as well.

This year, some updates will come earlier and some a bit later, but always in a reasonable time and related to the estimate.

EDIT: Moved some replies to new threads in the correct section.

Aely
03-01-2016, 08:11 PM
Why when Amun is open (green button on the launcher), I can not login? Error_code_C012

Adrian
03-01-2016, 08:33 PM
Why when Amun is open (green button on the launcher), I can not login? Error_code_C012

Private testing right now. When it's open to the public it will be announced, as always.

Vadhir
03-07-2016, 09:44 PM
We're planning to open Amun this week and release next week. Those dates are estimates and we're right on schedule. Some times we prefer making more polishing and taking care of other issues as well.

This year, some updates will come earlier and some a bit later, but always in a reasonable time and related to the estimate.

EDIT: Moved some replies to new threads in the correct section.

One week later :D

Adrian
03-08-2016, 01:22 PM
One week later :D

We're still on it. Changing a lot of quests and all the mobs in the warzone requires deep testing and adjustments. Don't make me promise no more :biggrin:

We're on it and we're happy with how things are going. That's good!

v0rt3x
03-09-2016, 07:44 AM
Changing a lot of quests and all the mobs in the warzone requires deep testing and adjustments.!
Can you please place some mobs or a level area at inner realm / out of warzone, so i can level up from 50 to 60 without any levelkiller?
Or raise the EXP at fort wars! <<-- specially at low populated servers e.g. Haven/Valhalla
And give the leveling player in the warzone an EXP Bonus, because the risk is higher? :razz:
And raise the taken Quest limit to 10 or so.

Thx

kowocki
03-09-2016, 09:38 AM
Hope some of you guys red this, might help you with the quests

http://www.championsofregnum.com/forum/showthread.php?p=1835271#post1835271

http://www.championsofregnum.com/forum/showthread.php?t=104124

Adrian
03-09-2016, 09:49 AM
Can you please place some mobs or a level area at inner realm / out of warzone, so i can level up from 50 to 60 without any levelkiller?
Or raise the EXP at fort wars! <<-- specially at low populated servers e.g. Haven/Valhalla
And give the leveling player in the warzone an EXP Bonus, because the risk is higher? :razz:
And raise the taken Quest limit to 10 or so.

Thx

You're spot on! But I will not tell you in which of your statements :biggrin:

Hope some of you guys red this, might help you with the quests

http://www.championsofregnum.com/forum/showthread.php?p=1835271#post1835271

http://www.championsofregnum.com/forum/showthread.php?t=104124

We won't touch the XP curve. But the way we're touching the XP rewards of quests and player kills is, somehow, like doing so. Touching the XP curve again could lead to some problems I prefer to avoid.

Sentan
03-09-2016, 10:26 AM
What about mounts? Maybe it's time to bring back horses for gold :)

v0rt3x
03-09-2016, 10:33 AM
You're spot on! But I will not tell you in which of your statements :biggrin:.
Thank you for the statement and i hope, that you´re mean all of my statements. :razz:
Any date about opening Amun?

Kimahri_Ronso
03-09-2016, 03:27 PM
"You have received experience 192 + 45 (Chg) + 35 (Rsk)"

Like it xD.

Adrian
03-10-2016, 10:24 AM
What about mounts? Maybe it's time to bring back horses for gold :)

For now, the 7-day mount is OK regarding this stage of the Roadmap, involving the first 30 levels, which can now be done super quick. But, in the future the horses for gold will be back. We surely will do it in the next stage as it is related to end-gameplay.

Any date about opening Amun?

Today or tomorrow. We're still polishing the quest order in Ignis and Syrtis. Maybe we will open only with Alsius ready for you to test all the other changes.

kowocki
03-10-2016, 11:30 AM
Maybe we will open only with Alsius ready for you to test all the other changes.

So i can assume somebody red my questline review, so all trolls who said its not worth and pointless to do it were wrong :bananajoy:

Adrian
03-10-2016, 12:17 PM
So i can assume somebody red my questline review, so all trolls who said its not worth and pointless to do it were wrong :bananajoy:

We always read everything and it helps substantially. Remember that this time we just changed the order of the quests and their XP reward mostly. In another iteration, we will change objectives adding new ones and making them more interesting.

Not everyone cares that much about quests, but about levelling fast. We're focusing on that right now. As you know, time is ticking against us and even if we WANT to enhance everything, we have to choose.

The purpose of this year's Roadmap is addressing the basics. Then, in further iterations we will continue what is remaining to be done in the enhanced features and so on. Before, we were doing all at once or focusing in a single feature surrounded by other minor ones. Now, we will be progressive. Enhancing the image of the game step by step. Like this cute owl gif:

https://media-mediatemple.netdna-ssl.com/wp-content/uploads/2015/06/13-progressive-jpeg.gif

Slowly we will get to see the Regnum we all want, and user suggestions are key to this. Not for them to be directly implemented the way the community wants, but because they constantly shape our decisions.

TheBarbarianAlsius
03-10-2016, 04:34 PM
Today or tomorrow. We're still polishing the quest order in Ignis and Syrtis. Maybe we will open only with Alsius ready for you to test all the other changes.

yes please.

UnknownUser
03-10-2016, 11:48 PM
So Febuary has come and gone, now what's up with this endgame update? Why is level 30 still being focused on LOL or have I missed something?

Kimahri_Ronso
03-11-2016, 05:09 AM
We all gonna miss it if level 30 won't be reach-able fast and easy and won't be "war ready-ish". Actually the "it" is a them, called new players :tonguey:.

Adrian
03-11-2016, 11:36 AM
We all gonna miss it if level 30 won't be reach-able fast and easy and won't be "war ready-ish". Actually the "it" is a them, called new players :tonguey:.

Exactly this. We lose more players in the lower levels than in the higher ones. The lifetime of a user that got to the higher levels is not that bad (anyway, we want it to be even longer) but the engaging of new users is not good at all and for obvious reasons.

Now, with ~80 quests you will get to level 30. Before you needed almost the double. Of those quests, only 10 or so are interesting and entertaining. Next step will be changing that, but in a next iteration (as I explained in a previous post).

And in level 30 you will get your first official taste of battle. Still a lot to do for it to be both effective and fun, but we're getting slowly to it.

Furthermore, in the next stage of the Roadmap we will be addressing a lot of issues related to the end-gameplay. Those new level thirties will need old players happy with that gameplay, because they will encourage them to get there by enjoying it.

I'm deeply convinced that this year we will have the Regnum both the community and us want. And I'm glad that some users are starting to see that and are willing to support us. I hope that everyone hops in that train!

Klutu
03-12-2016, 02:22 PM
My opinion to help retain new/low level players

Gold horses need to come back ASAP, I've watched so many new players log off as soon as they lose the 7 day mount. This isn't gonna stop sales, no one wants to run back to inner to buy a new horse everyday.

Daily kills quest for level's 30-60 - extra experience

Weekly fort quests that require us to be apart of enemy fort captures.


also :D

http://www.championsofregnum.com/forum/showthread.php?p=1854158#post1854158

Kimahri_Ronso
03-28-2016, 12:59 PM
OP updated with the changelog for the character progression update (28/03).
Link at the end of the corresponding section.

-------------------------------------------------------------
Next to come is:

End Gameplay
Objectives:
- Determine a new formula for performance in war, more related to group objectives than individual ones, but also including the individual objectives as well.
- Access to the Battlezones related to the war in order to avoid affecting them. The performance in war will be key to this feature.
- Group coliseums and the possibility of being a spectator of the current matches.
- Simple crafting system to obtain new weapons or skins for the existing ones.
- New skills for the Warmaster tree.

Any news about these objectives maybe?
Some progress?

korag082007
03-29-2016, 03:14 PM
am more curious abt the clan and community update, and that "instances and retention" updates, cant u just make those updates first? do this upcoming update later may be?

Kimahri_Ronso
03-30-2016, 03:39 PM
am more curious abt the clan and community update, and that "instances and retention" updates, cant u just make those updates first? do this upcoming update later may be?

New players and low(er) levels can really be happy after the character progression update, so as Adrián already told, it's time for the veterans to feel the same!

in the next stage of the Roadmap we will be addressing a lot of issues related to the end-gameplay. Those new level thirties will need old players happy with that gameplay, because they will encourage them to get there by enjoying it.


Patience Korag, patience :D.

Kimahri_Ronso
04-01-2016, 03:50 PM
-server-across access to battlezones with customizable parties;

-Please have a look at the terrain, there are many places where players get stuck all the time, re-design forts and castles so range players get a better spot to fight from. Now they can't use the wall as well as they should, they have to jump onto the edge to be able to attack enemies below.

-The eternal issue, invasion.
It is still far from perfect and I doubt it'll ever be, but still> it belongs to end game and thus it should be tweaked a bit.


Do you plan to implement any of these above?
[Places where you get stuck almost always are mainly stairways, at fort towers, imperia beach (suspension bridge)). You have to jump to proceed. Annoying, especially when you trying to chase someone or being chased.]

Also, is it really that hard to display player's saved at location on map or you just didn't think it's important to introduce? I have no idea that's why asking :).

Kimahri_Ronso
04-03-2016, 07:12 AM
Added to OP:
End Gameplay:
Modify XP/RP/WMC distribution for support classes /non-dmg spells /low damage hits/spells


It's really annoying for conjus (mostly) not to receive anything after using even a Lv5 spell on an ally, yes, it still happens (:fury:), somehow the whole thing just works delayed and it shouldn't work that way.

Even a lv3 non-damaging spell should grant kill count IMO, a Lv3 Ambush, a Lv3 Sudden strike, a Lv3 Burst of the wind, a Lv 3 Silence, a Lv 3 Intimidate and so on...

Regarding DOTs, something alike should be done as well, even one tick on the target should be counted for the kill, many times the target dies too fast and the DOT can't work long enough to count.

Same goes for the damage that grants a kill. Many times a normal hit of 100-200 isn't enough. Don't know how it is calculated right now, maybe it takes into account the target's full HP, but IMO it's not right either.
Even a low dmg hit or a spell with low dmg (e.g.Winter stroke 3)should be enough to contribute for the kill!

Pery3000
04-05-2016, 11:36 PM
Contributed! :p

Added to OP:
End Gameplay
-server-across access to battlezones with customizable parties;

Moar please! :thumb:

I don't like this. This would only benefit Haven players being that Ra players actually have enough to fill TDM while not affecting war. Might as well merge if this were to happen. Also I dont want to see 4 conjs and 4 barbs. Or 8 knights. TDM should be random so that teams are not stacked(some cases they were). It also makes it more changeling to not know who you're being teamed with imo. Also having a team that you wouldn't normally have and still being able to pull off the win was the best part of TDM.

schachteana
04-06-2016, 12:42 PM
I don't like this. This would only benefit Haven players being that Ra players actually have enough to fill TDM while not affecting war. Might as well merge if this were to happen. Also I dont want to see 4 conjs and 4 barbs. Or 8 knights. TDM should be random so that teams are not stacked(some cases they were). It also makes it more changeling to not know who you're being teamed with imo. Also having a team that you wouldn't normally have and still being able to pull off the win was the best part of TDM.

not sure about the preset parties (but it sounds pretty much awesome), but sever-across TDMs are needed indeed. According to the roadmap, instance access will be dependent from warzone activity. so don't worry about it affecting fort battles.. ideally, it'll even increase

Pery3000
04-06-2016, 09:47 PM
not sure about the preset parties (but it sounds pretty much awesome), but sever-across TDMs are needed indeed. According to the roadmap, instance access will be dependent from warzone activity. so don't worry about it affecting fort battles.. ideally, it'll even increase

I think you read what I said wrong. I never said anything about how TDM decreased war yet you state that I shouldn't worry about it affecting fort battles. It never affected fort war in RA. It was just Haven users who were complaining that lead to TDM being removed. Why are Server across TDM's needed? Just because one server has a horrible population? ... Random Parties will create challenges for teams. Some people are just afraid to have horrible players on their team.

Adrian
04-07-2016, 08:19 PM
I'll make it easier for you. Cross server TDM are not possible and not a priority. Please, try to talk about what has been confirmed in the Roadmap, meaning: don't go beating about the bush :biggrin:

ice_zero_cool
04-08-2016, 10:18 AM
what would be a good way (imo, ofc :P) to help promote war (and thus improve end-gameplay) would be making it possible to get drops by killing players, dont you think? but maybe the drop rates would have to be changed to deal with the lower kill rate of players rather than monsters...

i dont know how well that can be implemented tho

Adrian
04-08-2016, 11:25 AM
what would be a good way (imo, ofc :P) to help promote war (and thus improve end-gameplay) would be making it possible to get drops by killing players, dont you think? but maybe the drop rates would have to be changed to deal with the lower kill rate of players rather than monsters...

i dont know how well that can be implemented tho

There is something on that track. I can't say more, but there are clues in the Roadmap. :naughty:

Tenel_Ka
04-08-2016, 12:11 PM
Is there any chance of the level requirement for Squid Island being changed, or the area being used for certain events? I'd kill for an RvR event on Squid Island.

schachteana
04-08-2016, 02:53 PM
what would be a good way (imo, ofc :P) to help promote war (and thus improve end-gameplay) would be making it possible to get drops by killing players, dont you think? but maybe the drop rates would have to be changed to deal with the lower kill rate of players rather than monsters...

i dont know how well that can be implemented tho

unique items are always good motivation for activity, even if they have no special skins. Remember the football championship event 2014 (https://cor-forum.de/regnum/CoRRankingArchive/tmp_1459375211.png)? ("WM Event") Them ore we have of these events / rewards in regnum, the better. The more unique a reward is, the more will people fight for it.
That's why the current dragon instance system is bad imo.

ice_zero_cool
04-08-2016, 05:41 PM
There is something on that track. I can't say more, but there are clues in the Roadmap. :naughty:
oh, that crafting thingy maybe? :P nice to know this is getting done, one way or another.

Pery3000
04-08-2016, 06:57 PM
I'll make it easier for you. Cross server TDM are not possible and not a priority. Please, try to talk about what has been confirmed in the Roadmap, meaning: don't go beating about the bush :biggrin:

:thumb: .. I would like to ask about Dragon Weps/Champion Weps. Will we be able to drop dragon wep in the new instances? Also when the first World Cup tournament came the winners got to pick Champion Weps. I think that would be a nice reward for the TDM. X amount champion coins just like WM Weps. I think they would need to be scaled down or would need to be high cost. Skins should stay the same. Tbh I'm just asking because I would fuse Champion sword to my regular sword for barb lol.

Kimahri_Ronso
04-17-2016, 06:42 AM
Intended?

If you're inside of a fort, e.g. a conju, buffing your allies, then the ally (e.g. a barb) goes out and kills an enemy, you get NO kill credit at all.

Same goes for the back door of the fort. The enemy has it and you wanna retake it and when they're about to lose it they try to escape via the trap door, you're there, hit them, knock them etc. (you did enough to get a kill count normally), but then they use the trap door again and they die inside, you also get NO credit at all.
Hope I made myself clear regarding the situation and the "bug", if it's one of course.

Once again, fort door usage, be it front or back, cancels all action done before and thus it prevents getting any reward for the kill.

Bug or feature?

If it's a bug, please fix it, belongs to the end gameplay as well. :thumb:

Ludwig-von-Mises-I
04-17-2016, 07:16 AM
Intended?

If you're inside of a fort, e.g. a conju, buffing your allies, then the the ally (e.g. a barb) goes out and kills an enemy, you get NO kill credit at all.

Same goes for the back door of the fort. The enemy has it and you wanna retake it and when they're about to lose it they try to escape via the trap door, you're there, hit them, knock them etc. (you did enough to get a kill count normally), but then they use the trap door again and they die inside, you also get NO credit at all.
Hope I made myself clear regarding the situation and the "bug", if it's one of course.

Once again, fort door usage, be it front or back, cancels all action done before and thus it prevents getting any reward for the kill.

Bug or feature?

If it's a bug, please fix it, belongs to the end gameplay as well. :thumb:


Plus one on this. I got a conjur in syrtis ra and get no kills from my heals and buffs. The second part you wrote about trap door applies to all classes. Its annoying.

Artemo
04-22-2016, 11:31 AM
Yes, this is very frustrating. You and your allies kill a knight to 10HP and he escapes trough the trapdoor and someone outside gives him one hit and gains all the pionts :(

oh, that crafting thingy maybe? :P nice to know this is getting done, one way or another.
Looking forward to a crafting-system. I hope you come up with something good and simple!



For the reopening of instances, I would wish for the Campion-Set to have a bonus similar to dragon-set. As it is now it's even less usefull than Warmaster-set for some classes.

Kimahri_Ronso
04-22-2016, 02:59 PM
Thanks for mentioning dragon sets ^^

Any chance for some of the bonuses getting modified?


http://ryan-carmon.de/uploads/RO_ArmorSet_Mage.pnghttp://ryan-carmon.de/uploads/RO_ArmorSet_Warrior.pnghttp://ryan-carmon.de/uploads/RO_ArmorSet_Archer.png


Just my opinion:

Mage set:
Conju bonus is fine, I'd change warlock' "spell focus" to something else, maybe to "+spell range", if it's possible to implement at all.

Warrior set:
Knight is OK, barb is not. You've built the knight ones on the strength /weaknesses of the knight, but forgot about barb's one(s) seemingly. I'd change the +hit chance bonus to something else, can be +mana, +attack speed, everything is better than hit chance IMO.

Archer set:
Can say the same as before, hunter is pretty nice and IMO the best of all of the bonuses for all subclasses, but marks one is ridiculous.
Hunters got +200 mana while the very subclass, the marksman, that has reacharged arrows and high mana cost spells, got only +150 mana bonus... Dexterity seems fine, but +10 concentration?
I'd change concentration bonus definitely to something else, maybe marks could get + attack speed as well or some range bonus, or a mana+HP lowering effect on recharged arrows.

Just my thoughts, end gameplay as well so go go! :thumb:

LoKoTeS
04-23-2016, 11:40 AM
Intended?

If you're inside of a fort, e.g. a conju, buffing your allies, then the ally (e.g. a barb) goes out and kills an enemy, you get NO kill credit at all.

Same goes for the back door of the fort. The enemy has it and you wanna retake it and when they're about to lose it they try to escape via the trap door, you're there, hit them, knock them etc. (you did enough to get a kill count normally), but then they use the trap door again and they die inside, you also get NO credit at all.
Hope I made myself clear regarding the situation and the "bug", if it's one of course.

Once again, fort door usage, be it front or back, cancels all action done before and thus it prevents getting any reward for the kill.

Bug or feature?

If it's a bug, please fix it, belongs to the end gameplay as well. :thumb:



+1 I 'm from RA and notify that problem before they left the rewards for strong and I asked if it was fortune teller.

I feel this is my English translator

trelane
04-27-2016, 07:43 PM
All of this sounds well and good but it seems NGD hasn't taken much interest in the game lately. I haven't seen very many administrators online and the game hasn't changed much since I left for a while 2 or 3 years ago. The graphics update back then was too much for the computer I was using at the time.

I started playing again around the beginning of the year. I certainly enjoy playing, even to the degree of suffering considerable boredom just to level up. But it's ashame that I don't see nearly as many other players (particularly in Syrtis Realm) that I use to.

Some of the items mentioned here would go a long way to maintaining player interest in the game.

It's also obvious to me that RO needs to pull it's own weight financially. Otherwise you can't pay programmers to make updates. I've no problem buying Ximerin on occasion to purchase things that make the game easier or more interesting. As such, the more active players you have, the more Ximerin you sell.

I don't know if it's boredom, absurd player ethics, lack of promotion or all of these. But I hope NGD starts taking a little more responsibility for whatever is going on that makes this game so quiet.

Best,
Tre

Zarakaye
05-02-2016, 12:22 AM
To Adrian (https://www.championsofregnum.com/forum/member.php?u=231110) and NGD,
Please change skills/spells/powers system. I play as warlock (2007) and all warlock have a high similarity build.

If it is the goal so remove all others spells. I hope was only an accident never fixed. Lot of spells seem to be outdated as armor computation have been change since the beginning.

As example:
I tried recently Elemental Exposure (http://regnum.wikia.com/wiki/Elemental_Exposure). Firstly this spell seem to not doing lot of thing. Second I see any damage difference before and after to cast this spell.
Sadistic Guards (http://regnum.wikia.com/wiki/Sadistic_Guards) seem not to increase the luck to not resist but only you can check it.
Magma Blast (http://regnum.wikia.com/wiki/Magma_Blast) cost too much mana, or do not doing enough damages

Why moving behind a tree that interrupt meteor cast?
The tree is not on the path of the Meteor (http://regnum.wikia.com/wiki/Meteor) as it came from the sky.
While Mass Prickling Ivy (http://regnum.wikia.com/wiki/Mass_Prickling_Ivy) seem to do it …

Same question with Lightning (http://regnum.wikia.com/wiki/Lightning_%28Warlock_Power%29)?
all we know we should not stand under a tree during a thunderstorm.
Instead to interrupt the cast the engine should to increase damages or area effect, or increase the speed cast in such a case ...

and so on and so on ... and so on ...

Kimahri_Ronso
05-09-2016, 04:11 PM
Might be too late but,

which WM skills would you like to keep, which ones should be kept and / but modified and which ones should be replaced with new ones?

-Barbarian; (http://regnum.wikia.com/wiki/Warmaster_Barbarian_Powers#Warmaster)

-Knight; (http://regnum.wikia.com/wiki/Warmaster_Knight_Powers#Warmaster)

-Marksman; (http://regnum.wikia.com/wiki/Warmaster_Marksman_Powers#Warmaster)

-Hunter; (http://regnum.wikia.com/wiki/Warmaster_Hunter_Powers#Warmaster)

-Warlock; (http://regnum.wikia.com/wiki/Warmaster_Warlock_Powers#Warmaster)

-Conjurer; (http://regnum.wikia.com/wiki/Warmaster_Conjurer_Powers#Warmaster)


My thoughts.
War council, the WM chat, is IMO completely useless as it is ATM, no one using it, should be removed or modified.
There was a suggestion by someone who wanted it to be the "realm chat" for war masters only, I liked it. Only war masters could see the inner zone chats even in the WZ and thus they could help new or low level players whenever they'd need it.

Regarding all subclasses, the last skill, the HP bonus is ummmm, you know, good, but I'm sure you (NGD) could think of something much better as the LAST WM skill :p. Thinking of their strength might helps....
Also, I think not many maximizing out the WM tree just to get the + HP, might be wrong tho. I'm not one of them for sure.

I won't analyse every single skill one by one, would take too much time xD, so here there are the most important ones for me:

-I'd keep war master might for all;

-Marksman need brand new one except the might;

-I wouldn't touch hunter ones, maybe HOTP should be moved to the marksman tree and replaced by a new one, something that better fits into a "support" subclass's repertoire.

-Regarding mage, portals are fine IMO, conju skills are almost as perfect as hunter ones, but Warlock's Mass prickling Ivy should definitely go.

-About knight ones, don't know if a knight should be able to heal herself at all, healing an ally seems fine to me, but it should get higher range and the casting time should be changed to 'instant".

PS: They might have reworked the skills already, but since they didn't share any thoughts, I'm trying to get your ideas dear fellow players :thumb:.

Healerous
05-09-2016, 10:13 PM
...
Hunters got +200 mana while the very subclass, the marksman, that has reacharged arrows and high mana cost spells, got only +150 mana bonus... Dexterity seems fine, but +10 concentration?
I'd change concentration bonus definitely to something else, maybe marks could get + attack speed as well or some range bonus, or a mana+HP lowering effect on recharged arrows.
...

thats just sarcasm, right? :hat:

crownapollo
05-09-2016, 11:36 PM
thats just sarcasm, right? :hat:

inb4 range bonus

Kimahri_Ronso
05-10-2016, 04:02 AM
thats just sarcasm, right? :hat:

Nein, das war es nicht. Ich habe's wirklich so gemeint :p.

Healerous
05-10-2016, 10:12 AM
Nein, das war es nicht. Ich habe's wirklich so gemeint :p.

du bist doch auf crack! :p

Llayne
05-10-2016, 11:50 PM
You aren't getting credit for buffing/healing because the people going out the door aren't normal hitting initially. Everything you did is lost when they don't normal hit first.

schachteana
05-11-2016, 02:04 AM
You aren't getting credit for buffing/healing because the people going out the door aren't normal hitting initially. Everything you did is lost when they don't normal hit first.

...which, sorry the phrasing, is total bullshit. Never understood the reason behind this. Just not fair.

rinky
05-15-2016, 07:28 PM
You aren't getting credit for buffing/healing because the people going out the door aren't normal hitting initially. Everything you did is lost when they don't normal hit first.

That's inane. Not saying you're not right, but that is just stupid. "You just healed and buffed someone so he can go out and 'normal hit' someone so he can die faster and the fort can be taken quicker."

This is a BUG, not a FEATURE. It needs to be FIXED.

Rinky

rinky
05-15-2016, 07:31 PM
Looking forward to a crafting-system. I hope you come up with something good and simple!

Last time it was Magnanite weapons of dubious quality and great expense, and embedding gems in sockets.

Are you sure you want a crafting system, given the track record?

Rinky

rinky
05-15-2016, 07:41 PM
Added to OP:
End Gameplay:
Modify XP/RP/WMC distribution for support classes /non-dmg spells /low damage hits/spells


It's really annoying for conjus (mostly) not to receive anything after using even a Lv5 spell on an ally, yes, it still happens (:fury:), somehow the whole thing just works delayed and it shouldn't work that way.

Even a lv3 non-damaging spell should grant kill count IMO, a Lv3 Ambush, a Lv3 Sudden strike, a Lv3 Burst of the wind, a Lv 3 Silence, a Lv 3 Intimidate and so on...

The pricking ivy that stopped him in his tracks so the barb could catch him and beat him to death -- this created the kill.

The ambush that did the same thing; the distracting shot that did the same thing.

The Ensnaring arrow that didn't get through defenses but slowed him down; the caltrops with a follow-up lightning arrow that let the barb get into the group to cut loose with typhoon that let the rest of the group catch up and mash the enemy into hamburger.

All of those should give credit for the kills, regardless of the rank of the skill that accomplished it. A Rank 1 skill/power can stop someone cold for a few seconds. The blacksmith's tongs hold the metal for a strike with the hammer. You're the tongs, your friendly neighborhood barbarian is the hammer.

Credit should be given for creating the kill opportunity.

Rinky

rinky
05-15-2016, 07:53 PM
Can you please place some mobs or a level area at inner realm / out of warzone, so i can level up from 50 to 60 without any levelkiller?
Or raise the EXP at fort wars! <<-- specially at low populated servers e.g. Haven/Valhalla
And give the leveling player in the warzone an EXP Bonus, because the risk is higher? :razz:
And raise the taken Quest limit to 10 or so.

Thx
So, player kill exp was raised in Haven as compared to Ra. don't know about Valhalla. A 45th level toon in Haven gets about 1250 + challenge bonus. It appears to me that Ra toons get about 75% of that.

Also, I've noticed that fine gradations of participation went away for player kills. On Haven, it was 1250 or 625 or nothing. On Ra, likewise. So, Major participation (1250), Minor participation(625), or incidental participation (0). Not sure if this was NGD's intention, but that's what I've been seeing.

So, my 30th level toon in the Haven wz was getting 1875 xp per player kill, if she could do enough damage to seriously injure the enemy. That's pretty good, actually, and she rocketed from 30th to 45th.

After that, it became hard finding players to kill because populations are dropping radically on Haven.

Rinky

rinky
05-15-2016, 08:30 PM
We always read everything and it helps substantially. Remember that this time we just changed the order of the quests and their XP reward mostly. In another iteration, we will change objectives adding new ones and making them more interesting.

Not everyone cares that much about quests, but about levelling fast. We're focusing on that right now. As you know, time is ticking against us and even if we WANT to enhance everything, we have to choose.

The purpose of this year's Roadmap is addressing the basics. Then, in further iterations we will continue what is remaining to be done in the enhanced features and so on. Before, we were doing all at once or focusing in a single feature surrounded by other minor ones. Now, we will be progressive. Enhancing the image of the game step by step. Like this cute owl gif:

https://media-mediatemple.netdna-ssl.com/wp-content/uploads/2015/06/13-progressive-jpeg.gif

Slowly we will get to see the Regnum we all want, and user suggestions are key to this. Not for them to be directly implemented the way the community wants, but because they constantly shape our decisions.

First, I totally get that you read the comments and let them shape the kind of decisions you make. I get that. What the community wants is a fun game, with challenges that are not impossible.

Second, the clock is ticking way faster than you think it is. Right now, many players are leaving Haven and creating toons on Ra. This is part of the freedom of the Internet. Haven's community has shrunken radically; the server feels like a ghost town. We've been patient, waiting for NGD to fix things so the game will be better so people will come play. Most of us are out of patience. We like the game, we like the community, but our friends are moving to Ra, so we will likely follow.

The reason they are moving to Ra is because the game on Haven is no longer fun. 30 invaders versus 2 defenders... is it fun for the invaders? If it is, perhaps they need psychiatric help. Is it fun for the defenders? Same comment, different psychiatrist. I did not have fun invading an empty Alsius.

Unfortunately, there is no really good way to adjust game balance for population. War confidence sort of helped a little bit, but it's not implemented well, and it's buggy besides.

Third, some of the stuff you've done has been beneficial. The quests now give substantial experience. Getting from 1st level to 30th level is a matter of a week or less. Getting decent gear at 30th level is a matter of a single quest with a following quest line. I think that's excellent. It was really good gear, by the way. A little random... I expect by design... but really good gear for 30th level. Good job on that. Some follow-on warzone quests (like a 2/2, 3/3, 4/4, on up to the 20/20) would be a great addition. Adding some good but not great gear at 45th would be a nice add, also.

Fourth, to be honest, many of the quests are boring, inane, or just stupid. Worse, there aren't any options but to take the quest and do everything in it, or not accept the quest, or not finish the quest. An actual quest path with decisions to make would be nice. In other words, you make choices along the way about what you do in terms of the quest. For example, the Runestones quest. What would happen if you went to the nobles and talked with them about it early in the quest chain? I realize this might create complications, but it would be helpful and make the quest a lot less silly in some places. And, in terms of some of the quests, there should be time elements involved (you must spend 2 minutes in the Myil forest, for example; or you must get to Herbred fort and the Market, and back to Egil within an allotted time to get the full quest reward, for another example).

In terms of quests with more choices, those choices have consequences; if you take THIS quest and complete it, you cannot take THAT quest at all, but must take another one that is different. The quest chains CHANGE.

I realize this is more programming -- but you've done a dependent quest chain with the Runestones line. This would require an additional quest type that allows more choices (and tracks them!).

Note also that sometimes quests reappear after having been done once. That's probably a bug that needs to be squashed.

Rinky

rinky
05-15-2016, 08:44 PM
For now, the 7-day mount is OK regarding this stage of the Roadmap, involving the first 30 levels, which can now be done super quick. But, in the future the horses for gold will be back. We surely will do it in the next stage as it is related to end-gameplay.

That would be great. It would be nice if we could trade a horse to someone who needs one, too.

However, about that horse for gold: it needs to be rather expensive, to encourage people to spend the ximerin on a good mount (you need the money to continue to operate the servers), and it needs to be not too expensive, so people can actually have a mount to use.

I suggest you offer a 1-day mount at 100,000 gold, a 7-day mount at 500,000 gold, and a 30-day mount at 2,000,000 gold. From my perspective, these mounts should be the "light horse," the cheapest thing in the stable.

Obviously those prices are ballpark figures, and potentially an order of magnitude off, but I think they're high rather than low.

What if you offered 30-day mounts for ximerin, at, say, 10% of the price of a permanent mount? People could try the different mounts for a month each before making a permanent purchase.

It would also be nice to be able to gift another player with an unused mount. I understand the reasoning behind not allowing mounts to be traded (really I do), but some players don't have the access to buy ximerin. So, some of us would like to be able to gift other players with mounts we JUST PURCHASED and have not ridden yet or opened.

Not sure if that's possible, but it would be nice.

Rinky

rinky
05-15-2016, 08:56 PM
Why did NGD add Vigilant spirit?

IMO they added it for lv 30-49 to be able to go to the "War zone" and participate in wars and thus level up by war, instead of killing mobs. Grinding in "war zone" is also an option indeed (killing mobs), but for that that extra 30-40 dmg and +HP and mana won't be much of a help if you get killed within 20 sec by a lv 60 WM who wears WM jewells.

Armour bonus, resist phisical and magical dmg, doesn't matter which one(s), but Vigilant spirit needs something more than just mana, HP and main class attribute so it will be worth for low(er) levels to level up by war faster.

Sure. How about a reduction in received damage by 1% per level remaining to 50th? So a 30th level would receive 20% less damage before other protections are applied, and a 49th level would receive 1% less damage.

We already have this in various forms in the game (amulets, mostly); it's a matter of copying code and doing some (perhaps extensive) modifications.

Rinky

rinky
05-15-2016, 09:30 PM
From the updated Roadmap:

End Gameplay
Objectives:
- Determine a new formula for performance in war, more related to group objectives than individual ones, but also including the individual objectives as well.
- Access to the Battlezones related to the war in order to avoid affecting them. The performance in war will be key to this feature.
- Group coliseums and the possibility of being a spectator of the current matches.
- Simple crafting system to obtain new weapons or skins for the existing ones.
- New skills for the Warmaster tree.
I encourage group coliseums/arenas. Many players comment that the older arenas were more useful for war training than the current ones.

I hope the crafting system is actually, you know, crafting. Maybe we can use some of those monster loots we gather.

I'm thinking about those noble quests you got rid of. I agree with that decision, because the noble quest was diverting many players to noble when the prime objective was the gems. Otoh, I think some other quests need to replace those. And I think they should be for not nearly as many WMC, if any. XP, sure; WMC? I don't know. Plan must be as workable for low population servers (Haven) as for high population servers (Ra), and be fair to all, not giving advantage to any.

And in terms of fairness and gem access, not so sure that's really working well right now.

So I'm going to toss some suggestions onto the table:

1. Have some really kick-ass mobs defend the gems. Like, oh, Vesper's children. Or Alasthor's. 3/4 the power of their parent. And inside an instance, but when you beat him or her, you get the realm gem, regardless of the number of players involved.

2. Put each gem in a TDM arena (6 v 6 v 6). Winner gets the gem. Exiting the realm might be a little dangerous for, say, the RED team if BLUE is invading GREEN, but there are possibilities. For example, non-defending TDM winners could EXIT into a particular area of the Warzone of the invaded realm (not too far from the Gate, but not too close either). Defenders would exit to their realm. If the defenders succeeded, that gem could not be challenged again that invasion. Obviously, there would be two challenges, one for each gem. The same players could not participate in both. This has the effect of making a really underpopulated realm not worth invading.

Possibly enlarge the TDM arena and allow for as many defenders and attackers as want to participate, but with EVEN ODDS (10v10v10, 20v20v20, 39v39v39, etc).

3. Build a fortress (of ice, or sandstone, or wood) around each gem. The fort built for defense, so hard to attack. It's supposed to be difficult to get the gems. Not impossible, but difficult. Teleportals inside the fortress, from one fortress to the other, only for its own realm defenders. Teleportals do not work when the fortress is captured by attackers. These forts not enterable except when wall is vulnerable or captured.

4. Some combination of these... Such as, combine 1 & 2, allowing the defending realm to ally with the dragon's children, possibly in a large TDM setting.

Just some ideas to think about.

Rinky

rinky
05-15-2016, 10:01 PM
From the updated roadmap:
Recurring Events
Objectives:
- Creation of a system of objectives in specific zones, allowing a more favourable use of the map. Example: when entering a zone, such as the "Swamp", every X hours there is an objective that when fulfilled will give prizes to the first places.
Other games do this, and these events do encourage participation. Not gonna mention names unless asked.

For example: in the Swamp there might be an invasion every 6 hours of wills of the wisp, rather hard to hit, fast moving, hard to catch, and each is visible for 30 seconds before disappearing. The objective is to catch them, hit them, anything. If you kill someone who has some, you can take them from him/her. All who participate get a reward (some gold for each target caught), and the three who catch the most get a more significant [but still minor] reward. The PARTY that catches the most gets a significant but minor reward. Maybe a potion of invisibility (30 seconds of "camouflage").

Another example: Every 48 hours, the Entire warzone is filled with attacking Ninja Aquantis for 10 minutes. They wander around, not anchored to any particular area, double speed, attacking as many players as possible; the objective is to kill as many as possible. They will fight, they can kill you. They're not very intelligent, but any player they wander within 20m of, they attack. The objective of the event: kill as many as possible. They have 90% resistance to damage, so it takes some doing (fortunately, they don't have that many hit points... about 2000). The three PARTIES that kill the most get rewards; the seven individuals who kill the most get rewards (in this case, perhaps the reward is a potion of blinding speed) Anyone who kills one gets loot and a minimal reward (gold, for example).

Third example: [this will need work, I think] the Cyclops, Trolls, Orcs, and so on have allied. They have taken EVERY fort on the map, and will invade the realms and take their gems for their own purposes (taking them on the boats to Christmas Island...). How do you do this? You ask for volunteers to play the mobs at the forts, and to invade the realms and take the gems (the players who do this are rewarded with something. Perhaps some ximerin). The mobs respawn at the forts. The rest of these creatures in the WZ have their aggravation zone and wander zone radically increased for the duration of the event (to 250m, say), and they have their attacks increased for the duration also. Obviously, the player goal is to take back their forts. Or, maybe, to steal the gems from these "player mobs" to take to their own realms. Like I said, though, this one looks like some serious work to program.

The idea here is to encourage group participation, and to encourage player participation. Small zones have smaller reward groups; large zones (such as the entire wz) have larger reward groups. Rewards should be significant but minor, becoming more major for the nastier contests. Yes, they could alter play styles.

I can come up with more if you want.

Rinky

_Enio_
05-16-2016, 04:34 AM
thats just sarcasm, right? :hat:
Hey man, be real, as if wm marks gear wasnt the worst of all aviable.. I'm not a friend of current marks, back then when we had excapist (old one) and there was something to do closer-range .. , it was good-times. But its quite obvious that this wm crap is ... crap.

More stats wont help improve that class though..

_Enio_
05-16-2016, 04:37 AM
..

Really, 9iple post? could you supply a tl;dr?

Kimahri_Ronso
05-16-2016, 05:40 AM
@rinky (and everyone else who is willing to post anything),

Please, stop riding ahead in the Roadmap with your ideas, NGD is still working on the second stage, also, please stop hopping back to the first stage that has already been completed.
Everything will have its exact time when you can share your thoughts, if you can't wait till they're getting on the table, or don't wanna forget your suggestions, start to make notices, or open up a new thread!

Thank ya'll! :thumb:

Healerous
05-16-2016, 05:59 AM
Hey man, be real, as if wm marks gear wasnt the worst of all aviable.. I'm not a friend of current marks, back then when we had excapist (old one) and there was something to do closer-range .. , it was good-times. But its quite obvious that this wm crap is ... crap.

More stats wont help improve that class though..
wm crap? wait Enio... werent we talking about the ala set bonuses?
if so, yes no doubts, Marks ala set bonuses are weak just the same as Barb ones. Obviously Knight and Hunter bonuses are the best.
Conju and Lock are tricky imo. Locks "%Spell Focus" should be something like "+%Int Spell Damage" or whatever u wanna call it.
For conju the 10% healing bonus doesnt make that much of an impact imo (even with the 15% Domthan = stacked 25% healing bonus).
The Heailng Bonus of the set could be changed to something like "%Healing Power", which will affect Self AND Ally-Heals.

rinky
05-18-2016, 05:50 AM
Please, stop riding ahead in the Roadmap with your ideas, NGD is still working on the second stage, also, please stop hopping back to the first stage that has already been completed.
Everything will have its exact time when you can share your thoughts, if you can't wait till they're getting on the table, or don't wanna forget your suggestions, start to make notices, or open up a new thread!

Your opening post to the thread set an example of "riding ahead" of where NGD was. If there was somewhere posted some other set of expectations (about, for example, "riding ahead") for this thread (other than this message you just posted), please let me know where it is so I can read it.

Thank you for your request.

Rinky

Kimahri_Ronso
11-15-2016, 04:27 PM
OP updated regarding their "first two stages", Character progression and End Gameplay.