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View Full Version : Amun Open. Public test: Invasions (Version 1.19)


Adrian
04-22-2017, 12:14 PM
Hello everyone!

We've been working intensely on the Invasions system. Mostly, cleaning up the code and finding ways to build a basic system that can be enhanced in the future. Our main goal is to focus the effort of the realm in a single objective and that everyone involved is properly rewarded.

In order to continue doing so, we will need your feedback to finish the polishing of this development stage before it goes live.

It's of utmost importance that everyone understands that this is a first step and many things are to be added or done. The current system has to be replaced as soon as possible.

Here is the changelog. Please tell us what you think only about these changes. For other topics, please open a new thread. Thanks!

Also, numbers are not final, just placeholders.

Changelog 1.19

- Modified: To vulnerate a realm now you must capture at least a castle and a fort and hold them for an amount of 15 minutes. Capturing all the buildings results in 10 minutes less needed.
[This system was the most appropriate for Regnum, as it allows a quick invasion if this is the attackers choice, as going to the Castle requires coordination and just attacking the forts is what happens on a daily basis. When coordinating the invasion, with only a few minutes the vulneration triggers and the realm can be invaded easily.]

- Removed: Wall Power Sources.

- Modified: Realm Relic Altars do not show relic release countdown anymore. Instead, the UI shows a countdown throughout all the area of the affected realm's warzone.
[The information on when the invasion will start will be clearer and available to anyone in the Warzone of the attacked Realm, allowing players to move out of the fortifications if needed without losing valuable insight.]

- Modified: Realm Relics can now be taken anywhere beneath the realm they belong to. They provide a buff to those around it. The carrier can't jump. The Relic only appears in the map if dropped.
[Relics had a harmful effect on the Invasions gameplay as it made it mandatory to follow the carrier and provide protection and making it obvious in the map where the army was going.]

- Modified: Locations of Gem Altars, now they are besides the Realm Portal.
[The objectives of the invasion made players divide and usually fail in one of them, mainly because some preferred earning WMC and others just stealing the Gem to open the Portal. Now, each step of the invasion will lead all players together to the same objective even if this means choosing different paths to get there.]

- Modified: To free a Realm Gem, you must kill the Lich Guard. After killing it, the Gem Dome Power sources will appear and must be destroyed.
[The previous interaction limit to obtain the Realm Gem was boring and meaningless even if it avoided abuse. Now, the Gem must be freed fighting a guard, providing challenge. Also, it will be adjustable to match the population of the server.]

- Modified: Gems located on Realm Portals can be taken by an enemy realm during the invasion with no need to eliminate protections or receive many interactions of players.
[When a Realm has stolen a Gem it means they could perform a successful invasion. In these scenarios the other Realms are mostly in disadvantage or at least low on morale to go get them back. Now, as there is no need to remove any protection, stolen Gems can be recovered easily by a small army, giving an extra incentive to do so.]

- Added: When successfully placing a Realm Gem in the Realm Portal, players all over the map (online) that helped to achieve it will receive Warmaster Coins and Experience (if applicable).
- Must be of the invader realm.
- Interactions count since the start of the vulneration of a realm.
- To count as helping to release the Realm Gem players must've interacted with specific Invasions NPCs or Objects within the invaded realm (including the wall) or also being around a stolen Gem while it's on its way to your portal.
- There are limits and safety checks to avoid several predicted abuses.
[It was common knowledge that many of the players that made an invasion and gem retrieval possible were not rewarded at all. This will not happen anymore and the best part of it is that the players will not be forced to be in a specific location to get the reward, meaning more tactical options.]

Still under development:

- Global dragon wishes. Now, every wish will affect not only the users that were in the portal, but also players that helped get all the gems and in some cases the whole realm. The players present in the Dragon Cave will get an instantaneous reward while all the other players that are accounted as contributors to opening the portal will get a similar reward by in-game mail. To count as a contributor you must have received at least one gem-stealing reward before the portal opening.

Other fixes:

- Fixed: Some clothings couldn't be painted brown or yellow.
- Fixed: Could enter Dragon Dungeon without the specific amount of needed tickets.
- Fixed: Pet was respawning with 100% health after unmounting.
- Modified: Casting progress bar now has a background color that allows to notice easily the current progress.
- Fixed: Outdated zones of the map were properly updated.

Sentan
04-22-2017, 12:30 PM
- Modified: To vulnerate a realm now you must capture at least a castle and a fort and hold them for an amount of 15 minutes. Capturing all the buildings results in 10 minutes less needed.


Since castle will be needed to invade enemy realm can you remove all wall camps (for invading realm) except castle one? It's the closest camp to wall and whenever there is two or more option to respawn people just split... also noone use secondary fort altars (maybe except Alsius at Trell). Moving them closer to secondary forts could help and make fights more interesing. :)

Great changes on invasion system :) sad that cupid wings aren't fixed yet. :/

Thanks:)

Adrian
04-22-2017, 12:39 PM
sad that cupid wings aren't fixed yet.

We are working already in a temporary solution (as the real problem is deep in the animation system and we can't find it yet) that will solve the problematic immediately. When it's added to Amun, we'll let you know.

Now, please continue with all topics regarding invasions. Thanks!

Artemo
04-22-2017, 01:22 PM
Looks good. Finally the castles have a purpose again, started to miss them in fortwars :D
It's great that everyone gets a reward who contributed to the dragon wish!

- Modified: Realm Relic Altars do not show relic release countdown anymore. Instead, the UI shows a countdown throughout all the area of the affected realm's warzone.
[The information on when the invasion will start will be clearer and available to anyone in the Warzone of the attacked Realm, allowing players to move out of the fortifications if needed without losing valuable insight.]


Whoaaaa you can mouseover and even lock it :O don't overexert yourselves.


- Fixed: Outdated zones of the map were properly updated.
What does this mean?


Also: no timers when 2 invasions are running?
http://img5.fotos-hochladen.net/uploads/screenshot20176mnkvh9log.jpg

Adrian
04-22-2017, 01:36 PM
What does this mean?

Zones like the new Daen-Rha accesses, the Eferias ramp, etc were updated in the interface map.

Artemo
04-22-2017, 02:12 PM
Zones like the new Daen-Rha accesses, the Eferias ramp, etc were updated in the interface map.

Ahh I see.


BUG! (?):
Just noticed that the player carrying the gem did not get WMC or anything at all for placing the gem while I got 1000wmc standing next to him.

Hayir
04-22-2017, 02:59 PM
The relic holder still can't change weapons/armor or rest. Is that intentional?

How many people will be needed to break the shield for gem? We killed the guard with 2 barbs 2 knights but couldn't even hurt the "protection energy source" at all.

Also nice to see the old shield wall animation back on the gems? Or whatever skill that was.

Mashu
04-22-2017, 05:03 PM
Hi Adrian,

My comments about upcoming update


Good to see old rules coming back when castle was important and invasion required team work.
Not a good idea to have gems at one place at portal. It does not prevent people from invading just for WMC farming, but instead puts underpopulated realm at huge disadvantage. We used to fight to split invaders, so they had to try again. Having gems in one place means just one zerg will come and take both. Why then bother to have more than 1 gem, having 1 or 2 would make no difference. Having gem portals distributed on map gives chances to defenders and requires team work of invading realm. One place would simplify invasion to follow just one zerg tactic and would make game more boring and unbalanced. Realm at population disadvantage is less likely to be willing to fight back or attempt to split invaders.
Dragon wishes should be changed a bit. Most players have limited time they can or are wiling to play (with some exceptions), but it's reasonable to assume average player playing daily spends 1-3h on this game max. Having 3 dragons means that these players will just log for bosses, spend most of time in realm killing dragons (not what this game should be focused I guess), then log off. That's what is happening on Heaven very often, dragons kill war-zone. Another issue with wishes is that one stronger realm gets even stronger and system is not balancing itself. Wishes should be interesting and there should be incentives to invade, but instead of stacking up, they should replace existing bonuses (replace dragon with another one, replace xp with wmc bonus) etc... this gives interesting options but does not make another realm ridiculously OP, worsening situation.
Certain realms can reach enemy gate or castle faster than others, boats, portals should also be balanced such that distances are equal.

Hayir
04-22-2017, 05:17 PM
Hi Adrian,

My comments about upcoming update


Not a good idea to have gems at one place at portal. It does not prevent people from invading just for WMC farming, but instead puts underpopulated realm at huge disadvantage. We used to fight to split invaders, so they had to try again. Having gems in one place means just one zerg will come and take both. Why then bother to have more than 1 gem, having 1 or 2 would make no difference. Having gem portals distributed on map gives chances to defenders and requires team work of invading realm. One place would simplify invasion to follow just one zerg tactic and would make game more boring and unbalanced. Realm at population disadvantage is less likely to be willing to fight back or attempt to split invaders.


I think the success of this will depend on how powerful the guards are and how much they scale depending on number of invaders, if they scale at all.

I only faught a guard once so far, we were 4 people. The guard was quite tanky, guard dmg output was kinda on the low side though.

Mythox
04-22-2017, 06:25 PM
Hi Adrian,

My comments about upcoming update


Good to see old rules coming back when castle was important and invasion required team work.
Not a good idea to have gems at one place at portal. It does not prevent people from invading just for WMC farming, but instead puts underpopulated realm at huge disadvantage. We used to fight to split invaders, so they had to try again. Having gems in one place means just one zerg will come and take both. Why then bother to have more than 1 gem, having 1 or 2 would make no difference. Having gem portals distributed on map gives chances to defenders and requires team work of invading realm. One place would simplify invasion to follow just one zerg tactic and would make game more boring and unbalanced. Realm at population disadvantage is less likely to be willing to fight back or attempt to split invaders.
Dragon wishes should be changed a bit. Most players have limited time they can or are wiling to play (with some exceptions), but it's reasonable to assume average player playing daily spends 1-3h on this game max. Having 3 dragons means that these players will just log for bosses, spend most of time in realm killing dragons (not what this game should be focused I guess), then log off. That's what is happening on Heaven very often, dragons kill war-zone. Another issue with wishes is that one stronger realm gets even stronger and system is not balancing itself. Wishes should be interesting and there should be incentives to invade, but instead of stacking up, they should replace existing bonuses (replace dragon with another one, replace xp with wmc bonus) etc... this gives interesting options but does not make another realm ridiculously OP, worsening situation.
Certain realms can reach enemy gate or castle faster than others, boats, portals should also be balanced such that distances are equal.


Mashru this concept is not for haven! I think Adrian means on Haven is it same as on ra. Haven has 2 low populated Realms and 1 zerg Realm. This once system make it much easier for the zerg realm. Low populated Realms get farmed

MDpro
04-22-2017, 06:44 PM
- Added: When successfully placing a Realm Gem in the Realm Portal, players all over the map (online) that helped to achieve it will receive Warmaster Coins and Experience (if applicable).
Incoming multi zerg farming. :mf_hide:

Mashu
04-22-2017, 06:52 PM
Mashru this concept is not for haven! I think Adrian means on Haven is it same as on ra. Haven has 2 low populated Realms and 1 zerg Realm. This once system make it much easier for the zerg realm. Low populated Realms get farmed

Incoming multi zerg farming. :mf_hide:

Exactly what I meant with previous post,devs could consider what effect this will have on low pop hours on any server, not just Ra. History shows that things that worked only on Ra were not really best ideas. All gems in one place, wont make this game more enjoyable for sure and I am pretty sure this won't also work well on Ra. If all gems in one place, don't bother having 2 of them, it would really make no difference if you had 1,2,3 or even 20 as long as they're are in one place, it's like 1. Will see, I really hope NGD will back off from this idea as I would really like this game to still be fun.

Hayir
04-22-2017, 07:01 PM
Exactly what I meant with previous post,devs could consider what effect this will have on low pop hours on any server, not just Ra. History shows that things that worked only on Ra were not really best ideas. All gems in one place, wont make this game more enjoyable for sure and I am pretty sure this won't also work well on Ra. If all gems in one place, don't bother having 2 of them, it would really make no difference if you had 1,2,3 or even 20 as long as they're are in one place, it's like 1.

Like i said it all depends on how they manage the guards,
From what i saw it has several skills like fireball, ice shock and some sort of summon lightning.
So if you have a scenario on haven like 25v5 and this causes the guard to do dragon like damage (this might be a bit exaggerated) then even the 5 of you could turn an invasion around.

I think this invasion system could be one of their most solid ones so far if they play their cards right.

Afaik Adrian actually once mentioned using some sort of scaling on NPCs for this kind of stuff when he talked about the orc camp bosses, don't quote me on this though.

And it does make a difference because each of the gems got their own guard. Only the stolen gems don't have any guards at all.

Mashu
04-22-2017, 07:17 PM
Afaik Adrian actually once mentioned using some sort of scaling on NPCs for this kind of stuff when he talked about the orc camp bosses, don't quote me on this though.


We know scaling NCP and realm door, makes no difference. Balancing that way never worked.
But ok, lets ignore this fact that unfair invasion will be unstoppable, that's not the biggest issue here.

We have two gems not just one I think to have some more tactics and interactions during invasion. One zerg moving to one place has consequences:

It is obvious where enemy is heading, as there is only one place with gems
Less maneuverers inside realm also means shorter invasions, so time should be adjusted


Would be nice to make invasions more fun, interesting, with variety not more dull, obvious, predictable.

Hayir
04-22-2017, 07:25 PM
We know scaling NCP and realm door, makes no difference. Balancing that way never worked.
But ok, lets ignore this fact that unfair invasion will be unstoppable, that's not the biggest issue here.

We have two gems not just one I think to have some more tactics and interactions during invasion. One zerg moving to one place has consequences:

It is obvious where enemy is heading, as there is only one place with gems
Less maneuverers inside realm also means shorter invasions, so time should be adjusted


Would be nice to make invasions more fun, interesting, with variety not more dull, obvious, predictable.

We never had a scaling mechanic like i mentioned. All we had were the usual guards at gate which increased in numbers but were too weak to make any difference and barely even engaged in battle. The lich guard at the gem is a completely different story.

As if it isn't obvious in the current system where the enemy is heading.

If you need more or less time once again depends on the gaurd and the Gem Dome Power sources.
Only the stolen gems might be a problem regarding this case.

Mashu
04-22-2017, 07:42 PM
As if it isn't obvious in the current system where the enemy is heading.

Yup it's less obvious unless you use voice chat to know to which gem enemy will be heading when you die at gate with current system.

I am trying to be realm agnostic when making this suggestions. Not sure if I feel the same about your responses. I am not the only player noticing that moving gems to one place is likely a be bad idea even to try.

Hayir
04-22-2017, 07:48 PM
Yup it's less obvious unless you use voice chat to know to which gem enemy will be heading when you die at gate with current system.

Use realm chat, wm chat. Tell your hunters to do their job, there is more they can do other than ganking grinders. The fact that most players refuse to use simple communication is not ngds fault. Knowing where the enemy is heading to is not hard at all with the current system.


I am trying to be realm agnostic when making this suggestions. Not sure if I feel the same about your responses. I am not the only player noticing that moving gems to one place is likely a be bad idea even to try.

This was your argument "If all gems in one place, don't bother having 2 of them, it would really make no difference if you had 1,2,3 or even 20 as long as they're are in one place, it's like 1."

this was my respond "And it does make a difference because each of the gems got their own guard. Only the stolen gems don't have any guards at all."

You and the other players who notice so much should maybe state a counter-argument. Then i might agree.

Mythox
04-23-2017, 03:42 AM
I see. It would be very nice if the Developer are more on haven then they will see what Chaos on haven is. Haven is a server with 3 Realms Alsius (20-30) Syrtis (3-7) Ignis (10-15). I am very sure the guards won't be that strong who can handle 20 players. I am sure they can't the good thing for us in the low populated Realms is at the moment the zerg must split to get the gems. So they have to defend gate and to click gems and that is he only way to defend the gems when we kill the little groups. I like the idea from Adrian ofc I tested it out on Amun today but this update is not good for haven! It's nice for ra because there is almost a balance between each realm. Well that is my mind.

Monthser
04-23-2017, 04:43 AM
.../...Not a good idea to have gems at one place at portal. It does not prevent people from invading just for WMC farming, but instead puts underpopulated realm at huge disadvantage. We used to fight to split invaders, so they had to try again. Having gems in one place means just one zerg will come and take both. Why then bother to have more than 1 gem, having 1 or 2 would make no difference. Having gem portals distributed on map gives chances to defenders and requires team work of invading realm. One place would simplify invasion to follow just one zerg tactic and would make game more boring and unbalanced. Realm at population disadvantage is less likely to be willing to fight back or attempt to split invaders.../...

I completely agree with you. Putting 2 gems together will simplify the task of the invadig realm and indeed what's the point then of 2 gems?
I dont know what to think about the Guard of the gems. As I have read you can kill him with just a few ppl (4-6) when before that you needed 20 to interact with one gem.
This new system seems to give even more disadvantage to underpopulated realms.

Hollow-Ichigo
04-23-2017, 04:52 AM
I dont know what to think about the Guard of the gems. As I have read you can kill him with just a few ppl (4-6) when before that you needed 20 to interact with one gem.
This new system seems to give even more disadvantage to underpopulated realms.

It took 2 knights and 2 barbs around 10 mintues to kill the lich guard, and then they tried to break the control points of the shield and didnt even make a scratch. We cant really judge it properly yet

hardboy
04-23-2017, 05:24 AM
- Fixed: Pet was respawning with 100% health after unmounting.
.

pet hunters suffer from lack of points, with the new spells (bugged nature fury) its impossible for me and almost every other pet hunter to get heal pet

Hayir
04-23-2017, 06:32 AM
It took 2 knights and 2 barbs around 10 mintues to kill the lich guard, and then they tried to break the control points of the shield and didnt even make a scratch. We cant really judge it properly yet

This.
We were 4 people like he said. We captured all 3 forts, had all 3 relics, we couldn't kill the guard before the invasion timer ended. All of us had around 1/3 HP by fighting the guard only, we had no conju though. Ichi who was the only ignis there could have easily stopped us if he wanted. But like I said in my previous post, dmg output might be a little on the low end.

Maybe they won't ignore this point this time. They might though, easier for them to bring their point across.

I am not saying this system will work 100% for sure. I am just saying it has potential since they can easily adjust the guards/shield as much as they want.

Kimahri_Ronso
04-23-2017, 06:40 AM
I dont know what to think about the Guard of the gems. As I have read you can kill him with just a few ppl (4-6) when before that you needed 20 to interact with one gem.

It took 2 knights and 2 barbs around 10 mintues to kill the lich guard, and then they tried to break the control points of the shield and didnt even make a scratch. We cant really judge it properly yet

Also, numbers are not final, just placeholders.

Guard's HP is just a number too that can be and I hope it will be adjusted for the population of each server before it goes Live ^^

As for the wishes, maybe you could involve crafting too, 50% less (insert number) ingredient needed to craft things for a week, only once you have added more useful new recipes of course ;).

I only have one question, any chance for some kind of CD effect for the invasions, so once a realm has a big zerg they can't keep repeating it over and over again and thus keep stacking up wishes?

Mashu
04-23-2017, 12:20 PM
I only have one question, any chance for some kind of CD effect for the invasions, so once a realm has a big zerg they can't keep repeating it over and over again and thus keep stacking up wishes?

Invasions could give WM coins for participants, so there would be invectives to invade, but wishes could be changed such that at least only 1 dragon is possible at a time, and wishing other dragon just changes existing one.

I think NGD didn't plan that players will use all characters to do the same dragon, multiplied by the number of dragons. If one dragon takes ~20min to make party and finish, then 9*20min = ~3h.

Average player has limited attention time for a game, it's basic research. If whole time is used up by doing bosses then there is less activity in the war zone.

What would be better is to have interesting events, but regular ones and not something that can be done repeatedly over and over. Game would benefit from players, that play on regular basis 1-2h hours daily war zone, 1h boss (assuming 3h is the average player for game attention time). Player's that play once a week and burn up doing only bosses for 3h are not very valuable. It's better to have something regular than repetitive for this type of game.

Pery3000
04-24-2017, 08:04 PM
- Global dragon wishes. Now, every wish will affect not only the users that were in the portal, but also players that helped get all the gems and in some cases the whole realm. The players present in the Dragon Cave will get an instantaneous reward while all the other players that are accounted as contributors to opening the portal will get a similar reward by in-game mail. To count as a contributor you must have received at least one gem-stealing reward before the portal opening.



Same dragon wishes? Or are you guys planning to add more? I don't see the purpose of adding WMC again. Already easy to get. I have no need for it. 400k on my main with 200k on almost each one. Really want something different. (Old champ weps for fuse would be a nice thing to add to champ seller or WMC seller :razz:)

Vadhir
04-25-2017, 05:39 AM
Just passing by to say this:
Back in time, when guards respawned in gate according to the ammount of enemies invading, people used to log out before invasion started so the system did not count them as players, anr logged in again when invasion have started. Same could be done here if nothing is changed :d

PS to NGD staff: You ca try this in closed amun with your testers before releasing this version :d

Anunnaki
04-25-2017, 08:58 AM
Could you please make it possible to get xp from lvl 20 in wz

schachteana
04-25-2017, 02:20 PM
Just passing by to say this:
Back in time, when guards respawned in gate according to the ammount of enemies invading, people used to log out before invasion started so the system did not count them as players, anr logged in again when invasion have started. Same could be done here if nothing is changed :d

yet no one knew if that actually ever made a difference xD

Artemo
04-25-2017, 03:05 PM
Are you going to test the new system with many players? Now there are maybe 10 people online on amun to test the system. Although this represents player numbers on haven and val, ra players will feel left out :bananajoy:

Adrian
04-25-2017, 05:24 PM
Hello!

We updated Amun with the following changes:

- Modified: Some items can have a waiting time before being able to unequip them after combat or buffing. This is a temporary fix for Cupid Wings and similar items.
- Modified: Limitation of Realm Points and Experience in Realms without gems was removed.
- Fixed: Dragon attack in Realm Wall. Also, emits a sound seconds before attacking as a warning to get cover.
- Fixed: Cannot attack players under the effect of Reveal.
- Modified: Battlezones queuing UI is now movable.

Also, several fixes to to the Invasions system.

We're taking into account all of your feedback. Thank you for giving it to us!

In a lot of cases, it matches with the ideas we have in mind for the future. Especially regarding the Squid Island and the options for defenders and rewards for doing so.

For now, we are focusing on changing the base of the system, not specifically adding new things. That will come in the near future!

Please, keep on giving us your feedback. It's extremely useful! Thanks!

Hollow-Ichigo
04-25-2017, 07:25 PM
- Modified: Some items can have a waiting time before being able to unequip them after combat or buffing. This is a temporary fix for Cupid Wings and similar items.


Needs adjusting. Can still hide buffs by switching between zarkit/cupid wings.

https://youtu.be/KB7dvmHpb7M

Adrian
04-25-2017, 07:28 PM
Needs adjusting. Can still hide buffs by switching between zarkit/cupid wings.

https://youtu.be/KB7dvmHpb7M

Noted! Thanks!

Leily
04-26-2017, 03:55 PM
Adrian answered a player who asked for 2 doors per wall and explain a bit more about invasion system.

Original post (https://www.championsofregnum.com/forum/showpost.php?p=1878240&postcount=60)

First of all, we agree on the problem : to invade during peak hours. It's not a simple matter and it's not intended to be solved with this update (as we indicated, this update is meant to create a base where the system can be expanded in.)

Almost all the invasions systems we had were editable to make invasions possible at any time, but this wasn't done because they were broken in design ( meaning that if you adjust one thing, it affects another) and the gem theft would have been a piece of cake. The challenge lies in the challenge itself.

The 2 door system may sound great as idea, but in practice it implies a huge work of art, which even with the use of existing objects, it would require modifications in many things (places, maps, code, data) to move us to a test that already without implementing it tells that the attack problem would become now a defense problem. A ping pong between one door and another until one commits a mistake or worse... gets tired.

The solution has to go by the side of an entertaining challenge. The door is more an initial step and too similar to forts, making it monotonous. It has to be easy (although reversible, giving the defender an option) but not until the next stages become entertaining challenge. What this system proposes is that invading can be accessible and the defense, when we evolve some more, must happen inside the realm and with another mechanic that will give a twist to the fights at forts.

The current changes are few and do not seem to be changes themselves, but their subtlely shouldn't cover their true intention : to focus the invasions inside the realm and not outside, that was the big mistake. This is a first step and will not be deleted like the previous ones, we will continue inside.

It's not that we dont play RO, because we do. But we also know the code, its limitations and our limitations as human beings as well. And, even if it doesn’t seem like it, we know that humans always seek their own benefit no matter how and that brings down most of our ideas and the possibility of regnum's own style of play to survive. That unique style that, as a result of being so open and versatile makes things more difficult but as you may notice, with the upcoming 10th anniversary, we dont give up.

I would love for our team to include more people working in it, but for now this is what we have and although we have improved in the last months, the effort to be put is increasing and to ensure that it is not in vain, we have to separate it in several iterations, such as this is a first iteration of a base that we believe will be more useful to reach an ideal invasion system.

Notice that first important change : the focus shouldn't be on the wall. Even though the focus didn't change much, it did in our intention and design.

Soon, with the squid island, the portal and the cities we can create gameplay that incite to obtain it. Slowly but surely, we'll get there.

schachteana
04-26-2017, 04:20 PM
Adrian answered a player who asked for 2 doors per wall and explain a bit more about invasion system.

Original post (https://www.championsofregnum.com/forum/showpost.php?p=1878240&postcount=60)

[...]

I preferred Google Translator's version (https://translate.google.com/translate?hl=en&sl=es&tl=en&u=https%3A%2F%2Fwww.championsofregnum.com%2Fforum% 2Fshowpost.php%3Fp%3D1878240%26postcount%3D60):
We do not play RO, because we do.
http://www.reactiongifs.com/wp-content/uploads/2013/10/tim-and-eric-mind-blown.gif

But seriously though Leily, thanks for the translation, that was very informative

Kimahri_Ronso
04-26-2017, 04:39 PM
There already was a "2-door system", gate-boats.
Did it work? If it did, it wasn't removed...

Invasions changing because it always gets updates by the DEvs, also the population of each server is changing, some leaving, some returning, some multi-ing. Taking these things into account, and the fact that invasions are heavily depending on the population, what you believing to be the right thing to do today, might be outdated tomorrow. Impossible to balance things out as long as the population isn't stable, that is what you should aim for first, try to get a stable player base in each realm, on each server. Then you can try to modify the invasion system, until that happens, every "try" is just another waste of time, as others already stated it. Sad, but true.

More new content, new items, frequent updates, active TDM and most of all new players, that is what this game needs IMHO :)

Hollow-Ichigo
04-26-2017, 04:43 PM
I don't see how invasions will ever be truly balanced, far too many factors to take into account. 2 walls doesn't even sound like a good way to accomplish anything. Only way to make it decent is to give invaders a harder time of getting gems.

Needs adjusting. Can still hide buffs by switching between zarkit/cupid wings.

https://youtu.be/KB7dvmHpb7M

Just some more info, the changes are pretty useless since you can just switch from cupid wings to any other costume and switch back to get the same effect. (no wait time)

Probably have to adjust it so you cant switch from wings to any other costume for ~30 seconds. 2 minutes is too long imo

Thallium
04-26-2017, 09:12 PM
I like the relic changes.

I don't like the idea of using timers and NPCs to try and regulate invasions. This has never worked. Big zergs will have an easy time invading as always. Timers make the game more boring.

I would like to see the wall always vulnerable and the gems unguarded. Big zergs will still have an easy time, but then so would small groups. A counter-invasion would be a good option for a small realm. Forts don't need to do anything except hold relics. Let realms choose between a surprise gate attack and a fully-buffed invasion.

Less mechanics is better. Let there be chaos.

Adrian
04-28-2017, 03:30 PM
We like some of these ideas. Remember that they may not enter in this stage but probably in a next one we will take them into account.

We just updated Amun with the following changes:

- Fixed: Unequipping Cupid Wings and similar items caused visual effects to be removed. (at last!)
- Modified: Warmaster Coins wish added with 7 days wait time between choices. Is affected by WMC boost.

And several fixes to Invasions and the Dragon Wishes by in-game mail to players offline or outside the portal that helped get at least one gem for that portal opening.

Kimahri_Ronso
04-28-2017, 04:09 PM
- Modified: Warmaster Coins wish added with 7 days wait time between choices. Is affected by WMC boost.

Why making the stronger even stronger? Again.
How about giving something for the few too, that is trying to face a zerg?

In other games, if you win, you get the "jackpot", if you lose, you get 5 "jackpot parts" that can be assembled to obtain the jackpot. I don't see any sign of such effort being planned by you...Still :thumb_down:

Adrian
04-28-2017, 04:35 PM
Why making the stronger even stronger? Again.
How about giving something for the few too, that is trying to face a zerg?

In other games, if you win, you get the "jackpot", if you lose, you get 5 "jackpot parts" that can be assembled to obtain the jackpot. I don't see any sign of such effort being planned by you...Still :thumb_down:

That's a nice idea. Too bad I didn't read this a week ago...

Hollow-Ichigo
04-28-2017, 10:02 PM
- Fixed: Unequipping Cupid Wings and similar items caused visual effects to be removed. (at last!)

Finally.

That's a nice idea. Too bad I didn't read this a week ago...

FeelsBadMan (https://www.google.co.uk/search?q=feelsbadman&source=lnms&tbm=isch&sa=X&sqi=2&ved=0ahUKEwjxhbnHk8jTAhUlB8AKHVAgDwoQ_AUIBigB&biw=1644&bih=870#imgrc=MHo1PfhZkL5soM:)

Hollow-Ichigo
04-29-2017, 05:51 AM
Offtopic but this is the most annoying thing ever. (made a thread on this before but doubt it got noticed)

Throat cutter does NOT WORK against a target that has Divine Intervention. It's game changing at times, especially in TDM. Fix it please

Artemo
04-29-2017, 04:19 PM
- Fixed: Unequipping Cupid Wings and similar items caused visual effects to be removed. (at last!)


"Fixed"
Everyone who trys to use this bug SHOULD crash imo :theking:

https://www.youtube.com/watch?v=DOquxkRWy6I&feature=youtu.be



.

Adrian
05-01-2017, 04:30 PM
"Fixed"
Everyone who trys to use this bug SHOULD crash imo :theking:

https://www.youtube.com/watch?v=DOquxkRWy6I&feature=youtu.be



.

Hehe! Nope!

Fixed the crash. Check it out now, please. Thanks!

Sentan
05-02-2017, 07:30 AM
What buff relics provide? Whats the point of placing relics back to cage? Multirealmers can troll with relics just to farm CS by disabling guards there. Can you tell me more how it works because Amun is empty all the time. :)

Living event thing would be great... for example Syrtis realm get random task at random times to escort Eferias relic to Meni cage and at the same time Ignis get information to stop it or def that fort. Both see that relic will be realased in x mins so they have time to be prepared. Greater distance to escort = better reward for invaders, shorter distance = higher reward for defenders. More than one living event could be generated at the same time for more fun. :) or both realms escorting their relics to one fort and third realm has to def against them. :) Stealing relics and make them safe by moving them to specific points on map such as bridges or altars would be great as well. :) of course time restrictions should be here and small advantages for invaders such as checkpoints at specific places so they can ress or mentioned buffs around relics might be enough :)

saumya
05-02-2017, 09:30 AM
Hehe! Nope!

Fixed the crash. Check it out now, please. Thanks!

Dont! Let it be a penalty to cheaters who try to bug it!

Leily
05-02-2017, 12:30 PM
Dont! Let it be a penalty to cheaters who try to bug it!

They crash and also ALL around them, so wasnt really a penalty for the 'cheaters' :wiggle14:

What buff relics provide? Whats the point of placing relics back to cage? Multirealmers can troll with relics just to farm CS by disabling guards there. Can you tell me more how it works because Amun is empty all the time. :)

Relics give : 10% mana, 10% health & 10% resist damage. Can't jump, can't capture the gem, but you can buff your allies with it during the invasion.

About relics & save guards, we have to analize it. Thanks for the info :razz:

Kimahri_Ronso
05-02-2017, 01:28 PM
They crash and also ALL around them, so wasnt really a penalty for the 'cheaters' :wiggle14:



Relics give : 10% mana, 10% health & 10% resist damage. Can't jump, can't capture the gem, but you can buff your allies with it during the invasion.

About relics & save guards, we have to analize it. Thanks for the info :razz:

Why buffing players around relics if relics are no longer needed for the invasion at all?
Just remove them, all. It only makes the strong even stronger.

Adrian
05-02-2017, 01:51 PM
We updated Amun with the following changes:

- Fixed: Nightmare Slasher Costume weight was incorrect.
- Fixed: Players could get stuck between rocks in Syrtis initiation zone (x437 z5506)
- Fixed: New mail sound (owl) being played before the game finishes loading.
- Fixed: Several points of the world that could be used to climb structures.
- Fixed: After acquiring a Turquoise Amber, crafts in progress were showing the Success Chance bonus incorrectly.
- Fixed: Change Skin item for Lamais.
- Fixed: Hyena mounts had wolf howl as warcry.
- Fixed: Summons couldn't be properly summoned in bridges and over other similar mapobjects.
- Fixed: Change Race item problems with tattoo switching.
- Fixed: Exiting a Battlezone after entering from the Coliseum made players appear in the initiation zone of Alsius.
- Modified: Cannot continue crafting items if maximum Finished Items has been reached.

DracoValhalla
05-02-2017, 09:53 PM
So since i'm now able to post here. Thanks god.

How about the Knight bug? its still possible to hide your animations.
https://www.youtube.com/watch?v=5mCXqFtYUjs
https://www.youtube.com/watch?v=tUw8gvzy3JY

Or when your at fixing the coliseum if you get killed in the free 4 all coliseum you are going to crash. (Is this only happening on valhalla?)
I played the last days a few pvps in the coliseum against knights and sometime there spell animations like defense stance starts do disable just out of no where so how about that?

And after your latest amun fix.
I'm still able to disable spell animations like blood thrist with the wings.

Sentan
05-02-2017, 10:20 PM
Or when your at fixing the coliseum if you get killed in the free 4 all coliseum you are going to crash. (Is this only happening on valhalla?)


Same here on Haven Alsius. Crash → ress at altar with 0 hp...
Also after reskilling and then joining free 4 all arena all placed spells get removed from spell bar. So annoying.

Another small bug is being unable to steal summon as warlock (Possess Summoning spell) while you have companion on since somehow companion is count as summon or pet... so taming pet with activated companion won't work as well :)

Deepak007
05-02-2017, 10:26 PM
Hey Adrian,

While you are fixing some of these bugs, could you please check on the spell Retaliation please, it gets used up even if non damaging spells are casted on the target.

Adrian
05-02-2017, 10:32 PM
So since i'm now able to post here. Thanks god.

How about the Knight bug? its still possible to hide your animations.
https://www.youtube.com/watch?v=5mCXqFtYUjs
https://www.youtube.com/watch?v=tUw8gvzy3JY

Or when your at fixing the coliseum if you get killed in the free 4 all coliseum you are going to crash. (Is this only happening on valhalla?)
I played the last days a few pvps in the coliseum against knights and sometime there spell animations like defense stance starts do disable just out of no where so how about that?

And after your latest amun fix.
I'm still able to disable spell animations like blood thrist with the wings.

We're checking the Knight bugs.

Please tell us if the Cupid Wings bug still happens with Thirst for Blood. And let us know in which other effects it's happening so we can check as well.

Thanks!

DracoValhalla
05-02-2017, 10:59 PM
Idk if you already fixed it but after your post i was not longer able to hide Thrist for Blood with the Cupid Wings.
I tested a bit and it looks like only Buffs with a cast time were most time able to hide.
Here the few i was able to hide.
Low Profile, star shield (half way), sanctury,

btw. if you are hitting an enemy with your weapons stay at them. and change to killer knive or any other costume weapon you will still deal damage

Adrian
05-03-2017, 10:54 AM
Idk if you already fixed it but after your post i was not longer able to hide Thrist for Blood with the Cupid Wings.
I tested a bit and it looks like only Buffs with a cast time were most time able to hide.
Here the few i was able to hide.
Low Profile, star shield (half way), sanctury,

Yes, I fixed it. And also the three you mentioned now. Can you test them again?

saumya
05-03-2017, 11:22 AM
Adrian any news on fixing the tdm interface? The looking for opponents and every other bug with it.

DracoValhalla
05-03-2017, 11:45 AM
Yes, I fixed it. And also the three you mentioned now. Can you test them again?

Looks like they are fixed now ty. :)
I forgot as i tested it i mentioned that Deflecting Barrier still denied Mana Communion. What means that both are active but your allies won't gain mana. Think this is so since i started playing in 2008/9. would be a nice fix too.

schachteana
05-03-2017, 12:15 PM
Looks like they are fixed now ty. :)
I forgot as i tested it i mentioned that Deflecting Barrier still denied Mana Communion. What means that both are active but your allies won't gain mana. Think this is so since i started playing in 2008/9. would be a nice fix too.

yes that is really annoying. This might be due to the aura stack limit? allegedly, there can only by 4 auras at once. not sure if this is valid and/or related to above quote

Hollow-Ichigo
05-03-2017, 12:42 PM
The time master bug also exists, the cast speed reduction from the spell still continues even after the duration.

Skity made a video showing it.

https://youtu.be/J-bc_Xb2fLc

Adrian
05-03-2017, 01:23 PM
People, I don't want to disappoint you so please let's stick to the changes we're making. Right now we're checking the effects affected by the Cupid Wings. Let's not make this a bug-report thread that will end up as "NGD ignores us".

We're closing the version to be released soon and we can't start checking new kinds of bugs. Most of them are already reported in our side and we'll surely check them soon.

A better way for all of you to help us is always bring related issues to the discussion.

So, please report bugs related to the changes we already made. Thanks for your help!

Sentan
05-03-2017, 01:33 PM
People, I don't want to disappoint you so please let's stick to the changes we're making.

Hard to test invasion changes while Amun is empty all the time... what about massive tests like few years ago?

https://youtu.be/yI3ehYbc4Vs :P

Adrian
05-03-2017, 02:19 PM
Hard to test invasion changes while Amun is empty all the time... what about massive tests like few years ago?

https://youtu.be/yI3ehYbc4Vs :P

The community, always one step ahead of us :biggrin:

We are going to call players to join us later today.

Kimahri_Ronso
05-05-2017, 01:31 PM
There was a call?
I didn't log in for some time, I was hoping for an invite here in fourums....You said that 2 days ago Ádrian....Never mind.

hellscraem
05-05-2017, 03:00 PM
There was a call?
I didn't log in for some time, I was hoping for an invite here in fourums....You said that 2 days ago Ádrian....Never mind.

your not important enough to get a call :gun_bandana: lmfao

Pery3000
05-05-2017, 04:37 PM
There was a call?
I didn't log in for some time, I was hoping for an invite here in fourums....You said that 2 days ago Ádrian....Never mind.

Apparently there was a call for RA players only.

Sentan
05-05-2017, 05:14 PM
Wrong link in 'Latest News' section (Changelog) :)

http://i.imgur.com/LXPog5y.png

It shows changelog from 1.81.1 Version.

rinky
05-05-2017, 10:33 PM
That's a nice idea. Too bad I didn't read this a week ago...

So we'll see it in June's update?

;)

Adrian
05-06-2017, 03:22 PM
So we'll see it in June's update?

;)

We'll take it into account for our next iteration with Invasions, of course. It is a very good idea.