View Full Version : Warmaster Coins: Test
Adrian
09-08-2017, 12:05 PM
Hello!
We've decided to perform a test for a week about something that seems to be affecting a lot the activity in the war zone. Even if the objective of obtaining WMC only among the zones of the fortifications and walls was decided to avoid losing the concentration of the activity of these zones, other kinds of confrontations were affected and thus, limiting the options and variety at the moment of facing your enemies.
This test consists in allowing, for a week, to get WMC throughout all the map. We will see what happens and how this evolves to be able to make a decision next week. Your opinion matters a lot, so tell us how all of you see it during these days.
The change is already applied in Haven and Ra.
Cheers!
_Scias_
09-08-2017, 12:37 PM
Quite a positive change. Hopefully it'll encourage bridge and open field wars rather than constant fort camping/farming.
Maybe capturing forts should also give a small amount of wmc too, like say 200 for capturing an enemy one and 500 for reclaiming one of yours (with per-player limits/cooldowns to prevent abuse of course - and maybe after not allowing a single barb to singlehandedly take a fort too) as often own forts are being forgotten/ignored (especially secondary ones like alga/meni/trelle).
Hollow-Ichigo
09-08-2017, 01:44 PM
Imo it's a positive change for Haven which has been needed for a long time.
On ra it'll encourage ganking and large hunt groups which are just used for save camping.
Still, we'll see after the week of testing how things go.
Lebeau
09-08-2017, 02:21 PM
Only a week? Awww, man...
Just flip that switch, then leave it on....
(& thanks, NGD).
:thumb:
magic_gandalf_007
09-08-2017, 03:04 PM
Thanks Adrian and the Regnum team, good to see the spirit to try to meet the need of the players with this test.
Perhaps an odd reaction, i do not play that much anymore and if i play it's on RA. I can't speak for others but for me playing gives me joy if i got a goal to reach.
For me the goal is getting the 10/20 of the WMC quests. Not that i do anything with the WMC's but it is just reaching the goal, having the quest done.
Vadhir
09-09-2017, 03:51 AM
Yeah, this change should apply only for Haven, not Ra. Why would you even test in on Ra?
Sentan
09-09-2017, 08:40 AM
I like this change but I think amount of wmc for killing enemies somewhere else than at fortifications should be reduced by 25-50%. :)
RichardCromwell
09-09-2017, 10:06 AM
I like this change but I think amount of wmc for killing enemies somewhere else than at fortifications should be reduced by 25-50%. :)
This so much more than that:
Maybe capturing forts should also give a small amount of wmc too, like say 200 for capturing an enemy one and 500 for reclaiming one of yours (with per-player limits/cooldowns to prevent abuse of course - and maybe after not allowing a single barb to singlehandedly take a fort too) as often own forts are being forgotten/ignored (especially secondary ones like alga/meni/trelle).
Scias's solution would encourage gankers to group up for one fort capture a day [and I am pretty sure people who play Regnum are not the target audience for Daily-Quest-MMOs], and then basically immediately abandon it to run around and try to find solo kills. Which is fine for them to do, but not if they do it to farm coins. They should do it because they want to. Making fights at forts more valuable would help to encourage grouping, while still allowing hunters to feel rewarded for scouting andsuch. I would also consider adding (comparatively) significant extra coins per player killed at the realm gate or during an invasion, making invasions while the enemy realm is asleep less attractive than invasions against active realms. Other Warmaster coin rewards could be slightly reduced to balance out the gain.
_Scias_
09-09-2017, 11:01 PM
Scias's solution would encourage gankers to group up for one fort capture a day [and I am pretty sure people who play Regnum are not the target audience for Daily-Quest-MMOs], and then basically immediately abandon it to run around and try to find solo kills....
If people had an incentive to go defend/retake their own forts we'd have less of these situations where nobody cares about (most of the times secondary) forts being taken by often just a handful of people who are then free to leave and roam around because no one comes there.
Also the game already rewards offense over defense way too much. For instance invasions are much more rewarding for the attackers who can get 1k per gem secured + possibility for dragon wish when a successful Realm Gate defense doesn't grant anything in comparison. So not sure giving even more to attackers is really a wise choice as of now.
Lebeau
09-11-2017, 11:13 PM
Want to encourage war, but discourage camping/farming? Then, reward fort caps, wall caps, & wall defensive stands or recaps too, as before. The reward-amounts are subject to debate of course, but comfortable mediums can be reasonably reached....
:lighten:
Almighty1
09-13-2017, 05:40 AM
+1
This will be a positive change for Haven Server. I'm really liking it. :dance:
Adrian
09-15-2017, 10:57 AM
People, after analysing all that has happened and said during this week (not only in these forums, of course) we're thinking of:
- Mildly reduce the quantity of coins given outside fortifications and the wall. Enough for Invasions to give more profit but still leaving the ping-pongs, open field battles and hunting attractive. We think that a 25% reduction would be ideal.
- Give back levelling with creatures a bit of competitiveness, raising the experiences these give in the War Zone. We still have to think about the numbers, but the difference would still be significant between killing a creature or an enemy but we think that now it's too much. In the past we believed that, because of all the things that were said by the community, killing enemies was way more fun and rewarding than killing creatures. It seems it was a wrong reading of what was happening. We'll see how to solve this.
Regards,
schachteana
09-18-2017, 11:13 AM
- Give back levelling with creatures a bit of competitiveness, raising the experiences these give in the War Zone. We still have to think about the numbers, but the difference would still be significant between killing a creature or an enemy but we think that now it's too much. In the past we believed that, because of all the things that were said by the community, killing enemies was way more fun and rewarding than killing creatures. It seems it was a wrong reading of what was happening. We'll see how to solve this.
I dont think that was wrong reading. I am pretty sure that is indeed what most players still prefer. Not all, of course. But from all I have heard, the ability to gain experience in fort wars was much appreciated.
halvdan
09-19-2017, 11:51 AM
I dont think that was wrong reading. I am pretty sure that is indeed what most players still prefer. Not all, of course. But from all I have heard, the ability to gain experience in fort wars was much appreciated.
I raise my voice to support this opinion. Supporting the idea of grinding in war was one great step. Killing several thousands brainless NPCs w/o any sort of AI was one huge con of Ro. Let's not return to that point.
The question might be now, since the community clearly stated that they want war also outside fort areas, how to give reasons to fight on open fields. This was previously mildly done by ganking parties hunting grinders (and others hunting gankers), but with disappearance of classic boring grind this is gone as well. So the question maybe is, how to support war in different enviroments (than fort farms), which could provide a lot of new warzone fun.
_Scias_
09-19-2017, 05:06 PM
I raise my voice to support this opinion. Supporting the idea of grinding in war was one great step. Killing several thousands brainless NPCs w/o any sort of AI was one huge con of Ro. Let's not return to that point.
Same. I don't know why NGD would think most of the community thinks otherwise. Mob grinding is NOT fun and I don't think a slight increase in mob xp will change this fact.
If at least the item drop rate, or rather their quality, would cope for this huge waste of time but currently it does not. The chances of getting anything above special is abysmal even when using a Scavenger gem. And even then when you get a magical or above it's most of the time worthless cause its stats are too low or wrong...
So if you really want to make mob grinding somewhat rewarding and 'fun' I think the current loot quality rate should be one of the first things to look at too.
JOPAGO
09-19-2017, 05:56 PM
it is because of the hunting activity.
Many miss this part of the game.
Deepak007
09-19-2017, 06:22 PM
You guys find it a waste because you are in timezone where everyone logs and makes war. What about the others who log when server is empty, even they need to level and without war their only option is to level on mobs.
Pery3000
09-19-2017, 06:47 PM
Yes mob grinding needs to be increased. On a server like Haven war is only for an hour or two. More if someones farming. And only the farming realm can gain exp from War good. Why should getting exp from players or mobs be competitive? We shouldn't take away from getting exp from players also. In all honestly I think both should be increased. Many threads of how players quit after they know about the long grind that awaits.
Anunnaki
09-20-2017, 09:13 AM
Good to see wmc throughout all the map :bananajoy:
Concerning grinding, i think monsters should give more exp than players.
Sentan
09-20-2017, 10:09 AM
Yup exp from mobs should be increased (including leaders, champions and superbosses). Also it would be nice to see exp reward for capturing fortifications, more experience from tasks, experience from WM quests (if character <60) and by leveling crafting.
If you gonna raise experience from mobs please don't forget about drop rate.
DracoValhalla
10-18-2017, 02:50 AM
Hello!
We've decided to perform a test for a week about something that seems to be affecting a lot the activity in the war zone. Even if the objective of obtaining WMC only among the zones of the fortifications and walls was decided to avoid losing the concentration of the activity of these zones, other kinds of confrontations were affected and thus, limiting the options and variety at the moment of facing your enemies.
This test consists in allowing, for a week, to get WMC throughout all the map. We will see what happens and how this evolves to be able to make a decision next week. Your opinion matters a lot, so tell us how all of you see it during these days.
The change is already applied in Haven and Ra.
Cheers!
People, after analysing all that has happened and said during this week (not only in these forums, of course) we're thinking of:
- Mildly reduce the quantity of coins given outside fortifications and the wall. Enough for Invasions to give more profit but still leaving the ping-pongs, open field battles and hunting attractive. We think that a 25% reduction would be ideal.
So looks like this will stay on the live servers now? .... will Valhalla get it also someday?:wub2:
Deepak007
10-18-2017, 02:54 AM
So looks like this will stay on the live servers now? .... will Valhalla get it also someday?:wub2:
Think it was applied on all live servers.
DracoValhalla
10-18-2017, 08:51 AM
Think it was applied on all live servers.
https://www2.pic-upload.de/img/34119906/screenshot2017-10-1810_47_44.jpg
Not @ Valhalla.
Adrian
10-18-2017, 12:50 PM
So looks like this will stay on the live servers now? .... will Valhalla get it also someday?:wub2:
It will be applied to Valhalla with the next update, coming before the end of the month.
Deepak007
10-18-2017, 01:14 PM
It will be applied to Valhalla with the next update, coming before the end of the month.
This means (Clan update content + Halloween event content) are put together?
Leily
10-18-2017, 01:31 PM
This means (Clan update content + Halloween event content) are put together?
Yes :pumpkin:
Deepak007
10-18-2017, 02:28 PM
Yes :pumpkin:
Sweet :horsey:
Lebeau
10-18-2017, 10:29 PM
Sweet :horsey:
:wiggle14: NOOooo...."SCHWEEET":warning:
Anybuddy want moar' :poster_spam: ?
Deepak007
10-19-2017, 01:34 PM
Hello,
Not related to the title of this post but anyways wanted to bring up an issue related to clan chest to dev's notice.
Last night I donated some items on my barb and relogged to knight to donate few more items. The interface then showed which items were placed in the clan chest and the number of items count went up to 28/100. Today when I logged in my knight to donate a few more items I don't see the items that I donated from yesterday and the count went down to 21/100. Not sure if my donated items are lost.
Just wanted to bring this up to dev's notice before the clan update. Maybe this is something you wanna look in to.
Thanks,
Adrian
10-19-2017, 02:06 PM
Hello,
Not related to the title of this post but anyways wanted to bring up an issue related to clan chest to dev's notice.
Last night I donated some items on my barb and relogged to knight to donate few more items. The interface then showed which items were placed in the clan chest and the number of items count went up to 28/100. Today when I logged in my knight to donate a few more items I don't see the items that I donated from yesterday and the count went down to 21/100. Not sure if my donated items are lost.
Just wanted to bring this up to dev's notice before the clan update. Maybe this is something you wanna look in to.
Thanks,
Already fix in our version in development!
Deepak007
10-19-2017, 03:20 PM
Already fix in our version in development!
Great! :drinks:
Deepak007
10-21-2017, 05:47 AM
Between Adrian forgot to ask you the other day, the items that I have donated should still be in the clan chest but just not visible, right?
schachteana
11-01-2017, 03:57 PM
will the WM quests also be affected by this change?
DracoValhalla
11-04-2017, 11:20 PM
Still no wmc in wz @ val :)
Adrian
11-05-2017, 01:27 PM
Still no wmc in wz @ val :)
You should be having them now. Sorry for that!
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