View Full Version : The new update ngd ..
NeZZeR-N
04-26-2007, 06:18 PM
Okay the latest update was 30% BAD...
1.Ports are stronger ,thats good ,very good.:horsey:
2.Dizzy 120 sec when die ,very very veryyyyy bad ...Why does you have 2 Fuc*ing minutes dizzy ?!:fury:
Just damn bad.
3.Guards have more health , not any good or bad ,so 50 - 50:)
Fix the dizzy it's boring as hell!:fury:
surak
04-26-2007, 06:22 PM
2.Dizzy 120 sec when die ,very very veryyyyy bad ...Why does you have 2 Fuc*ing minutes dizzy ?!:fury:
Fix the dizzy it's boring as hell!:fury:
Dizzy should go away when you attack someone.
NeZZeR-N
04-26-2007, 06:31 PM
Dizzy should go away when you attack someone.
Hmm okay dident do that for me...
but when you are here can you ansver me why regnum crash my X all the time after this update?
When I try to start the game it goes stuck with "http retriver ready":crying1:
G40st
04-26-2007, 06:35 PM
The dizzyness disappears when i attack something, nice :smile:
Keep up the good work NGD
Peace Out
Valkyria - Colonel Of Valhalla Freedom Fighters
NeZZeR-N
04-26-2007, 06:58 PM
Hmm okay dident do that for me...
but when you are here can you ansver me why regnum crash my X all the time after this update?
When I try to start the game it goes stuck with "http retriver ready":crying1:
Fixxed it with a re install :)
Myxir
04-26-2007, 08:13 PM
New Quests since Update!
bigjim
04-26-2007, 08:28 PM
Okay the latest update was 30% BAD...
1.Ports are stronger ,thats good ,very good.:horsey:
2.Dizzy 120 sec when die ,very very veryyyyy bad ...Why does you have 2 Fuc*ing minutes dizzy ?!:fury:
Just damn bad.
3.Guards have more health , not any good or bad ,so 50 - 50:)
Fix the dizzy it's boring as hell!:fury:
I have not played in the war zone, so I do not know much about the new update. I have a couple of questions.
1. ports are stronger - what is a port? Is it the fort door?
2. I like the dizzy Idea - should help with camping some
3. How much more health do the guards have?
Myxir
04-26-2007, 08:43 PM
I have not played in the war zone, so I do not know much about the new update. I have a couple of questions.
1. ports are stronger - what is a port? Is it the fort door?
2. I like the dizzy Idea - should help with camping some
3. How much more health do the guards have?
Look at this :)
http://regnumonlinemmorpg.com/forum/showthread.php?p=68372#post68372
G40st
04-26-2007, 09:18 PM
I have not played in the war zone, so I do not know much about the new update. I have a couple of questions.
1. ports are stronger - what is a port? Is it the fort door?
2. I like the dizzy Idea - should help with camping some
3. How much more health do the guards have?
1. Port = swedish word for gate so yes you are correct.
2. Totaly agree with you 100%.
3. 25% more health.
bigjim
04-27-2007, 02:17 AM
1. Port = swedish word for gate so yes you are correct.
2. Totaly agree with you 100%.
3. 25% more health.
Thank you for the help. Wow 25% more health that is a lot. :p
ChadMC
04-27-2007, 06:32 AM
About the dizziness going away when you attack something.. does this only work on attacking a realm enemy, or does it work with mobs too? Because I tried attacking a mob today, and it wouldn't let me with dizziness.
bigjim
04-27-2007, 02:54 PM
About the dizziness going away when you attack something.. does this only work on attacking a realm enemy, or does it work with mobs too? Because I tried attacking a mob today, and it wouldn't let me with dizziness.
Luckily, I am lvl 50 or this would be kind of annoying. Having to wait two minutes to attack a mob. A suggestion: While you wait go grab your favorite drink and make a snack.:beerchug:
Znurre
04-27-2007, 03:39 PM
About the dizziness going away when you attack something.. does this only work on attacking a realm enemy, or does it work with mobs too? Because I tried attacking a mob today, and it wouldn't let me with dizziness.
The problem is you need to attack him normal.
The skills aint working,
When you have hited him with a normal hit you can use the skills.
Works both on mobs and enemies.
bigjim
04-27-2007, 03:55 PM
The problem is you need to attack him normal.
The skills aint working,
When you have hited him with a normal hit you can use the skills.
Works both on mobs and enemies.
ahh, ok that explains it. :smile:
NightTwix
04-27-2007, 06:00 PM
The dizzyness disappears when i attack something, nice :smile:
Keep up the good work NGD
u all like that feature?
i think its STUPID!
u can run dizzy into a fort (can u capture? i didnt try yet)
today i was surrounded by dizzy alsius at pines and then they started attacking me *lol*
awsome...
G40st
04-28-2007, 12:00 PM
The problem is you need to attack him normal.
The skills aint working,
When you have hited him with a normal hit you can use the skills.
Works both on mobs and enemies.
I've found out that i only need to doubleclick on an ally running next to me while standing still to make the dizzyness disappear so u don't really have to attack MOBS or players from another realm.
ChadMC
04-28-2007, 05:26 PM
u all like that feature?
i think its STUPID!
u can run dizzy into a fort (can u capture? i didnt try yet)
today i was surrounded by dizzy alsius at pines and then they started attacking me *lol*
awsome...
Yeah, that sounds like that could be annoying. 2 minutes gives the people enough time to make it all the way to the fort without being attacked. Then they can attack at will.
I think there could be a better solution to fix the spawn camping problem. Because spawn campers are desperate enough that they will still chase you for the full 2 minutes, so that isn't going to completely fix the problem.
niclam
04-28-2007, 09:03 PM
There is another feature that will help solve the camping problem.
That combined with the resurrection dizziness should be enough to discourage camping or reduce it to a bare minimum.
Regards
Myxir
04-28-2007, 10:11 PM
There is another feature that will help solve the camping problem.
That combined with the resurrection dizziness should be enough to discourage camping or reduce it to a bare minimum.
Regards
Do you tell us how this feature looks like? Or is it secret :p
NightTwix
04-29-2007, 08:48 AM
i think the ability to cancel the dizzyness is great!
u can instantly start fighting the spawncampers after u respawn but only if u want to.
but 2 minutes is not so great.
Im having fun with it now. You need about one minute to the fort, then u have another minute to fool around with the enemy.
still i think a good solution is when we are able to cancel dizzyness at will and it only lasts one minute.
or keep it at 2 minutes but make it go away near a fort.
ChadMC
04-29-2007, 02:09 PM
i think the ability to cancel the dizzyness is great!
u can instantly start fighting the spawncampers after u respawn but only if u want to.
but 2 minutes is not so great.
Im having fun with it now. You need about one minute to the fort, then u have another minute to fool around with the enemy.
still i think a good solution is when we are able to cancel dizzyness at will and it only lasts one minute.
or keep it at 2 minutes but make it go away near a fort.
I completely agree with that. The dizziness should go away if you approach a fort, since the dizziness is meant to only stop spawn campers. I doubt the original intent of this feature was to conflict with the war.
Just yesterday, Syrtis captured samal. Ignis then captured it back without us noticing. Well, all of Syrtis is trying to capture it back, and the whole time Ignis keeps running back from their save all the way inside the fort without us being able to stop them from entering their fort. It completely interferes with the war, which is not what it is supposed to do.
NightTwix
04-29-2007, 03:32 PM
I completely agree with that. The dizziness should go away if you approach a fort, since the dizziness is meant to only stop spawn campers. I doubt the original intent of this feature was to conflict with the war.
Just yesterday, Syrtis captured samal. Ignis then captured it back without us noticing. Well, all of Syrtis is trying to capture it back, and the whole time Ignis keeps running back from their save all the way inside the fort without us being able to stop them from entering their fort. It completely interferes with the war, which is not what it is supposed to do.
when implementing that, they could also implement that only a max amout of syrtis is able to get close to samal! :P
bigjim
04-30-2007, 12:57 AM
I agree complety. If you get within a certain distance around the perimeter of the fort it should automatically cancel the resurrection dizzyness.
vBulletin® v3.8.7, Copyright ©2000-2024, vBulletin Solutions, Inc.