View Full Version : [POLL] Do you like new saves?
Do you like capturable saves and in common new saves position?
I really really miss our old beautiful Central Save... :ohill:
Here it is from Piz's comic (http://iwconstructions.com/Regnum/index.php):
http://i56.tinypic.com/2en0so6.png
Here it is now...lonely...deserted...
http://i51.tinypic.com/6nrss5.jpg
Do not kill the history of RO...
Pakos
05-26-2011, 06:20 PM
Didnt have chance earlier to test it on amun but after first fight in samal now i dislike them hard. Why they're so close to fort? And why do they even exist if after second death (right?) you're forced to res at gate? I kinda don't understand what's that for.
Phlue4
05-26-2011, 06:20 PM
This cannot be anything than a bad joke.
Never seen such a f*ing redundant feature in this game for my whole playing time.
Kills a lot of Regnum's gameplay, altough I have to admit that the new forts look fantastic.
The best graphics can't improve the game if the very developers are completely destroying their very own very nice gameplay.
_Kharbon_
05-26-2011, 06:22 PM
I do not like. Forts are good, but the saves should be reverted back.
pauluzz
05-26-2011, 06:24 PM
PLEASE!! give us back our old save :S:S
Vaylos
05-26-2011, 06:50 PM
I'm neither for nor against the new saves. Although I kinda like the new saves system better.
What I would like really like to see is forts becoming the central "hubs" or "hot spots" of the land, so that there are no empty shells ripe for capturing. Let the forts have more focus, and more player activity.
Sure we have WM teleports to any fort, but, meh. By the time you see the fort under attack, and gather up a group to teleport, it's usually taken. I just think forts should get more focus on having people around than pillars/altars. Having people in the fort when enemies come in is like having a garrison. Forts should be the hot spots, not some pillar in the boonies. At least then some of those afkers might wake up when the fort gets attacked instead of having to run from a central save spot or get a bunch of folks to teleport from a central save.
I think moving saves closer and tying them to the forts helps give forts more focus and is kinda moving in the direction of making forts the hubs they should be. Sure, It's not a perfect idea, but I think it's better than having some arbitrary central save.
Also, with the increased size of the forts, I could see there being a market or quartermaster hanging around for selling stuff/buying more arrows, etc. And when the fort gets captured that realm installs its own quartermaster, so the market works for whoever owns the fort. I think that might be the next step in giving forts more attractiveness for staying inside and hanging around.
One downside I do see though, is cremate will become pretty useless. The respawn is set to 20seconds, so if you cremate the guy, he'll be back in the fight sooner than if his timer ran down or waiting for a conju to rez him. Unless he was an idjit and saved at trelle before helping at aggers, and didn't resave at aggers hehe.
_Seinvan
05-26-2011, 07:05 PM
But we get to go sightseeing once we die! :clapclap:
New saves: :thumb_down:
Torcida
05-26-2011, 07:18 PM
wow 90 % against thats a clear answer from the Horus community!
_Seinvan
05-26-2011, 07:20 PM
wow 90 % against thats a clear answer from the Horus community!
A little early for calls like that, the poll doesn't even have 20 votes registered lol.
Darcyeti
05-26-2011, 07:36 PM
A perfect example for a NGD idea turned into the complete opposite by players. Maybe they had a good idea with that bind behind forts but what happens? Bindcamping without end due to missing bindguards and loss of -krp. Especially if you're member of the realm with lowest membernumber.
Just now, alsius was camped at save, market and old save being outnumbered by syrt and iggis 4/5 to 1. Many clanmembers ragequit the game until saves are changed back again.
Castingbeast
05-26-2011, 07:40 PM
New saves suck!!
/me wants old saves back NOW!! :closed1:
Aries202
05-26-2011, 07:53 PM
I like the new saves, fits the purpose of defending a fort. If we only had one save, how could we protect the forts?
What NGD do is put Central save back, keeping the current ones also.
I like the idea someone said, when you die a log should pop up where you choose which save to appear on. Except when you're fort is captured you will no longer be able to resurrect there
romero_snyder
05-26-2011, 08:00 PM
Now lets stay afk at gate, better than save! No attacks and same teleport...
Zodar
05-26-2011, 08:09 PM
I've not been in a battle at one yet, but voted no for the following reasons:
I think it will make enemy forts a lot harder to capture and hold. I would be concerned that players under the effect of DoTs, or hit by ranged from the battlements would simply be able to run straight back to the save, causing the attacker to be penalised in the same way as they are now for save camping. Both these consequences risk shifting the fights to the castle or other fort.
The old locations of the saves look bare. I'd at least like to see a destroyed altar, or some other form of eye candy. The tents are too small!
EDIT: I like Aries' post about being able to choose which save to resurrect to.
EDIT2: lol... just read the changelog that Zombrex posted... http://regnumonline.com.ar/forum/showthread.php?t=77307
That seems to addresses a number of my concerns, but creates some others! It wouldn't have changed my vote though! :)
Anyriand
05-26-2011, 08:14 PM
might be early but for me it's very clear, the new saves are a joke! :facepalm3:
This type of change might work on Ra, but not in Horus.
And not every realm has 345982967549400484 WM's to teleport people to the forts at all times...
tikinho
05-26-2011, 08:19 PM
Bah give them some time I wanna play at least 2 weeks like that to be able to say anything.
Vaylos
05-26-2011, 08:22 PM
Highly disagree on choosing where you want to resurrect at. Save one situation: when forts are captured and gate is invulnerable (can't rez at gate) THEN you should get an option to resurrect at an inner realm altar of your choice assuming the altar you were saved at was in the WZ.
If you were already saved at an inner altar when the gates become invulnerable, you don't get that choice, you just rez as normal. At least that way you don't end up in newbie land while the enemy is hacking away at your gate.
If you are saved at an altar and getting camped, run in the fort, use the damn fort defenses, don't look at forts as only being for warring or having fun fighting. Look at them as a defensible spot and/or "safe zone" If the enemy has already captured the fort, then you can't rez to that altar anyway, so the point of being save camped is rendered moot. Half the reason NGD moved saves closer and tied them to forts, I think, is to make the forts more attractive, and so people start actually *gasp* using the forts!
Does it make forts harder to be captured? Yes, that's a given, but forts should not be easy to capture! Easier to hold yes, easier to capture no. The game is supposed to be RvR....not 4 guys with hammers capping an empty fort cause they decided to teleport there. This is supposed to be a more tactical and rewarding game....not insta-gratification.
I will just stay at our beloved CS to keep the place alive. No matter of hunters and count times i will come from save / gate. :(
Vaylos
05-26-2011, 09:01 PM
Seriously though, why not just move markets to the forts? Set stalls up against the bottom of the fort wall....outside if need be, but why not just make forts the new hot spots?
I will just stay at our beloved CS to keep the place alive. No matter of hunters and count times i will come from save / gate. :(
U won't war?
Why just not ruining the things more? CS was awesome! Peaceful, quiet, perfect place. The place of one and only save is at old place.
Who wants forts go there, camp them, regroup etc etc etc...
People just need a nice and cozy place to take a rest from fights.
Yes i won't war - this place needs to be kept alive.
Zodar
05-26-2011, 10:06 PM
Yes i won't war - this place needs to be kept alive.
lol, so should our zerg picket the old CS until it returns to its rightful place? :clapclap:
Latan
05-27-2011, 03:18 AM
People just need a nice and cozy place to take a rest from fights.
inner realm?
btw i like new saves
maximus-decimus
05-27-2011, 04:50 AM
What a Great update! Finally something for the Forts!!!
-But, how the hell can someone get the idea to place a safe that close to a fort, and make the minor realm not being able to have fun playing because they only run from the WZ-Gate?
On Niflheim, Alsius is getting rushed from Aggersborg 20 Meters in front of the WZ-gate, more and more players logg off because there is no chance to enter the WZ anymore. What an embarrasing idea, why does NGD always try to destroy fun for the minor populated realms?
Twinkle1
05-27-2011, 09:30 AM
As it stands at the moment i think that we maybe should give it a try at least for a cupple of weeks before we make a judgement on the change.
I personally do not like the new save points and think it's going to make the game a bitch to play with any lvl of enjoyment, as all we seem to do at the moment is harvist enermy for our 30 reds 30 greens, take forts to invade its kind of the same ol same ol every day with not much hunting going on.
We spend all our time getting forts taking them back kicking enemy from merca or orc camp, and now we have them being able to take the save points next to our forts making it easyer for them to bombard us.
I can see this becomming very teadious with people loging in fustration.
I do however like the new forts they are so much better than before great work there guys.
Just stay cool and give it a chance guys and we will soon see if it works or not.
maximus-decimus
05-27-2011, 11:51 AM
I dont have any more friends playing this game in a couple of weeks if you always have to run far ways for 10 seconds fighting and than 2 minutes walking again.
It is impossible for me to understand why somebody has to make these changes, Every single Update has at least one thing that is totally useless, causing a lot of frustrating, why is someone doing this to minor populated realms?
lunedor
05-27-2011, 12:13 PM
Bah give them some time I wanna play at least 2 weeks like that to be able to say anything.
+1.
It would be nice from NGD to explain the reasons, sometimes.
Ashnurazg
05-27-2011, 03:29 PM
Frightful ... give us our beloved central saves back. :facepalm3:
What the guys from NGD should do is:
"[...] listen to your customers." -a extract from the 7th recommendation from "The Cathedral and the Bazaar" by Eric S. Raymond (I can't say that better in my own words).
And now??? I take a "timeout" (I hope only a few days) and wait for a modification of the saves. Not everyone wants to be Warmaster (to teleport others).
I ask myself, why the test server Amun is there - when the guys NGD ignored our opinion. :rale:
Does NGD have a/some community manager/managers - to report the opinion of the community to the developers?
PS: I see that some guys quit the game forever. Is that modification so important? I mean it's not so good when the game looses customers due to this modifation.
standistortion
05-27-2011, 05:58 PM
Kind of like the 2 new saves in alsius, not really sure though. Time will tell.
Would like to know when we get a 3rd one though.
Castingbeast
05-27-2011, 06:36 PM
Frightful ... give us our beloved central saves back. :facepalm3:
What the guys from NGD should do is:
"[...] listen to your customers." -a extract from the 7th recommendation from "The Cathedral and the Bazaar" by Eric S. Raymond (I can't say that better in my own words).
And now??? I take a "timeout" Im so damn thinking about it now, unless NGD do someting about new saves FAST! (I hope only a few days) and wait for a modification of the saves. Not everyone wants to be Warmaster (to teleport others).
I ask myself, why the test server Amun is there - when the guys NGD ignored our opinion. :rale: So true, nothing more to say:P
Does NGD have a/some community manager/managers - to report the opinion of the community to the developers? I really wonder sometime too Oo
PS: I see that some guys quit the game forever. I can understand em, Im losing faith in ro with every "update" too, theres some nice things each update but network code and unfixed bugs (which will be even worse with every new update) turn joy into frustration :( Is that modification so important? I mean it's not so good when the game looses customers due to this modifation. Seems NGD doesnt care
Comments are in red.
chilko
05-27-2011, 10:32 PM
Hi guys, just wanted to let you know that we are following this discussion closely.
The new saves appear to be working well on high population servers.
We need more time to test in real game conditions.
let's see how this plays out, please continue this debate
regards,
Chilko
maximus-decimus
05-27-2011, 10:58 PM
Hi guys, just wanted to let you know that we are following this discussion closely.
The new saves appear to be working well on high population servers.
We need more time to test in real game conditions.
let's see how this plays out, please continue this debate
regards,
Chilko
Than hurry up finding out that underpopulated realms just get more and more frustrted with this bind system. pls start changing! At least try to make this thing right, its ok for me if there is more and more stupid Xim-items and 70000% Boost i dont care, but know you ruin the RvR the last good thing that players played, althougt your Class Balancing is not working this new bindchange makes regnum a running gag, with more running than a gag.
regards
Yttrium
05-27-2011, 11:26 PM
On low population servers, the only thing balancing a large realm taking a smaller realm's fort was the close-by save.
The addition of teleports already partially ruined this balance, since killing people no longer delays them from returning to the fort. Also, hunters can no longer camp bridges to hold off reinforcements.
Warmaster banners also partially ruined this balance. Small realms with few warmasters can't compete with immune-to-CC enemies.
Removing the save ruined the balance completely. Smaller realms used to be able to whittle away larger forces by luring them close to the save and killing them a few at a time. This was not terribly fun, but at least it offered a fighting chance. Now that is gone too.
Basically, underpopulated realms have lost all hope, making more people quit, making the problem worse.
nisse
05-27-2011, 11:36 PM
At first I really didn't like the idea with the spawns and voted so hehe, but after playing a bit itt can be quite fun. Specially when grabbing herb in revenge :D and messing up the syrtians suply lines when their trying to do something. The more impact our actions have on the game the more fun I think it is.
I hope the alsians can survive this though since agg is taken sooo often.
Oh, quick question. Who uses the non main fort spawns and why? Just curious since they seem kinda useless to me. Has someone found a good tactic with these? Or are they just a waste of space?
Personally I think that there should be a choice to which one you spawn when you die, so that when you are bound to one of the wz spawns your bound to them all.
magic_gandalf_007
05-28-2011, 04:17 AM
Hi guys, just wanted to let you know that we are following this discussion closely.
The new saves appear to be working well on high population servers.
We need more time to test in real game conditions.
let's see how this plays out, please continue this debate
regards,
Chilko
Reading the reactions suppose NGD does agree this was a very very stupid update. ...... playing on RA ...... sucks biggg time these new saves. I'd rather see the many many bugs become less but apparantly that is not interesting to NGD.
Castingbeast
05-28-2011, 06:18 AM
On low population servers, the only thing balancing a large realm taking a smaller realm's fort was the close-by save.
The addition of teleports already partially ruined this balance, since killing people no longer delays them from returning to the fort. Also, hunters can no longer camp bridges to hold off reinforcements.
Warmaster banners also partially ruined this balance. Small realms with few warmasters can't compete with immune-to-CC enemies.
Removing the save ruined the balance completely. Smaller realms used to be able to whittle away larger forces by luring them close to the save and killing them a few at a time. This was not terribly fun, but at least it offered a fighting chance. Now that is gone too.
Basically, underpopulated realms have lost all hope, making more people quit, making the problem worse.
Nice post, completely agree with everything u said.
U summarized the reasons well I'm planning to rage quit for actually :)
Highlighted part is the worst :(
I still think this was a mistake. I still think big part of population of Syrtis is because of the how their CS was made. It was save and market in one place. It gets grinders, fighters and traders, talkers in one place. It socializes people and it is more fun.
--
If Ignis market is moved to oasis, and goat CS is moved to market it will be way better believe me.
Oasis is only alive place in desert. It is place for hope and fun. It makes ppl feel better. Here we can have 1 - 2 caravans from Menirah side to provide better shelter from enemies and sand storms.
Moving Alsius CS to market gets people out of the woods into a nice open field. Woods are place to hide not to socialize. Place a fire there. Fire is warm, cozy and gives feeling you are safe. Dwarfs will love to drink beer and sing for gold around it and lazy goats will sit there and smoke wheat. :rolleyes:
--
It is not only cut reinforcements, run from gate, play careful, camp fort. We done this before this change was implemented.
Part of the game must be socializing people and Syrtis CS was right into this spot. Forts are forts - place to battle. CS is more important in other aspect.
tikinho
05-28-2011, 09:01 AM
I still think this was a mistake. I still think big part of population of Syrtis is because of the how their CS was made. It was save and market in one place. It gets grinders, fighters and traders, talkers in one place. It socializes people and it is more fun.
--
If Ignis market is moved to oasis, and goat CS is moved to market it will be way better believe me.
Oasis is only alive place in desert. It is place for hope and fun. It makes ppl feel better. Here we can have 1 - 2 caravans from Menirah side to provide better shelter from enemies and sand storms.
Moving Alsius CS to market gets people out of the woods into a nice open field. Woods are place to hide not to socialize. Place a fire there. Fire is warm, cozy and gives feeling you are safe. Dwarfs will love to drink beer and sing for gold around it and lazy goats will sit there and smoke wheat. :rolleyes:
--
It is not only cut reinforcements, run from gate, play careful, camp fort. We done this before this change was implemented.
Part of the game must be socializing people and Syrtis CS was right into this spot. Forts are forts - place to battle. CS is more important in other aspect.
Yeah place where people afk and chat go play the game. If everyone afks all the time at cs what will be happening no action. Finally all markets are balanced.
Stoo this is needed too.
Oh yes WM's have no problems with that...because they can teleport to any fortification. Heh this game is not made for WM's only. Think of the ppl who now come into WZ. Think for ppl who are not WM's. What about them?
I see no reason in saves that deactivate when you need them most, i see no reason to run from gate more time than i fight or to depend of WM to bring me back, and i do not see reason markets to be stuck in the middle of nowhere.. It is market after all it is logical to be where people gather i.e. his place is next to save pillar. Balance of markets...this is no balance!
I really dislike afking and camping at forts. Old CS was more like an rally point when you can pick any party for anywhere. Even you can rest and afk if you like to.
I really do not realized how CS was good until we lost it. I really do not like how freedom of choice is cut. I really do not like how new rules are made to force you to obey them.
F**k the rules! Old CS was alot better than new ugly fort camping save.
*** 2 days keeping old CS alive...and counting... ***
HuntShot
05-28-2011, 10:36 AM
I kinda like it.. the Syrtis headquarter and organisation tower used to be at Herb save.. now I only see Ieti there. Anyway I love it, if there's no war I get to the old herb save waving at greens and challenging them.. until some lame ass bitch attacks me from the back and everybody starts joining him.
Anyway I didn't really feel anything changed at alsius CS but hey, it's not like we can get even more unorganised. But this will change, mark my words.
So love em :D
HuntShot
05-28-2011, 10:40 AM
Removing the save ruined the balance completely. Smaller realms used to be able to whittle away larger forces by luring them close to the save and killing them a few at a time. This was not terribly fun, but at least it offered a fighting chance. Now that is gone too.
This is the only thing I agree with, this is totally true, they should find something on this because this indeed is very very annoying.
Phlue4
05-28-2011, 11:30 AM
Honestly... ngd is killing their own game ._.
I know that the idea of the safes could have been a nice one... But please, let your players test new features on Amun and listen to their afterwards at least!
No one on earth could give you a better and more important feedback.
ice_zero_cool
05-28-2011, 11:35 AM
it is f*cking annoying to have to run back to the forts from miles away.
I really dont mind fighting 10 vs 30, but I REALLY DO HATE the new saves from the bottom of my heart.
I personally will only run back to the forts 3 times, after that I'll just go afk at the gate until a WM comes around and creates a port.
standistortion
05-28-2011, 11:44 AM
I think the general idea is we form into a group at the gate, buff up and get ready, then tele to the fort ready to fight the second you land. All well and good..... if your realm has some warmasters.
2 things with this:
If it starts working this way there isnt much need for saves.
It gives no advantage whatsoever to the defending realm.
Gawyn_Trakkand
05-28-2011, 11:59 AM
what happened to NGD using players to test whether their ideas are good on amun. I miss that NGD now its actually unfair to Alsius when aggers is taken to run back from gate to aggers to fight.
tbh i just dont get it i thought the point of the saves where to make combat pretty much a constant until the fort is taken back now its just gonna interupt that stream of people going to fort because they have further and further to go.
I cant help but think this was a hair brained idea aimed to solve the alga-trelle never ending battle on RA. Yet Horus suffers for it.
maximus-decimus
05-28-2011, 12:09 PM
I gave the RvR a try, here is my result:
I play a Lvl 60 Conjurer (as a healer) on the niflheim Server in Alsius. I used to heal People and so i cant run around Warzone alone, i am not a warmaster, because in the times usually invasions are made (4-6 o clock in the morning) i have to sleep or prepare for work. I have a mount, but when somebody sees and shoots me im dead.
So just take a short look and my RvR-evening:
20:00 i logged into the game, i moved from the old aggersborg save to the new one close to the fort, Aggersborg was captured by syrtis, no alsian players i can see --> Dead.
Clicked reviving on WZ-Gate, the alsian players were sittin there as they were chatting at the aggers save, i tried to motivate some of them to come with me to aggersborg, these players just said no because its senseless. I Thought senseless? well i will go there again, maybe i find some fighters.
I entered the WZ again ridng straight to aggersborg, 6 alsian fighters were with me, as i passed aggersborg market, there were 15 syrtian fighters waiting for us --> Dead
Clicked reviving on WZ-Gate, 10 alsian players now came with me going straight to aggersborg, no riding this time, running, and always being prepared to fight, but this time the syrtian enemies captured us way before aggersborg market, and they had some more help from other bored players that were waiting at aggersborg fort, so the now ount 20+ players --> Dead
Clicked reviving on WZ-Gate, only 5 alsian Players started with me on my 4th try to at least see the fort, 20 metres in Front of the wz-gate the syrtians were camping --> Dead
Clicked reviving on WZ-Gate, now i started to understand why nobody was interested in fighting anymore. BUT!!! There was a warmaster, we dont have many of them, he could port us. Great thats the solution of the problem. The portal to aggers was opened, i Clicked on it and a short loading screen later i was aber 15 metres beside Aggersborg safe, i was kicked down by some camping barbarians at the portal outgoing point, once and before i had a full picture.... --> Dead
I have 6 Chars, one Char is just chess mate, i cant play it anymore, because i cant enter warzone :clapclap: so i have to logg to 5 other chars and let me get my as beat, that is not my kind of a great gameplay. After i logged out then i heard, that the enemies made the gate vulnerable and started chasing alsian players in there own realm, nobody took care about smashing wz-gate, just enter the realm and kill the underpopulated people, if you find any.
And because you have no bind to use in wz the only chance to go grinding is to get saved at gokstadt and hope that you can use the WZ-Porter at dvergardunn gang into the WZ before an enemy kills you, entering the WZ will make you become a great aim for hunting Marksman troops again.
Gratulation to NGD you succeeded in destroying all kinds of gameplay opprtunitys for me, ok you still let me the chance to collect magnanite in the initiation area, but thats not the reason i played this game for.
Goodbye
uncreative
05-28-2011, 03:24 PM
res in the gate? NGD Why did this?
For the players have to buy mounts?
NotScias
05-28-2011, 05:26 PM
I wanted to wait a bit after saying something.
I don't really understand the reason of this move from NGD.
Saves were used when the enemy were capturing the nearby fort, so we didn't have to run all the way from central save. However now since saves are bound to forts, we cannot save there anymore, what's the point of them ?
Even qssuming we can find a warmaster teleport while the fort is under attack and have the time to save there before it gets disabled, if the enemy captures it, we will rez at gate...
I don't see any point using these new saves anymore, especially secondary ones. Who would bind there away from most of the players ?
Nekoko
05-28-2011, 07:09 PM
...
This is pretty much how I predicted the whole system going when I checked on amun...
Kitsuni
05-28-2011, 07:16 PM
HOW NGD KILLED THE GAME FOR UNDERPOPULATED REALMS
1) You nerfed all area skills, making it much more difficult for small numbers to defeat large numbers.
2) You added fort upgrades, reducing and sometimes eliminating low-population fort wars, and allowing more populated realms to "camp" a fort almost indefinitely if the enemy cannot muster enough forces to take it back.
3) You added cremation AND made it hard for conjurors to resurrect around the same time.
4) You added permanent horses, the value of resurrection dropped even further. Enemies simply began riding back to forts time and time again as the smaller, weaker realm killed them off. The army with the most healers and mages in general no longer won.
5) You changed the game to only one save per realm, making it much harder to take back secondary forts and castles.
6) You added Warmasters, allowing enemies to come back almost instantly, over and over... and over. This favors the realm with the most Warmasters, and thus, the realm with the most population, as lower population realms have a harder time getting Warmasters (which is the exact opposite of how it should be).
7) The new save system is just the straw that broke the camel's back.
Seems like since day one, NGD has been completely focused on making war more "exciting" while haphazardly and clumsily ignoring the effects that it has on the gameplay of the realms with fewer resources, which isn't just Alsius, but can also be Syrtis and Ignis at certain times of day too due to time zone imbalance. To put it bluntly, the changes that you guys have made upon the game is like running a circular saw through wood. Its loud and powerful and it spins really fast, which is really cool, but .. it destroys the wood.
Seher
05-28-2011, 07:31 PM
1) You nerfed all area skills, making it much more difficult for small numbers to defeat large numbers.
The ones with more players will always have more areas as well. In fact areas just frustrate the underdog side as it takes away your possibility to fight back completely. (Knock...Knock....Knock...Still knocked...)
Areas just add some randomness so that there might be one time when you manage to kill enemies you could never have killed otherwise. All the other times it's either useless or annoying to YOU. And luck will more often choose the ones with more players - just because they're more. That's luck.
2) You added fort upgrades, reducing and sometimes eliminating low-population fort wars, and allowing more populated realms to "camp" a fort almost indefinitely if the enemy cannot muster enough forces to take it back.
Agreed. Fort upgrades are CRAP for lower populated servers and realms.
3) You added cremation AND made it hard for conjurors to resurrect around the same time.
Yeah... Where's the disadvantage for underpopulated realms? It's rather an advantage, it's easier to get enemies out of your fort.
4) You added permanent horses, the value of resurrection dropped even further. Enemies simply began riding back to forts time and time again as the smaller, weaker realm killed them off. The army with the most healers and mages in general no longer won.
That's true, but I think all players should be able to get some decent fights without having to wait minutes for it. (ehehe current saves...)
5) You changed the game to only one save per realm, making it much harder to take back secondary forts and castles.
6) You added Warmasters, allowing enemies to come back almost instantly, over and over... and over. This favors the realm with the most Warmasters, and thus, the realm with the most population, as lower population realms have a harder time getting Warmasters (which is the exact opposite of how it should be).
7) The new save system is just the straw that broke the camel's back.
Yes, yes and yes.
Kyrottimus
05-29-2011, 05:56 PM
New saves are a failure until 50%+ of EVERY realm is warmaster... People are more likely to log off after 1 or 2 tries than to run all the way back to the fort again.
Play-flow is wholly disrupted. FTW.
animalartist
05-29-2011, 11:18 PM
Stoo this is needed too.
Oh yes WM's have no problems with that...because they can teleport to any fortification. Heh this game is not made for WM's only. Think of the ppl who now come into WZ. Think for ppl who are not WM's. What about them?
I see no reason in saves that deactivate when you need them most, i see no reason to run from gate more time than i fight or to depend of WM to bring me back, and i do not see reason markets to be stuck in the middle of nowhere.. It is market after all it is logical to be where people gather i.e. his place is next to save pillar. Balance of markets...this is no balance!
I really dislike afking and camping at forts. Old CS was more like an rally point when you can pick any party for anywhere. Even you can rest and afk if you like to.
I really do not realized how CS was good until we lost it. I really do not like how freedom of choice is cut. I really do not like how new rules are made to force you to obey them.
F**k the rules! Old CS was alot better than new ugly fort camping save.
*** 2 days keeping old CS alive...and counting... ***
Totally agree.
I'm not fond of constant afk'ers either but, we all need to afk at some point, (toilet/phone/front door interuptions) and cs was the place to do it. People talked there, you used know whats going on when you return.
Personally i had no intrest in being a wm but basicly, you need it to keep up with everyone else these days or you get left behind.
Znurre
05-30-2011, 09:35 AM
I voted "Other" to begin with, since I wanted to actually play a bit with the new saves before stating my opinion.
Now, if I could I would probably change my vote to "Yes".
Yesterday when Ignis captured Herb and Syrtis were about to get invaded, me, Eli and Lubaya killed an endless stream of greens going from gate to Herbred.
It was a nice way to get some action while the other realms were busy fighting each other and would not have been possible with the old saves.
I voted "Other" to begin with, since I wanted to actually play a bit with the new saves before stating my opinion.
Now, if I could I would probably change my vote to "Yes".
Yesterday when Ignis captured Herb and Syrtis were about to get invaded, me, Eli and Lubaya killed an endless stream of greens going from gate to Herbred.
It was a nice way to get some action while the other realms were busy fighting each other and would not have been possible with the old saves.
Ra yes? The system is designed for , and will work well on high population servers. I am pretty certain of that. In realms where the warmaster population is in glut, you will never get that stream as everyone will port.
The undernourished ones will struggle for port shortages, so the only action will be the trail from the gate. Optionally from the inner teleport spot.
Phlue4
06-02-2011, 06:49 PM
Give'em back.
New safes are destroying the gameplay on niflheim, nemon, horus blablabla.
Cannot be repeated often enough.
VeterKh
06-03-2011, 08:09 AM
i like it... :play_ball:
we all need to grind to WM xD
Nope wrong! We do not need to be WM to have fun. Still NGD pushed actions which REQUIRE you to become WM, so you have fun. Which is EXTREMELY wrong.
Whole direction RO is going is strange and we loose ppl every day. I'm close to stop to play myself too.
VeterKh
06-03-2011, 01:25 PM
Nope wrong! We do not need to be WM to have fun. Still NGD pushed actions which REQUIRE you to become WM, so you have fun. Which is EXTREMELY wrong.
Whole direction RO is going is strange and we loose ppl every day. I'm close to stop to play myself too.
nope wrong xD grind on WM - very FUN :angel1:
but we loose ppls every days couse HORUS underpopulated... thats all :(
Grinding is fun?!? Farming new saves is fun?!? Running from gate to forts is fun?!? Killing newbies in inner realm, because boats make this possible is fun?!?
Well strange kind of fun it is... :naughty: :jacky_chun:
UmarilsStillHere
06-03-2011, 07:29 PM
Nope wrong! We do not need to be WM to have fun. Still NGD pushed actions which REQUIRE you to become WM, so you have fun. Which is EXTREMELY wrong.
This, I simply don't have the time to grind to 60, let alone become a warmaster, what casual player does?
The way this feature was introduced I always saw it as a small number of highly dedicated, skilled, players as war -masters- in each realm.
Not every other person reaching warmaster through excessive grinding or shitting xp scrolls then camping saves for a month.
DonnAy
06-03-2011, 07:33 PM
well ..after more then a year I visited regnum for a bit ... and what do I see
1. syrtis playing hand in hand with alsius (so sad when u know they have more players then ignis has)
2. old players and ppl that I thought they were friends ... old clan m8 from inq are camping saves
3. NGD finaly legalised save camping
4. some stu... suck... made new saves ... guess while drunk
5. game isnt more playable as it was
6. I am sad to see all this happening to formal very good game
Seher
06-04-2011, 11:32 AM
Grinding is fun?!? Farming new saves is fun?!? Running from gate to forts is fun?!? Killing newbies in inner realm, because boats make this possible is fun?!?
Well strange kind of fun it is... :naughty: :jacky_chun:
Masochistic fun :naughty:
Torcida
06-05-2011, 08:47 PM
Alsius central save was boring I understand the frustration of syrtis players because theirs was fun but for me as a Alsius player they are fun now I atleast have a place to hunt/duel
why are the new saves irritating? Same old problem.
Positive feedback loop strikes again. You seize the battlement and you simply gain too much for doing so. The higher you upgrade the better it gets for defenders and worst it gets for those trying to take the forts.
But battlements are supposed to be that way. Sure. However, the more you enhance a defence you should suffer diminishing returns until there comes a point that enhancing does no good.
Why did the older saves work better? It allowed tactics. You could use your intellect and work out strategies against larger forces than yourself. You could outsmart them with tactical play.
The new system does not allow this. Warmaster beacon just compounds it.
Speed does not always = more fun.
Okay, the save configurations change pretty quickly these days because NGD seems very uncertain.
Let us try this one:
Saves are still tied (capture part) to the forts.
Move them away from the structures . (halfway between current location and old one)
Allow them to be recaptured without capturing the fort.
This results in making them a staging area and also an area from which to try to relaunch tactics. The invaders now have benefits but also increased risk. They have to split forces to hold both which allows the opposing team to recon and try to take 1 or other. The more you have the harder it should be to hold assets unless your force is overwhelming.
It also extends the war area. No longer is the focal point the fort alone but the area between the fort, the saves and all around each become the war focus. This will keep players interested in fighting, it will make more focal points, it will recover at least some of the tactics and intellect you could use.
I think the philosophy of the game developers needs to have a review. The game should not be about invasions, Invasions should be the pay off for hard battling and attrition. You wear down the opponent. The game should not be about the destination but all the fun getting there.
The forts, the saves, the bridges, these should be the emphasised war points. The gate should be the final bastion. If NGD wanted 2 routes inside then make 2 gates!
Regards
why are the new saves irritating? Same old problem.
Positive feedback loop strikes again. You seize the battlement and you simply gain too much for doing so. The higher you upgrade the better it gets for defenders and worst it gets for those trying to take the forts.
But battlements are supposed to be that way. Sure. However, the more you enhance a defence you should suffer diminishing returns until there comes a point that enhancing does no good.
Why did the older saves work better? It allowed tactics. You could use your intellect and work out strategies against larger forces than yourself. You could outsmart them with tactical play.
The new system does not allow this. Warmaster beacon just compounds it.
Speed does not always = more fun.
Okay, the save configurations change pretty quickly these days because NGD seems very uncertain.
Let us try this one:
Saves are still tied (capture part) to the forts.
Move them away from the structures . (halfway between current location and old one)
Allow them to be recaptured without capturing the fort.
This results in making them a staging area and also an area from which to try to relaunch tactics. The invaders now have benefits but also increased risk. They have to split forces to hold both which allows the opposing team to recon and try to take 1 or other. The more you have the harder it should be to hold assets unless your force is overwhelming.
It also extends the war area. No longer is the focal point the fort alone but the area between the fort, the saves and all around each become the war focus. This will keep players interested in fighting, it will make more focal points, it will recover at least some of the tactics and intellect you could use.
I think the philosophy of the game developers needs to have a review. The game should not be about invasions, Invasions should be the pay off for hard battling and attrition. You wear down the opponent. The game should not be about the destination but all the fun getting there.
The forts, the saves, the bridges, these should be the emphasised war points. The gate should be the final bastion. If NGD wanted 2 routes inside then make 2 gates!
Regards
Brilliant ! I like it ;)
Keep it simple and stupid. More complexity, chance for errors and annoyments raise alot. Old saves was simple, old gameplay was simple and linear. Save - fort or save - bridge - fort. It was logical. Invasions, WM's new saves put too many IF's and alot more stress.
If they tele, if they invade, if we got mallus, if we die, if we lack wm's, if, if, if....too many if's, too many rules...
We want fun it is simple. :angel2:
Simple things are genius and hard to achieve most of times.
Ieti, I generally agree with you. However I fear that they would be slow in rolling back this change to either of the previous 2. Those worked then. They could work now.
The thing is I am not quite sure why the change was made especially when the one save thing was working out exceptionally well. If it ain't broke why fix it?
I mean the utility of the save is practically lost now. If they actually placed them inside the forts it would not matter. How does it enhance play? I can't see it. How does it enhance RvR, How does it enhance fort wars, grouping or any social element that is vital to a RvR type game?
The one save solved many things. It did not solve the imbalanced zergs at forts but it is not supposed to solve that. The central save was never the root of that problem. The Central save was never the root of save camping Alsius, invulnerable forts were.
I must be wearing blinkers because I cannot see what was broken and needed changing. Someone enlighten me please.
Topogigio_BR
06-06-2011, 08:19 PM
My thoughts are:
-Saves are less important as the number of WM still increasing, and will be even less important when this numbers achieve stability.
- Sadly teleports makes less important to spell like resurrection, mass resurrection, cremate and the already unuseful camo corpuses.
- WM numbers are the real unbalancing now, and cos of the nobles quest, introduced to soon, made a huge advantage for overpopulated realms, and in case of horus, a huge advantage to ignis (due to timezone problems).
-WM spells are spamed uncarefully, cos overpopulated realms can maintain
Solution:
I think WM offensive and defensive spells could have time increased for 15 min.
horn could be maintained as 10min spells.
and teleport should be at least 20 min but number of teleporters would be also increased to 15 ppl.
CS was important with the fact it bringed ppl in one place. Combined with market it worker remarkably well for Syrtis. WM's or no wm's it is same. It is a place to meet people and communicate. Even rest.
Syrtis got a magor drop in players and activity after cs removal. Too many players loved it.
Get syrtis one as good and working thing, make same for other two realms it will bring a more humane face to the war zone more friendly, more fun. It will build better community.
I'm still amused how such wonderful place can be changed and destroyed in such way...
maximus-decimus
06-06-2011, 09:07 PM
when you are porting with the WMs to a fort you are dead before you get a picture ^^^even when you are buffed ^^
Minor Teamplay victories are getting impossible, new bind system is absolute fail,
Phlue4
06-07-2011, 03:05 PM
Never touch running system .__________.
RvR had been RO's biggest strength.
R.I.P
Day after day i see more and more ppl annoyed from ressurect at gate cr*p. Annoying, wasting time, proclaiming farming...what else we need to tell? :rale:
RO is not for WM only and i will not become WM just to have a shiny op spells and to travel to forts...this is pure nonsense. You are just destroying your own game. I will go to camped fort 1-2-3 times then will just afk or logoff.
Being non WM now is uber annoying now. You are late for fights, you get farmed, you travel here and there with snail speed. Please guys think a little for other players too.
THIS GAME IS NOT ONLY FOR WM'S!
I really found it strange that they changed a working formula.
They did change invasion mechanics and it did not work out well. The old formula ,while not perfect was definitely the superior way to go. I say keep what works and just tweak it a little to polish it. For example, gate vulnerability could move from 120 minutes to say 90 minutes. The reversal has in fact helped Alsius Horus. They get that little system support they needed and look at how they are recovering.
The old method of 3 saves worked. The idea of 1 main save worked even better. It was not really broken. It could have been tweaked for an even better experience.
The new system need a lot of complexity to work . It probably needs to be further away, the home team keeps their save unless opponent levels the fort to level 4 and methods to keep save campers disadvantaged.
The older save design was simpler. It worked. It was not broken and allowed war and the build up to flow a little better than now. Excitement was still there and the pace was good. Much fun could be had by all no matter what the level.
But, I suppose it was designed to make warmaster portals the preferred method of transport. Very odd considering you were trying to enhance beast of burden type transport as a revenue source and cash cow.
I do not believe portals are bad but their commonness and destination points need some work. The map is really too "small" for warmasters and party of 9 and too "big" for the those left behind. That disparity must be reduced.
Somehow I feel that we should have been able to "buy" ports with the coins we collected. We can use them from level 52 and banners from level 55. That is just me though.
Regards
Southbound
06-12-2011, 02:04 PM
Day after day i see more and more ppl annoyed from ressurect at gate cr*p. Annoying, wasting time, proclaiming farming...what else we need to tell? :rale:
RO is not for WM only and i will not become WM just to have a shiny op spells and to travel to forts...this is pure nonsense. You are just destroying your own game. I will go to camped fort 1-2-3 times then will just afk or logoff.
Being non WM now is uber annoying now. You are late for fights, you get farmed, you travel here and there with snail speed. Please guys think a little for other players too.
THIS GAME IS NOT ONLY FOR WM'S!
HUGE +1!!! Agree with every single sentence here!
(My knight have only needed 10k wm coins to become WarMaster for over a week. I can no longer muster up the energy to even finnish the daily quests anymore :/ )
I need 40k coins, but really see no reason to collect them. Even no reason to play anymore.
Day after day i see more and more ppl annoyed from ressurect at gate cr*p. Annoying, wasting time, proclaiming farming...what else we need to tell? :rale:
RO is not for WM only and i will not become WM just to have a shiny op spells and to travel to forts...this is pure nonsense. You are just destroying your own game. I will go to camped fort 1-2-3 times then will just afk or logoff.
Being non WM now is uber annoying now. You are late for fights, you get farmed, you travel here and there with snail speed. Please guys think a little for other players too.
THIS GAME IS NOT ONLY FOR WM'S!
Yes, that's the point.
Before warmasters update, this game was already for 45+, now it is for 60 + wm.
Please think about all people having characters under level 60.
It is a pity one has to grind for ages to be able to do anything interesting in this game.
Warmasters don't increase the fun, and is even more frustrating for many people.
The fact is: be a wm or leave.
_Kharbon_
06-12-2011, 03:19 PM
I agree with ieti and _Zas. This forced respawn at gate was a very bad idea, same as allowing to camp saves. It is just so frustrating for players who are not wm. If samal is taken, I go grind another character, as I don't feel like running marathons from gate to sam, just to get killed again.
UmarilsStillHere
06-13-2011, 12:58 PM
I really found it strange that they changed a working formula.
As do I.
Supposedly this new save system is working well on high population servers. Were the old saves not working? I never heard anyone complain to the same extent they are about this system.
maximus-decimus
06-13-2011, 02:18 PM
I just wonder if there will be some changes of this, kind of most stupid change ever, after a long period of time, there is a clear voting result to see here, players see other players leave or stop playing RvR because there is only 8-10 man groups porting around hunting or whatever.
Its not possible for me to understand how somebody can force a Community that is absolutely against this save-change, to use this shit, having fun with it. More and more Players keep checking the german-community Forum just to find out when they finally see a changelog, changing this idiotic system back to the old state. I keep watching the announcements, maybe NGD will cancel this system.
There are new castles for a lot of marksman, these marksman kann hardly shot at something when they are inside a fort, what makes them run around outside, and the first aim is the opponents save/Teleporting spot. In the 90`s there were Jump-and-Run Games very popular, Regnum starts becoming a Run-Game for the defenders, what a funny change from a great concept of three rivalising Realms fighting each outer in groups with specific useful skills of the classes.
Gryczon
06-13-2011, 03:08 PM
Altar in the original site was the best option
lunedor
06-13-2011, 05:27 PM
The best positive thing with res at gate is that herb-samal-aggers "old way" farming is finished. Now, after being killed 2-3 times trying to capture your own fort with this long travel from the gate, I notice that players try to regroup and make plans, instead of running back asap like before.
The last farming place is trelleborg bacause it's close to the gate.
But we really need a good regroup place
PT_DaAr_PT
06-13-2011, 06:18 PM
with this long travel from the gate, I notice that players try to regroup and make plans, instead of running back asap like before.
No, that's because it takes them longer to regroup now than before. There's just less action and more waiting.
schachteana
06-14-2011, 02:11 PM
New Binds are destroying the gameplay. On smaller servers you cannot even talk of a battle anymore.
Greez
German Community
including
Axe
Lady Tanja
Thyrswin
Aiyana
Frost
Ronso
Emil
fireandfuel
Resklasse
Happyy
Blauhirn
Drako
Athom
addaa
feentanz
sonofdestruction
Arka-AE
Mantel
Eastern1991
Dunham
Trivijane
Mega elf
turtletimmy
Nesqick
Doug Heffernan
x Elu Thingol x
Dosenwurst
Cortez
Kiril c[-=
Folcan
Haus Exdrow
:)
maximus-decimus
06-14-2011, 03:57 PM
... going on in the upper list with
Amsterdam
Hardcore Project
Saints
Salomonia
Shane Pulsdriver
Nai-lee
Hatake kakashi
and these are just some of my clan, being against this crap-system, the list would be bigger if i had the motivation to ask anyone for their oppinion.
Darcyeti
06-14-2011, 05:11 PM
counting the whole 1.UtgaerGarderegiment to the upper list (to lazy to write all members individualy)
This event is like: lets make event so ppl will be less angry and play again. :play_ball:
Exact copy of alien one. Just different reward. People will just come, finish it and then go again. If they come even come.
This event is like: lets make event so ppl will be less angry and play again. :play_ball:
Exact copy of alien one. Just different reward. People will just come, finish it and then go again. If they come even come.
Yeap. text text
This event is like: lets make event so ppl will be less angry and play again. :play_ball:
Exact copy of alien one. Just different reward. People will just come, finish it and then go again. If they come even come.
Sorry , I wont do this event but I will still play. I rather not have another article that I have to tote around for infinity no matter what it weighs. (tee shirt).
Aid_The_Conjurer
06-15-2011, 08:11 AM
The new saves are going to do well.
People need to give them a chance.
The old central saves were only good because with the low count of players it did bring people together more.
On that note there should be a central more pronounced save point out of the three in each realm.
People are only voting for the old saves because they don't have the outlook from a developer's point of view.
Kids don't know much about design and they only agree with the crowd.
PT_DaAr_PT
06-15-2011, 08:27 AM
The new saves are going to do well..
Are going? Have you already played? It's been enough time for everyone to try them out and the results for everyone was just less action and more waiting.
People need to give them a chance...
They had their chance. Result: Almost nobody likes them.
People are only voting for the old saves because they don't have the outlook from a developer's point of view.
It's been seen enough how a developers point of view is not always the right one.
Kids don't know much about design and they only agree with the crowd.
Kids can say very well if they like something or not. The poll here and the complaints I hear in-game are enough to say that the majority of players do not like this.
I am going to have to side with Daar here.
Maybe on very high population servers the new saves might work. The question is this. Do they bring anything more or special to the game that the old saves did not? I am thinking a strong no. I played this game long enough to see the saves in 4 configurations. This one is the least fun by far.
I mean what is the point of having the save if you are much less than the opponent and have to constantly reset at the wall? Does this make flowing game play or start /stop/start type gameplay? It brings nothing new, fun and radical to the table.
I have given them a chance. Both on warmaster character and non- warmaster character. My conclusion: It does not enhance gameplay. Any changes to game mechanics must be enhancing to the game to give improved experience. I am yet to see how the new save do this.
I am not a developer. I play the game. Community opinion matters. If lots of players don't like it but the developers do , what then ?
Assumptions ,assumptions. A lot of us are not children. Quite a number are adults, and professionals in their field at that. Quite a number are mathematically gifted and quite a few are developers and IT professionals themselves. A lot of others are experienced gamers with a wide base of experience in what works and what does not. As for the children, they drive the economy of this market to some extent. If their opinion is ignored it could be at the detriment of the company.
Seher
06-15-2011, 03:22 PM
People are only voting for the old saves because they don't have the outlook from a developer's point of view.
Kids don't know much about design and they only agree with the crowd.
This is kind of true. Most players here just vote for something, and they actually don't know anything about that stuff. Listening to their suggestions is worthless and counterproductive. That's (one of the reasons) why it's necessary to include a detailed analysis about the problem: You provide the basis of a discussion and at the same time legitimate your expertise.
Now let's have a look at your detailed analysis... ... ... . . .
;)
maximus-decimus
06-15-2011, 03:57 PM
The new saves are going to do well.
People need to give them a chance.
The old central saves were only good because with the low count of players it did bring people together more.
On that note there should be a central more pronounced save point out of the three in each realm.
People are only voting for the old saves because they don't have the outlook from a developer's point of view.
Kids don't know much about design and they only agree with the crowd.
the developers point of view? You mean the way to make peaople leave the RvR and start grinding so there are enough incomings from Ximerin?
For a less popalted server it is to much waiting time until there are any fights. You now have to wait 10-15 minutes to collect some people, then you have to run together to a fort, and you are still very little people so you get rushed within a minute and then you have to wait again, while more and more players leave the game. This leads the bored attacking realm to go grind theirs characters to or go afk in forts because no enemy is available.
Even a kid, my 7 years old sister or her dog would understand the negative gameplay impact of these changes. If the voting says "anything is great" NGD dont see any needs for changes, and if it says the opposite then its just because of the crowd ^^
That there is no changes of this retarded bind system in the new bugdate, is a great sign again, just remindeing me of a person showing of his middlefinger to the wishes and needs of its customer. I can just hope your money income will decline drastically. The only way to convince a buisness-man to take care for at least a little customer satisfaction
Dupa_z_Zasady
06-15-2011, 05:52 PM
People are only voting for the old saves because they don't have the outlook from a developer's point of view.
I don't give a shit about developers view. Anybody does?
They sell a product that just strarted to suck. I still hope that they revert these most stupid changes, thats why i'm still hanging on this forum. Should it last too long i will shrug my shoulders and move along. For the time being they have cured my addiction. Thanks!
Aid_The_Conjurer
06-15-2011, 07:00 PM
This is kind of true. Most players here just vote for something, and they actually don't know anything about that stuff. Listening to their suggestions is worthless and counterproductive. That's (one of the reasons) why it's necessary to include a detailed analysis about the problem: You provide the basis of a discussion and at the same time legitimate your expertise.
Now let's have a look at your detailed analysis... ... ... . . .
;)
I agree... can a few of us see the detailed analysis? hehe
As a player such statistics wouldn't make much of a difference to see.
Players have much to say and little to no sway when it comes to change in the game.
But as a game developer, programmer and business owner I would love to see the charts.... that would be extremely interesting to me.
I have spent some hours taking guesses on them statistics myself.
And I have came up with a few wonderful (professional) ideas to help this situation. But again I'm not a programmer for NGD so doing a ton of work for free just isn't my style.
However... I can say the idea had to do with merging the two save methods.
Awrath
06-15-2011, 07:47 PM
...
100% agree with Daar here, new saves have ruined what little fluid gameplay we had on horus.
asterisk
06-16-2011, 11:38 AM
Even if it works in RA i don't see ANY reason why someone MUST use the teleport to go back in DEFENDING his realm forts. WM spells where supposed to HELP quicker gameplay but not being OBLIGATORY to have some. Even if all players become wm's in what point new saves improve action or gameplay in general?
Aries202
06-16-2011, 01:22 PM
At first I liked the idea of the saves. I changed my mind after playing through with it. too many situations where if the enemy doesn't spawn at the fort, they will not return from wall(unless there's a warmaster to teleport them there).
I like the idea of having saves near the forts, but maybe not too close for NGD to implement the idea of save locking. Maybe they should bring back the old fort/castle saves and remove the save lock. Seeing as it takes quite some time to respawn, the attacking realm can have a chance to capture.
maximus-decimus
06-18-2011, 10:26 AM
still 80% + against the new bind-system, what a great chance to keep this change and get rid of some customers :facepalm3:
Seher
06-18-2011, 05:32 PM
I don't mind NGD experimenting a bit with game mechanics, actually I like it. But they've had more than enough time now to revert something that's obviously not working.
Counter keeps going up... :angel1:
19/06/2011
Today i logged at afternoon. Herb was Alsius. I went there and saw at least 10 enemies afk outside. Ofc i died. At gate i saw around 10 Syrtis who discussed to go Trelle to lure goats and then capture Herbred. I felt sad and disgusted.
This will never happen with old central saves until attackers are not BADLY outnumbered. And still there will be fights.
But go to other fort to lure enemies and to get the empty fort...this is not Syrtis i know of.
Sad very sad things i see lately. :crying1:
maximus-decimus
06-20-2011, 03:42 AM
The realm wihg the most porters can take this luring tactic, your just in big disadvantage if your not in a realms, blessed with 10 warmasters ^^
Fights are not really existing anymore, its always about save camping first and after anyone is gone, and the attackers get bored and march on, you take back an empty fort. Thats the new idea of RvR it seems ^^
ankaa
06-24-2011, 10:08 AM
even better,
forts are not going to be overtaken any more, because if so, you dont't have the chance to kill new poor appearing souls at the bind.
one exception - if some of this poor souls could reach the forts inside - enemys started to destroy the door - and hunting them inside the fort - but never clicking the flag ........
---
i'm also not verry hopefully about the comming update - because a nice challenging game is damaged seriously - just living with the feeling of the old days in an ambient, another game is going on.... including the bad behavier that comes with it ...
sad ...
uncreative
06-24-2011, 11:53 PM
NGD does not care for what players think
Orimae
06-25-2011, 11:02 AM
Old saves.
Without a doubt...
Phlue4
07-01-2011, 07:30 PM
Servers DOOOOOOOOO need the old safes :-((
Breaks my heart a bit..... regnum used to include such a fantastic RvR... but without at least 1 bind, no way ... :(
schachteana
07-15-2011, 10:32 PM
Its no fun anymore, German Servers' gameplay totally sucks.
Inactivity of people steadily growing.
UmarilsStillHere
07-16-2011, 12:07 PM
But (apparently) they work on RA* according to some sort of statistic we've heard nothing about! :D
*No clarification on if they work better though.
ljrossi
07-27-2011, 12:21 AM
I like new ones.
The action centers on forts, rather than on saves.
The before saves where the center.
Maybe there should be some modificationes but I like the concept.
Even I think if the save could be on the old place, but the peolple should been revive insede the forts if its yours, instead if you lose the fort , the people revivies on the old saves.
Torcida
07-27-2011, 12:29 AM
I like new ones.
The action centers on forts, rather than on saves.
The before saves where the center.
Maybe there should be some modificationes but I like the concept.
Even I think if the save could be on the old place, but the peolple should been revive insede the forts if its yours, instead if you lose the fort , the people revivies on the old saves.
In RA this system works but the previous systems worked as well probabbly not as good as the current one but this save system works terribly on all other servers so I think RA people have to ´´suck it up´´ But I don´t think you guys would REALLY mind if we would go back to the old 3 save system
_Nel_
07-27-2011, 01:55 AM
In RA this system works but the previous systems worked as well probabbly not as good as the current one...
No. The previous system (3 altars) worked better than the current one.
Only 25% of Ra players like the new one.
> http://www.regnumonline.com.ar/forum/showthread.php?p=1382310
Torcida
07-27-2011, 01:57 AM
No. The previous system (3 altars) worked better than the current one.
Only 25% of Ra players like the new one.
> http://www.regnumonline.com.ar/forum/showthread.php?p=1382310
Wow Nice! Well I guess we can throw this piece of rubbish in the garbage soon then!
Poll has not much to do with the truth.
Only whiners get publicity.
Content people wont care much about this poll because they rather play than read complains.
_Nel_
07-28-2011, 02:20 PM
And on the opposite side, those who don't play anymore didn't vote in this post as well. We're evens, ball into the centre spot. :sleep_1:
Shall we try and count those who left the game because they had enough of being farmed at forts by zergs?
Saved and right back at you.
_Nel_
07-28-2011, 02:57 PM
Yes we should.
New save system didn't resolve this issue. It's even worse now.
http://nelhalla.dyndns.org/regnum_stats/horus.jpg
Do you see how it's increasing for last months? :¬¬:
Yes we should.
New save system didn't resolve this issue. It's even worse now.
http://nelhalla.dyndns.org/regnum_stats/horus.jpg
Do you see how it's increasing for last months?
Today 03:37 PM
Cant fool me with that. I know you made that from a calorie calculation chart.
_Nel_
07-28-2011, 08:41 PM
Of course.
And here are all my calorie calculation charts:
> http://www.regnumonline.com.ar/forum/showthread.php?p=1381398
You'll notice less and less calories are burned since there is less and less people on Horus, Muspell and Niflheim.
Then you can get the script and today's database to make your own:
> http://dl.free.fr/qCd4dSz8Z
Hey. That Vroek seems a nice guy.
UmarilsStillHere
07-29-2011, 04:32 PM
Cant fool me with that. I know you made that from a calorie calculation chart.
In other words, you have no further argument.
I do. Check the other poll.
vBulletin® v3.8.7, Copyright ©2000-2024, vBulletin Solutions, Inc.