View Full Version : Changes may be purging the community
Raindance
06-07-2013, 07:28 PM
You've made a unique game. It's got much potential and proves to be the kind of game you just can't simply quit. Let's face it, the game provides us a world where we can make the ultimate shadow of ourselves for free. With the help of a few dollars you can turn your nerdy look into the perfect celebrity style you desire. People like to look at themselves and like to be pretty. There are also various items that make you near unstoppable and can become quite addictive. They have special colors, the ones that really stand out too, like green and red. People like items, not to mention colorful ones. We are materialists. There's fun killing, although for some it's just a farm and a zerg. People like to kill. You've given this game much indeed and in return players also give their "much" into it as well. The grinding, the collecting, the friends, the wars. It all takes time and effort. No one wants to lose something like that.
So in heat of the latest events, and the ones of before, one asks himself, why? It seems I've already answered this question above, we're materialists, egoists, gamers, but there's something more that this game has. A nice open community. A forum where developers and gamers debate almost weekly. If only this were completely true, for unfortunately, it's only half true. You have something special NGD, whether you get hailed by rants and flamed by complaints and get called 'no good developers' almost constantly, you still stick it to the game and move on forward. But you're ruining it. You need to communicate with the people here more. You need to communicate with those who don't come here more. Not too long ago, did I still have that little ray of gleaming hope that held me onto this game. Albeit, there was a time chilko tried to satisfy our needs and settle our complaints and seek for our suggestions. I was impressed with him trying to seek that change. Not only that, I was also stunned, that when you all put your asses into this job and do it right, many good things can happen. There is no doubt that news of an upcoming update rustles people's underwear and they start to freak. You receive many thanks and positive feedback no matter what. Frankly, I think it serves as a motivational purpose, but I don't see that in result. That being said, you are not worthy of any positive feedback whatsoever since a long time. One of the latest updates, where arcane devotion was modified along with other good surprises is one of those updates that really stand out and attract people back into the game. That gives hope. I may be abusing that word, and many people may not like the tone of it in this entire context. Alas, hope and NGD are two words that don't belong in the same sentence. A normal person would leave this game entirely, but this community is special. We are above normal, we are players who care about this game more than the people who made it.
There comes a time when people grow up, their lives move on, and they have no choice but to leave a game they spent much time in and carried many good memories along and people leave because they have to move on. But what you have done with this e-mail authorization is unfair. We spend hours and days and years to reach what some would call the endgame. There's a nice saying that the closer people are to their ideals and goals, the more boring they become. This can be related to Regnum. We spend tough hours grinding only to stand afk at Herbred save or Samal save or Aggersborg save for the same hours it took us to grind. There is no endgame. The war can be infinite. Another perk of this game. A shame it has to be run down by new installments after new installments. Where are the battle islands today? Even invasions have failed (yet again). People don't go for gems, they go for the nobles, which leads to a faulty Warmasters patch that just created even more chaos and imbalance. Thank goodness the spells were nerfed to complete uselessness. Champions don't even exist. What an exciting "expansion". These empty battle islands and failed invasions are the people's faults mostly, but in the end it all wires down to it being the fault of NGD. Why don't people join TDM's anymore? No one wants to be overkilled by a team of 6 barbarians and 2 conjurers and 4 marksman and 4 barbarians. No one wants to get overpowered and mauled item-wise either. There's no fun in that, there's no fun in being zerged at forts, there's no fun playing with the enormous amount of bugs and glitches, there's no fun having to show complete strangers an ID of yourself so you can play again, there's no fun having to face new complications with these damned e-mail authorizations.
All of this has been said countless times before, sometimes with more emphasis and emotion, sometimes with more detail and it's just sickening. People just don't give a shit anymore. So NGD, kudos for everything and thank you for purging out your community even further. For of course, the less complaints and rants you have to face, the better. You have forced just a handful of players to quit yet again, but it's not so much forced, although it certainly is so. It's more of a reminder and a wake up call for "what the fuck am I still doing here". To be clear, this is not particularly about me, but about the amount of bullshit I see that's being ignored on this forum since your latest update.
Niremix
06-07-2013, 07:43 PM
tl;dr ...?
Could you make like ... a shorter version of this, so I can read it?
jorgeseg
06-07-2013, 09:01 PM
A nice open community.
And the first 2 replies are
tl;dr ...?
Could you make like ... a shorter version of this, so I can read it?
Tamui
06-07-2013, 09:25 PM
It sums up pretty much everyone who cares/cared about this game. It has been said a lot of times.
Just ask bois how much he'd tried to be positive and giving NGD very, very good suggestions.
There IS a glimpse of hope though.
lolwhut10
06-07-2013, 10:10 PM
Could you make like ... a shorter version of this, so I can read it?
here you go
Niremix
06-07-2013, 10:47 PM
And the first 2 replies are
So because I ''didn't have the time'' to read his/her post that suddenly says something about the community?
Lolnaab.
^ This does.
NotScias
06-08-2013, 10:39 AM
...
Very well said, and I believe it sums up the thoughts of many around here, including myself.
To make it short, the most important points that made me stick with this game were :
Linux support
Open-world RvR
Sobriety of the lore/graphics (eg: No typical Asian nonsense)
Community
Point 1 is becoming less and less relevant. The Linux support of RO wasn't great already, now it's worse than ever. The OpenGL game engine is riddled by 6 years old bugs and performs very badly compared to its Direct3D counterpart (30 FPS difference for me) plus misses a lot of features and even very basic ones like proper Antialiasing. It wasn't so much of an issue when graphics were simplistic but now with newer models it's nearly unbeareable even with middle/high-end hardware.
Point 2 is slowly shifting away. The latest extension, the instanced battlezones and the latest updates show that the direction of the game is no more towards improving the RvR experience. The Open-world factor is also broken due to instances, which totally ruins the initial RvR environment and especially on low populated servers.
Point 3 is probably the best preserved for now despite some ridiculous outfits and the introduction of Lamais.
Point 4 is the hardest to get rid of, at least for me and many others. The fact that no damn instances or forms of ridiculous inner realm individual competition existed before invited people to meet and work together for the glory of the realm. I met so many good people that now I can call friends that it's so difficult to leave them behind and it's still the reason why I still stick around here. I would have left years ago without turning back otherwise...
Yet, this point is fading away aswell, because even the most fervent fans of this game can't endlessly take all the ugly decisions this game is constantly facing since a while now, and just like the OP rightfully stated, are forced to leave, forever...
I know that old players leaving and coming back is an usual cycle here but so far it was because the game was stagnating, and eventually they would come back because missing the unique preserved RvR and the community.
Now this is totally different. NGD managed to ruin the essence of the game itself. The players that chose this game for its unique open-world RvR aspect will likely never come back since the game is clearly changing its direction and target audience. And the few ones that stay are left in a more selfish community than ever, since the "endgame" content is about individual coin collection rather than realm effort/teamwork now...
Now append this to the 6 years old unfixed gameplay-breaking bugs, the crappy engine, the clunky UI, the perpetual class imabalance, the fixed armor and spell system, the NGD communication flaws, the failed Invasions and Warmasters, the awful support system, the new ID fails... Personally I could bear a lot of these things, but after all these years I officially lost any hope when I see now where the game is going to currently. Now the game lost its uniqueness, there's nothing but frustration left for me :(
https://si0.twimg.com/profile_images/1188761989/2-cents_normal.png
Point 4 is the hardest to get rid of, at least for me and many others. The fact that no damn instances or forms of ridiculous inner realm individual competition existed before invited people to meet and work together for the glory of the realm. I met so many good people that now I can call friends that it's so difficult to leave them behind and it's still the reason why I still stick around here. I would have left years ago without turning back otherwise...
Yet, this point is fading away aswell, because even the most fervent fans of this game can't endlessly take all the ugly decisions this game is constantly facing since a while now, and just like the OP rightfully stated, are forced to leave, forever...
I know that old players leaving and coming back is an usual cycle here but so far it was because the game was stagnating, and eventually they would come back because missing the unique preserved RvR and the community.
Now this is totally different. NGD managed to ruin the essence of the game itself. The players that chose this game for its unique open-world RvR aspect will likely never come back since the game is clearly changing its direction and target audience. And the few ones that stay are left in a more selfish community than ever, since the "endgame" content is about individual coin collection rather than realm effort/teamwork now...
Exactly +1 for this part ,i can admit i was sticked to the game mainly because of community ,it was not the graphics ,it was not really the unique gameplay for me ,but as Thiath told ,it was a game of team play.
I've made lots of friends because of nature of initial gameplay ,from clan until RvR action ,having fun from small groups taking forts to other targeting small groups activities as killing legendary mobs etc ..
Now game focus in two directions :
-Very large amount of players that need to take a fort or make a invasion ,
-And individual as coliseum actions
But most important is killing middle action that is require small amount of people ,this also kills clans activities.
This is killing Haven even more because are a few people that wait for rvr or a few people that wait for instances.... in final there is not action ,no rvr or no instances.
JOPAGO
06-10-2013, 05:14 PM
Very well said, and I believe it sums up the thoughts of many around here, including myself.
To make it short, the most important points that made me stick with this game were :
Linux support
Open-world RvR
Sobriety of the lore/graphics (eg: No typical Asian nonsense)
Community
Point 1 is becoming less and less relevant. The Linux support of RO wasn't great already, now it's worse than ever. The OpenGL game engine is riddled by 6 years old bugs and performs very badly compared to its Direct3D counterpart (30 FPS difference for me) plus misses a lot of features and even very basic ones like proper Antialiasing. It wasn't so much of an issue when graphics were simplistic but now with newer models it's nearly unbeareable even with middle/high-end hardware.
Point 2 is slowly shifting away. The latest extension, the instanced battlezones and the latest updates show that the direction of the game is no more towards improving the RvR experience. The Open-world factor is also broken due to instances, which totally ruins the initial RvR environment and especially on low populated servers.
Point 3 is probably the best preserved for now despite some ridiculous outfits and the introduction of Lamais.
Point 4 is the hardest to get rid of, at least for me and many others. The fact that no damn instances or forms of ridiculous inner realm individual competition existed before invited people to meet and work together for the glory of the realm. I met so many good people that now I can call friends that it's so difficult to leave them behind and it's still the reason why I still stick around here. I would have left years ago without turning back otherwise...
Yet, this point is fading away aswell, because even the most fervent fans of this game can't endlessly take all the ugly decisions this game is constantly facing since a while now, and just like the OP rightfully stated, are forced to leave, forever...
I know that old players leaving and coming back is an usual cycle here but so far it was because the game was stagnating, and eventually they would come back because missing the unique preserved RvR and the community.
Now this is totally different. NGD managed to ruin the essence of the game itself. The players that chose this game for its unique open-world RvR aspect will likely never come back since the game is clearly changing its direction and target audience. And the few ones that stay are left in a more selfish community than ever, since the "endgame" content is about individual coin collection rather than realm effort/teamwork now...
Now append this to the 6 years old unfixed gameplay-breaking bugs, the crappy engine, the clunky UI, the perpetual class imabalance, the fixed armor and spell system, the NGD communication flaws, the failed Invasions and Warmasters, the awful support system, the new ID fails... Personally I could bear a lot of these things, but after all these years I officially lost any hope when I see now where the game is going to currently. Now the game lost its uniqueness, there's nothing but frustration left for me :(
https://si0.twimg.com/profile_images/1188761989/2-cents_normal.png
You said everything I agree.
On the server Piranha have a similar problem, not only because we have low pe equal population. Few people enter the instances and the server is directed to the war, but the need for a certain amount of players to do something relevant kills the game. Not to mention the players that do not help and are waiting for a game of TDM.
I Regnum game to be a game RvR, but the latest updates have hampered the war. Many say that we are serious about the game, but the issue is that the fun of the game is at war, so any action that hinders the enjoyment of others must either be fought.
The world is open and free, but fumbles the fun war game gets boring for most. Has both game GvG, PvP around because it has just the Regnum mess?
*Google translator...Sorry
Adrian
06-11-2013, 10:11 AM
I'm looking at this thread's replies carefully. Please, all of you that read and didn't reply, do it. Thank you!
Also: I changed the title to something more descriptive to keep it in GD.
Pnarpa
06-11-2013, 11:58 AM
I'm looking at this thread's replies carefully. Please, all of you that read and didn't reply, do it. Thank you!
With every update, things just get worse. I'll just let everything pile up until I can (finally) be able to quit this game.
_Kharbon_
06-11-2013, 12:03 PM
Well, Raindance makes good points about how a player might see Regnum today. It applies especially to "veteran" players, who play this game for several years.
First of all, I would like to reply to the changed title: Changes may be purging the community?
Since the community is composed of many different people, who have different opinions, and expect different things from the game, it is logical, that every change will displease some players. There are players who expect the game to evolve to the standards of today newest games, and there are players, who would prefer to have the game remain the same since the beta stage. Those two extremities then create a situation, where the developer simply cannot satisfy everyone, no matter what is done.
There will always be rambling and negative feedback going on. Unfortunately, the complaining is always more "noisy" than positive reviews.
Changes and updates are a necessary to attract new players, and to keep the game alive. Old players would leave anyway (for various reasons). If the game remained the same as it was created, it would attract fewer players and eventually die.
I am not talking only about graphics, but also about other aspects of gameplay, such as spells. If a player uses the same setup (for example) for a long time, the repetition will eventually bore him. If spells are changed in some way, the player is forced to adapt, which forces him to play more.
Basically all active MMORPGs release new content once in a while. This is required, and mostly positive. Of course, that occasionally the developer makes a "wrong turn" and the community responds with more rage than usual. It is then the developers decision, how to solve the matter. Since "roolbacks" are terribly unpopular with the developers (well, it's just basically throwing money and time down the drain), and ignoring the negative feedback is damaging for the community, the solution is usually an attempt to fix the aspect.
We saw this with the warmaster expansion. Was the fix successful? Hmm.. i'm not quite sure.
Still, players work towards obtaining the WM status. (quests, gen. kills..).
This shows, that a change that was absolutely disastrous (Defensive beacons, the original HOTW, anyone?) at the beginning did cause a positive change in the end.
The last two updates brought many positive changes as well. As the OP mentions, the spell modifications, minor GUI adjustments (chatbox size saving, reset powers button...), graphical changes, fixes etc.
And, there have been some less positive changes, such as the authorisation system, that's discussed by the OP.
I say "less positive", because although the users were asking for a improvement in security, the result could be expected. However, I don't think that even NGD expected so many users to have lost access to their own account.
In my opinion, the authorisation code security system should have not been forced on all accounts, but instead there should be a option to turn it on in the first place. That way, the users that want this extra layer of protection could activate it somehow, and the rest simply ignore it.
It could come out with a disclaimer, where any user that doesn't use the access code system would simply not receive priority support (or no support at all), in a case where there was a problem with the security of his account.
Cutting off the users from their accounts in the way that was done isn't fair at all. Even though there is "only" few dozens of users who are in this situation, it could be expected that a wave of negative feedback would be initiated. Even if their case is solved, they don't write it on the forum, and therefore a negative feeling remains.
I would also like to add, that there are other servers of RO, that cause many problems with certain features of RO, such as instances, invasions etc. Since there are several small servers (probably less profitable), and one large server (RA, more profitable), it's only logical that RA will be the main focus of NGD, and the Spanish comunity will dictate the evolution of the game, unless other server reaches similar size. Since only one version of RO can be maintained by the developers, it is out of the question to tailor different versions of the game according to the size of the server.
As we all know, the engine which RO runs on is outdated. This makes it somewhat difficult to see a positive future of the game. Will the engine be rewritten, or is RO just going to carry on by the momentum it picked up, and eventually crumble? Does NGD have a vision how the game will continue, or are the updates just urged by the different publishers? How long will NGD continue to support RO? These are just some of the questions I would like to see answered.
Interaction between community and the developers is quite important, as it can boost the spirit of the players, when they see developers responding to them. We like to see, that you guys are still alive and around :).
That's about all I have to say for now
Regards
Regnum_Online
06-11-2013, 02:36 PM
What kept me in the game was the dynamic that having both English and Spanish players on the same server created. When Ra was the only server, even though I had trouble communicating with a majority of the community, it made the game more interesting and I felt closer to the other players.
As it is right now, the community has been spread too thin. Sure steam helped a bit, but it's not quite the numbers you need for an mmo of this size. You have a decent party system, but good luck finding someone to grind with. Regnum definitely focuses on end game but more needs to be looked at in getting there.
Raindance
06-11-2013, 02:41 PM
What makes this "simple" update so different from all the rest is that this time people don't leave because they want to. They leave because they have to, which is far more devastating.
Kellindil82
06-11-2013, 03:54 PM
I did quit couse of the big fail of TDM/CTF on haven. When i saw it's impossible for me to collect champion gear. And developers didn't really cared about haven. We told many times that beta map was better, nothing changed. We even asked to be 4vs4vs4 or 6vs6vs6, NGD didn't make it or programmed wrong, cause never saw a TDM like that. TDM numbers should count with ppl wants to play TDM not with the actual online ppl. Mb there were tons of player online but only 4 ppl wanted to play TDM, then we watched for hours 4/8, 5/8, 6/8 waiting, instead of making a 4vs4vs4. I think this is really simple to code, but it worked well on RA so who cares? And community also asked to be able to que in TDM with parties, so wo don't have to play with random fools... Many times happened that i entered then left TDM cause there was a player in our group i hate...
fotomay
06-11-2013, 05:03 PM
I've read through it in detail. I support the OP's careful submissions :-
1) Regnum is an exceptionally unique game in the mmo industry. At the moment, it is the only RvR mmo where everyone is in the same instance. It is the only RvR mmo where the PvP allows each player to feel a tangible individual contribution to balanced combat. These are Regnum's two strongest marketing points and should never be compromised.
2) Precisely because of its unique qualities, the playerbase is exceptionally loyal. Yet the mmo industry does not fully appreciate what this means. What it means is that players want to, more than ever, fully express the uniqueness of their character. In a game like Regnum (also TF2 and LoL) where you kill other people, you want your character to be special. This means Regnum needs an approximately 10-20 fold increase in the number of costumes and character features: emotes, voicesets, hats, colour dyes, goggles, better lamai faces etc etc. Keep in mind that neverwinter nights has almost 200 unique colours for each armour part and this was still not enough. NWN toolset pallette :-
http://i14.photobucket.com/albums/a311/estelindis/colours_hair.jpg
I suspect players will pay for things like voicesets, emotes and the above. Each character then becomes an individual medieval fantasy superhero.
3) Communication and relationship: NGD should have an online roadmap so players have confidence about the time they are putting learning and grinding the game. You should beware of giving away intentions to competitors. What I suggest is a simple basic online roadmap, and the details are to go to GMs who can build relationships with players.
In particular: Communicate more so that players are not left in the dark. Raindance referred to a long list of other potential concerns. Email security difficulties, present unpopularity of TDM, warmasters expansion and the pace of war. My personal view of these is that they are not necessarily wrong decisions, but the remedy is better communication. If you are having email security difficulties, explain why and what you are doing to fix it. If you are not sure what to do with TDM, state why, whether it is on hold and what you are doing to fix it. If you are just examining it more closely, then state so. If the warmasters expansion focussed on promoting melee in order to preserve the trinity, state so clearly on the warmasters section in a public and prominent place and not in a single post buried in big forums. State whether you are happy or unhappy about the pace of war and why. You can attain all of this by carefully thinking and planning ahead (like chess). This is all part of providing leadership, having clear thinking and also anticipating problems before they occur. Players need to know because they love their characters. Creating uncertainty for players or cutting them off from the game is like breaking their heart and will make them spend days listlessly unhappy in a state of frustration.
Some final points :-
1) Keep in mind Regnum is a community of PKers. These guys have deeper, more passionate and more devoted feelings than your average rpg player. I still don't feel NGD really understands how deeply Regnum players care. This isn't some ordinary run-of-the-mill fantasy mmorpg where players just hem and haw if they miss a day of playing. This is a PK mmo - personally I feel like wringing someone's neck (including NGD) if I do not get to murder people on Regnum.
2) There is so much more for NGD to do, just to survive. Your playerbase will leave u if another similar RvR game arrives with an even bigger single war instance. You need to therefore aim to be No.1 better than WoW, Rift and Tera in terms of gameplay and size of playerbase. Note I did not say gfx. I suggest having a goal of 100 full servers replicating Haven and Ra.
3) For many people, there is no better relaxation for frustrations than RvR PKing. Many players and devs experience this, but are yet to realise it.
(the above is my 2cents. While I feel the above is correct in my frame of thinking, I appreciate that there is more than one way to attain success and there is more than one definition of success.)
Groark
06-11-2013, 05:11 PM
I think it's very clear that since the implementacion of TDM lots of ppl have left Haven. No doubt about that. Their complains were mostly that they were fed up being left alone in the middle of a fight and that many didnt even bother to attack or deffend forts or even their own gates. They just stood there waiting for the next Team Death Match not helping at all.
This game is based on RvR so the majority of the players came and stayed here beacause of this concept. As TDM half destroyed that concept ppl left massively the game (or went to a more pop. server like RA where TDM has not affected so severely the RvR).
Conclusion: Implementation of those instances on low pop servers was a big mistake.
time-to-die
06-11-2013, 05:59 PM
I'm looking at this thread's replies carefully. Please, all of you that read and didn't reply, do it. Thank you!
lol what a joke, srry but this is so funny... So what if people will reply. What you going to do with it? mmmh nothing owh oku, nothing new here.
_Kharbon_
06-11-2013, 06:09 PM
I think it's very clear that since the implementacion of TDM lots of ppl have left Haven. No doubt about that. Their complains were mostly that they were fed up being left alone in the middle of a fight and that many didnt even bother to attack or deffend forts or even their own gates. They just stood there waiting for the next Team Death Match not helping at all.
This game is based on RvR so the majority of the players came and stayed here beacause of this concept. As TDM half destroyed that concept ppl left massively the game (or went to a more pop. server like RA where TDM has not affected so severely the RvR).
Conclusion: Implementation of those instances on low pop servers was a big mistake.
I don't know any players who left the game, but I can imagine that a few would do so. For me, TDM was a huge plus, because it gives some more content to the game. Unfortunately, it was not well adapted to Horus server.
It's true, that during TDM's many players AFK at CS, or vanish in the middle of a fight, but you can't forget, that it takes a same amount of player from the opposing realm, therefore that's not a very persuasive argument for me. Instances offer a balanced fight, regardless the realms balance state.
Instances are quite rare imho, and therefore effect the RvR actoion more severely, than if they were done daily (and I imagine, that's how RA works atm). As a chance to join an instance is rare, I will prefer to join an instance than war, as war is present on daily basis.
If it was the other way around (TDM daily, war locationally), I would favour joining war.
This is caused by the current server population.
Masterkick
06-11-2013, 06:21 PM
This game has always been a battered ship, sailing against strong winds and burning suns, but always floating and somehow going on.
The thing is, the ship gets old and needs repairs but instead it keeps going on its blurred course towards... towards...
That's another point. We had a clear course, a clear direction, now we are adrift in the big open, perhaps merciless, sea. We don't really know where we're going.
Now... I think if we move quick enough this old ship can be saved. Or at least I hope so.
Regards!
PS.:
-Crusher: So much for the Enterprise E.
-Picard: We barely knew her.
-Crusher: You think they'll build another one?
-Picard: Plenty of letters left in the alphabet.
http://images2.wikia.nocookie.net/__cb20100226011030/memoryalpha/en/images/6/66/USS_Enterprise-E_in_nebula.jpg
TDM instances should take place as regular event, each day of the week, at different hours. A place should be reserved on map as an entrance, perhaps central island and boats as they are atm.
I would call them daily tournaments.
When tournament is open, it is for one hour, everyone can do up to 4 fights.
On next day, tournament happens at a different hour, it is announced each hour during the day.
This way, people will do war 23 hours a day, no one will disappear in the middle of the battle (but he can left one to go to central island, which can be camped... ).
Kyrottimus
06-11-2013, 06:37 PM
All valid points, however the most critical areas of player retention are (in my opinion) as follows:
1. Level 1-45, the path to the Warzone. So many new players leave the game because they lack the patience to find all the quests or to grind to a high enough level to start experiencing war. Tasks help but they are shallow, repetitive and every bit as monotonous as realm quests. I only really see Tasks as a viable option to fill in the gaps of grinding at higher levels with mob-loot that players might already have. My guess is if lower-level players don't feel like they can be a part of war (minus the frustrating futility of warring at levels <35) within a few days, they move on to something else.
It's the double-edged sword of a Free-To-Play game, players start out not investing anything but time. Usually once they commit to their character/the game, they start buying xim, but not before. The trick is to hook new players as soon as possible, and make them invest in their character.
I submit there are two possible sollutions:
One: Increase experience given via lower-level realm quests or add quests that require more presence in the warzone.
or
Two: Implement the much-talked-about Low-level warzone (island), or make 2 islands (one for levels 15-30 and one for levels 31-40). Integrate the objectives and status of these war islands into the greater relic/invasion system to make lower-levels feel that they are an important aspect to the greater scheme. Reward participation with experience, or create experience based (repeatable, once daily) quests intended to keep lower-level players active in these warzones.
Then comes higher-level player retention.
This is a far more complex issue, but the key problems are end-game content (level 60, relics, invasions, nobles, warmaster status, portal opening). It takes awhile to achieve this content, but once done, will TDM/Hall of Fame and Champion armor sets be enough to retain veteran players? That is yet to be determined, however smaller-scale tasks (like some kind of basic harvesting/crafting system) keeping players connected to the server will most likelily expose them to events that happen in-game, and thus may be more likely to join in war.
Players like new items (especially customazable costumes, etc. ways to personalize their character), new things to do and new reasons/places to fight (more than just instanced battlezones, because even with Hall of Fame a lot of players will still prefer the open-ended RvR warzone experience). Just my take on it.
AariEv
06-11-2013, 08:24 PM
Even though I lost internet and technically didn't quit, I've uninstalled RO and I refuse to download it again after playing for 3 years.
Champion of Regnums' Main Problem
It's you, NGD. I don't say this to troll or just to rant, but it's the truth. There have been many issues with this game, BUT we overcame them. For 3 years I've watched this community (myself included) endure these problems because we love the game. So even though there were massive amounts of bugs, horrible game support, terrible openGL support, questionable balance, and many other issues, the community still stuck to the game because at the core of Regnum Online was a very addicting and fun experience.
So with that being said, my issue is with the decisions you make as a company, NGD. Some of them have the potential to be good updates, but YOU DON'T THINK BEFORE YOU MAKE EXPANSIONS TO THE GAME. You rush and add half-completed features to the game so updates that could have been amazing end up being horrible. For example, I hate to say "I told you so", but damn. Look at the date on this thread:
http://www.championsofregnum.com/forum/showthread.php?t=90344
As a company you refuse to consider the possibilities and outcomes of your updates AND you refuse to present your ideas to the community before you make them. Your lack of common sense and tendency to rush updates is the root of everything that's happening to the game.
Examples of Poor Decisions
CoR on Steam: You were so quick to add CoR onto Steam and while you may have had an enormous influx of players, how many of them are still playing? Before CoR was ever added ANYWHERE, you should have addressed one of the main issues of the game: "Player Retention". This doesn't have to mean revamping the noob zones (though they could use some changes). However, if the best part of the game is the warzone, you should have made it easier for players to get there.... or at least have a similar experience. But instead, you went ahead and added CoR to Steam with a horrible experience curve and a initiation zone that hadn't been significantly altered since I started playing. 3 years ago there was a quest in Syrtis that made me ragequit when I first started..... 3 years later, I watched many steam players ragequit to the same quest. You missed a great opportunity
Instances: You didn't take server population into account and you're paying the price. Instances are cool and fun, but with their creation you compromised the reason why many veterans played this game. Seeing as how veterans are what compose your main playerbase, you seriously screwed yourselves.
I can go on and on about many other features that were rushed and what should have been done (auction house, new arenas, experience curve) but as it is, I doubt that my reply to this thread will even make a difference. Also I have to leave and I'm too lazy.
In order for this game to be better, NGD as a company needs to make better decisions that cater to the core of their game (and that are well thought out)..... and if they're unable to do so, they need to get over their pride and start taking opinions from the community. Seriously, I don't know why we write suggestions because in the end, they don't matter.
Until they do that, this game is like the damn Titanic.
Checkit
06-11-2013, 08:34 PM
I'm looking at this thread's replies carefully. Please, all of you that read and didn't reply, do it. Thank you!
Also: I changed the title to something more descriptive to keep it in GD.
I mean, I think it is pretty obvious, but maybe I am wrong.
We all know that player retention in the early stages is a big deal and NGD has been trying to fix that and been working on it for years. But, NGD forgets about and/or ignores its current customers who are paying and supporting them.
Examples.
This authorization code shit. Did you even test it before you implemented it? You can say that a computer won't need to be authorized twice, but that is a lie because multiple people have had to authorize it 2 times or more, and I can't even log into my knight because I don't get an authorization code in my email no matter what. You have a huge tendency to code something, make it live with little to no testing, and pray that it works. This past update is making a lot of people angry and/or quit, and it is nobodys fault but NGDs. You should have tested it with players before you implemented it.
Warmaster update. NGD does the update, even though there were several prominent players saying don't go through with it yet because of the beacons. What does NGD do? You go through with it anyway. Then, 2 weeks in when everyone is already starting to complain about the OPness, you take months-->a year to do ANYTHING to stop people from raging and quitting, and the beacons just keep ruining the game. Then, when you finally do something, instead of doing something that would actually bring players that quit back or, really, change anything in the warzone at all, you decide to hardly nerf the beacons. This completely destroyed the warzone and a huge amount of players quit, and NGD can try to blame it on the lifespan of players in MMOs all it wants, but you and I know what's really going on (Tupac reference :D), but seriously. It has almost nothing to do with the lifespan of players in MMOs, and is almost 100% correlated with the OPness of beacons/WM skills.
Then we have the fact that you are working on things to help keep player retention at the early levels, but you are completely ignoring players in the warzone. We are tired of random resists/evades ruining fights. We are tired of having no defense vs marks besides an obstacle. We are tired of having no defense vs barbs at all. We are tired of being punished for using normals (marks). We are tired of getting Mindsquashed and then dying in 2 hits instead of 3 (for every class except knight which takes 4 hits instead of 10 when they are buffed). We are tired of getting kicked and not being able to get up because barbs kill us in 2 hits. Etc.Etc. But it seems like NGD doesn't care because it wants to push its player retention ideas before anything else, but you fail to realize that you need the game to be active before anyone even decides to give it a chance. NGD needs to be focusing on what warzone players want before the player retention things. Instead, they do the opposite, and that causes players who have been playing for a long time to quit; which makes the game inactive, so no matter what they do for levels 1-45, nobody is going to play the game.
Anyway, in the other thread I already stated the two biggest, but almost impossible, things.
1. Fixing random resists/evades
2. Armour calculations
The number 1 is what needs to be fixed. There is no way around it. You can do whatever you want to spells, but unless everything has a 100% success rate, nothing is going to change. I guess you could change every spell to 100%, then the only time it would be resisted is with SotW or UM (as spells like spell elude need to be removed), but I haven't thought about that, so I don't know if it would work or not.
For armour calculations, I don't think that you would have to spend a huge amount of time fixing it. You can just change spells. Example, change Wind Wall to -50% ranged damage. Change acrobatic to -30% melee damage (5-10m). Change RA to a fixed damage (+200 would be good enough with other spell changes to give the other classes more defense). Etc.Etc. Things like this would keep old players in the game for awhile and people that quit would return, then NGD can start working on player retention again.
Rising_Cold
06-11-2013, 08:58 PM
I seriously love this game, the feeling of fighting in fortbattles, open fields or bridgefights
is just awesome and its never the same. Yes its the same fort and yes you have to hit that same flag
but there is always that one different player that does that one different thing
which can be either annoying or extremly usefull.
And if that person happens to be one of the friends you made while grinding..
That really is what I love most about Regnum.
Its easy to make friends and the game really encourages making and playing with friends.
The problem to me seems that the whole playing with your friends in wars aspect is
shifting towards the individual achievements.
We all try to stand out, but now it seems that standing out
by being the best support knight, the barbarian who deals most damage
the hunter who comes out to confuse just the right person or capture the fort..
is switching to being the person who played and won the most matches in a barbarian vs barbarian instance..
I still feel that a hall of fame should not be granted to a messed up instance
and I prefer people who stand out with the first things, which help your team, friends and realm.
I would also love some group instances that you enter with your party
just fight off waves of mobs, something silly like that
giving arena a free-for-all option, so we can go back to using that building..
Giving clans a clanbank, *fixing clan member rankings*,clanquests
clanhalls or the number one war clan that week/month gets to pick a flag
to hang on some pole.. showing off that they are pretty good
something silly that makes your clan stand out, and not be some random letters
under your name. (clans need more! ;) )
The community of this game is everything, if not for them/us, our friends, most
of the people playing would have quit ages ago. And we're still playing because
this game just offers such unique and amazingly fun RvR gameplay...
The people who have been patient enough, or had friends who talked them into
just going that extra lvl untill they started to like the game are still playing.
That RvR experience has to be given to the lower lvl players too
the mini-low-lvl-battlezone-islands are a great idea for that.
Id suggest giving a reward like a small xp bonus or gold for all the players
in the winning realm for 1 hour.
the mini-low-lvl-battlezone-islands will only be available every 4 hours or so..
this way the new people would get the experience and feel usefull
well thats one wall of text.. i wont bother you anymore :p
please keep this game alive so the community can keep playing :)
{I also like the suggestion to make autorisation-code protection an option}
SanguineLamai
06-11-2013, 11:04 PM
Even though I lost internet and technically didn't quit, I've uninstalled RO and I refuse to download it again after playing for 3 years.
Champion of Regnums' Main Problem
It's you, NGD. I don't say this to troll or just to rant, but it's the truth. There have been many issues with this game, BUT we overcame them. For 3 years I've watched this community (myself included) endure these problems because we love the game. So even though there were massive amounts of bugs, horrible game support, terrible openGL support, questionable balance, and many other issues, the community still stuck to the game because at the core of Regnum Online was a very addicting and fun experience.
So with that being said, my issue is with the decisions you make as a company, NGD. Some of them have the potential to be good updates, but YOU DON'T THINK BEFORE YOU MAKE EXPANSIONS TO THE GAME. You rush and add half-completed features to the game so updates that could have been amazing end up being horrible. For example, I hate to say "I told you so", but damn. Look at the date on this thread:
http://www.championsofregnum.com/forum/showthread.php?t=90344
As a company you refuse to consider the possibilities and outcomes of your updates AND you refuse to present your ideas to the community before you make them. Your lack of common sense and tendency to rush updates is the root of everything that's happening to the game.
Examples of Poor Decisions
CoR on Steam: You were so quick to add CoR onto Steam and while you may have had an enormous influx of players, how many of them are still playing? Before CoR was ever added ANYWHERE, you should have addressed one of the main issues of the game: "Player Retention:. This doesn't have to mean revamping the noob zones (though they could use some changes). However, if the best part of the game is the warzone, you should have made it easier for players to get there.... or at least have a similar experience. But instead, you went ahead and added CoR to Steam with a horrible experience curve and a initiation zone that hadn't been significantly altered since I started playing. 3 years ago there was a quest in Syrtis that made me ragequit when I first started..... 3 years later, I watched many steam players ragequit to the same quest. You missed a great opportunity
Instances: You didn't take server population into account and you're paying the price. Instances are cool and fun, but with their creation you compromised the reason why many veterans played this game. Seeing as how veterans are what compose your main playerbase, you seriously screwed yourselves.
I can go on and on about many other features that were rushed and what should have been done (auction house, new arenas, experience curve) but as it is, I doubt that my reply to this thread will even make a difference. Also I have to leave and I'm too lazy.
In order for this game to be better, NGD as a company needs to make better decisions that cater to the core of their game (and that are well thought out)..... and if they're unable to do so, they need to get over their pride and start taking opinions from the community. Seriously, I don't know why we write suggestions because it doesn't make a single difference.
Until they do that, this game is like the damn Titanic.
I can assure you, Aari, were Wyna Wynn still around he would agree with you.
:)
The Ylse's would too for that matter.
My response?
No TL;DR this time.
I am just tired. After 1078 posts over the span of ~4.5 years of which maybe 50% was of some use to some people I am not going to respond to this request with any long winded literary work. It is an exercise of futility.
If you want my opinion, go back, read my threads, read the posts. Nothing much has changed and many remain relevant. The posts above me bear that out to be true.
Regards.
Loque
06-12-2013, 02:47 AM
I won't be typing any long posts, everything has been said before, and come straight to the point about the latest update that has been the bane and will quote this post,
What makes this "simple" update so different from all the rest is that this time people don't leave because they want to. They leave because they have to, which is far more devastating.
The security reason is a good adaptation with all the problems we had to undergo in recent times. However, the way it has been implemented in the form of validation codes has made a lot of your playerbase helpless and left them with no other option but to quit the game.
I propose a change in this, something like:
User enters the game for the first time on a new computer, the validation dialog pops up.
Option a) The following is your email address as when entered during account creation, send validation code to this one. _ _ _ _ _ _ _ [ OK ]
Option b) In case of a change, please enter a new email address for your account. _ _ _ _ _ _ _ [ OK ]
That was an example but something could be done along those lines for the first time a new code is required.
A lot of the playerbase who has quit the game would be back by something like this hopefully.
Stop losing any more players NGD, players who have stuck by the game in all the years during all the bad and good times. Get them back, please do some changes.
Tamui
06-12-2013, 07:12 AM
I honestly think that in these three pages, there is already enough advice to realize how much the community cares for the game.
I, of course, began to play the game addictively in the late 2011/early 2012, so I cannot say a lot of the course of the game. I've seen some ups and downs for sure but I can't compare to anything.
However, I've seen endless discussions and threads. Being an avid reader, I've seen lots of posts, dating back to 2007.
I've made this thread back then, where chilko commented on some of the ideas. (http://www.championsofregnum.com/forum/showthread.php?t=93028) Quite honestly, I encourage to bump that thread and include your links there.
Be more interactive with your community, give us more of an idea on what you are doing and last of all, see what's the community hinting at you.
Adrian
06-12-2013, 10:10 AM
Interaction is the key fact here. We've read you for a long time, but you don't do it with us because of our lack of participation. We accept that mistake almost always.
Even if it's the same as always, "cassette, play" and the usual story, our intervention in threads should be continuous as it would grant the reader a better idea on what and how we think. That would enhance communication, not just saying stuff, but understanding what we both want.
That's why I took interest in this thread. It comes from the bottom of feelings for this game; I didn't want to derail what I thought were honest replies, so I'll take note of what I see.
As I said in other thread, topics are becoming more readable and straight to the point. I like it and will highlight every time I can.
Then we have the fact that you are working on things to help keep player retention at the early levels, but you are completely ignoring players in the warzone. We are tired of random resists/evades ruining fights. We are tired of having no defense vs marks besides an obstacle. We are tired of having no defense vs barbs at all. We are tired of being punished for using normals (marks). We are tired of getting Mindsquashed and then dying in 2 hits instead of 3 (for every class except knight which takes 4 hits instead of 10 when they are buffed). We are tired of getting kicked and not being able to get up because barbs kill us in 2 hits. Etc.Etc. But it seems like NGD doesn't care because it wants to push its player retention ideas before anything else, but you fail to realize that you need the game to be active before anyone even decides to give it a chance. NGD needs to be focusing on what warzone players want before the player retention things. Instead, they do the opposite, and that causes players who have been playing for a long time to quit; which makes the game inactive, so no matter what they do for levels 1-45, nobody is going to play the game.
This^^.
Player retention would be much easier if:
- you fix issues we report over and over regarding fight system
- you open level cap islands as mini-warzone for lower levels
- you rework spells so fight experience is better from low levels to higher ones
- you integrate TDM-like instances better in the RvR
- you consider propositions we made about balancing realm numbers.
- you improve User Interface, so new players aren't too afraid... and old players have much better game experience
You have many 'old' players that didn't totally left yet, listen to them, no one passed more time in game than them, which means much more time than any guy at NGD.
And please, discuss each change before even starting to code them ... you'll not waste your time. As an example, we have no idea about what will be in next update, you always say 'we will change..", "we will fix...", "a guy is working on...." but at the end we never know anything, and each update is a surprise... and you expect it will work that way.. it isn't, we do'nt care "surprises", we want a better game, a better daily gaming experience etc...
Do you remember discussions about balance update ? It worked... until you raise level cap to 60 without telling anyone... many people left...
Then Warmaster thng no one asked for, totally unbalanced, fixed a year after...
And now ... we are waiting for few adjustements in fight system ... since months...
We perfectly understand NGD has a small team, but your team would be much larger if you included players in it somehow....
JOPAGO
06-12-2013, 09:06 PM
This^^.
Player retention would be much easier if:
- you fix issues we report over and over regarding fight system
- you open level cap islands as mini-warzone for lower levels
- you rework spells so fight experience is better from low levels to higher ones
- you integrate TDM-like instances better in the RvR
- you consider propositions we made about balancing realm numbers.
- you improve User Interface, so new players aren't too afraid... and old players have much better game experience
You have many 'old' players that didn't totally left yet, listen to them, no one passed more time in game than them, which means much more time than any guy at NGD.
And please, discuss each change before even starting to code them ... you'll not waste your time. As an example, we have no idea about what will be in next update, you always say 'we will change..", "we will fix...", "a guy is working on...." but at the end we never know anything, and each update is a surprise... and you expect it will work that way.. it isn't, we do'nt care "surprises", we want a better game, a better daily gaming experience etc...
Do you remember discussions about balance update ? It worked... until you raise level cap to 60 without telling anyone... many people left...
Then Warmaster thng no one asked for, totally unbalanced, fixed a year after...
And now ... we are waiting for few adjustements in fight system ... since months...
We perfectly understand NGD has a small team, but your team would be much larger if you included players in it somehow....
I agree with everything you said,
Include the community is essential to the changes and tell more, each server has a unique experience, which you can add on updates and much desired.
Here comes the question: Piranha server is stopped, as the forum in Portuguese.
It's been almost eight months we have not seen A manager or GM and this leads us to a question: what is the purpose of letting the server Piranha helpless? What NGD want it?
We can not even an answer in forum Portuguese language.
Add the community is the best decision for NGD grow faster because spare no effort to help the company that makes a game as fun and exciting as the Regnum.
jorgeseg
06-29-2013, 12:13 PM
- you open level cap islands as mini-warzone for lower levels
I think something like this is absolutely needed, i've been recruiting noobs these days and noticed that many of them leave the game at lvl ~10 because they dont even know its a players vs players based game. even tho when 90% of them were looking for a pvp-based game. Seriously IMHO i think thats a very important source of the leaks of players.
84victor
07-17-2013, 09:45 AM
[...]And please, discuss each change before even starting to code them [...]
THIS!
as was mentioned before by _Kharbon_ (http://www.championsofregnum.com/forum/member.php?u=370966): Since the community is composed of many different people, who have different opinions, and expect different things from the game, it is logical, that every change will displease some players ngd will always receive positive and negative feedbacks, but this doesn't reject vital necessity of mutual conversation about game changes.
Yes, i am aware that game mechanics and updates made mostly for ra server, but i don't think that your player's base is so huge on ra server so ngd doesn't look into other servers and their gameplay ^^
Despite recent changes like new invasion mechanics were introduced after community advices. IIRC, i've read first time about relic system and gates with flag from Zas_ (http://www.championsofregnum.com/forum/member.php?u=352867), but... things you've done with this sytem made game mechanics so predictable.
I accepted wm update, that almost ruined gameplay, damage boost, that made or better forced players to buy boxes to obtain better items to increase damage, that in further case forcing other players to act in same way, so in the end tactical part of game totally vanished from game as it is. at the moment, it is competition among which player has more damage or which zerg has more damage. Skills just not needed now, just boost your damage and tdm had shown this problem, cause players just rejected to fight against which totally setuped in damage.
Further, relic system was introduced and after some time it became like obsession for most of players like "this fort doesn't have relic, so no point to fight there" ^^ you, ngd, changed game into some predictable mmo, there players "forced" to act in way without other options (at least on haven), but for most old player regnum was attractive first of all in freedom of actions.
Unfortunately, most of new players accepted such change of gameplay, and this gameplay's predictability is killing whole fun from game. Currently, all that i can suggest is changing of relic mechanics, like adding possibility to get relics from 2 realms, but nothing concrete...
I understand that these things are not simple to implement or change in game, but, please, do it, ngd... i know that most of old players from alsius lack freedom of gameplay :dumbofme:
little bump made :hat:
Ferenna
07-17-2013, 01:25 PM
It is really hopeful to see someone from NGD replying in a thread and discussing with the players. In all the years I've watched this forum I never saw anyone from NGD speak with players before. Please keep talking with us.
A few months ago I tried playing another pvp game from a company that is probably smaller than NGD. I know that because they are from the country I live, Greece. Their game is hardcore pvp and has suffered from much more basic development mistakes and bugs than Regnum (not to mention its almost unplayable on high ping), because the devs that created it were not professionals when they started, actually most had never made a game before. The one thing that gave their game its success was the community. Years of speaking with the prospective players while creating the game and after release granted them a success so great they were not even ready to exploit, once the game was out. Their game never became great but it always survived, and did that through the collaboration or players and developers. When I first visited their forums I was amazed by the fact devs were posting all planned changes before every update and were discussing them with the players. They were flamed by some but also cheered by many. The most important, devs were part of the game's community and were not just reading posts, they were creating threads asking for feedback on the game's latest features!
I understand the two situations cannot be compared to everything, the game I mentioned was subscription based after all, which means an even greater commitment on the player's side than Regnum. But still, if only NGD were to be a part of this community. Forums are always full of trolling, flaming, whinning but amongst all this some very reasonable suggestions are being heard all the time over and over on multiple threads.
I believe the first step to making Regnum a better game is interaction with the community. The trust you show us you will have it back tenfold. Keep speaking with players and proceed to fixing all the past dysfunctional expansions before adding new content.
-Have the warmasters gain coins without needing to draw everyone out of their way, messing the realms invasion. Give them coins for taking forts, gates, killing enemies, just as we gain rp. You just need proof someone is a seasoned fighter to have them become wm after all, that's the essence.
-Have a skilled writer recreate the Lamai lore, and make their hitbox bigger so they can be selected as easilly as the other races.
-I don't know what should be done with TDM but the suggestion of warzones for lower levels sounds really great, newbs join this game lusting for blood and they re made to wait for months before they join a wz where everyone's stronger than them. Have them play a supportive part in the war, give them a castle to fight for, use the old castle models if you must :P
I know pausing new features development doesn't look like it'll bring new players but fixing the past mistakes will have the whole community rooting for you. It may not bring many new but it'll bring old players back.
Tamui
07-17-2013, 01:39 PM
It is really hopeful to see someone from NGD replying in a thread and discussing with the players. In all the years I've watched this forum I never saw anyone from NGD speak with players before. Please keep talking with us.
A few months ago I tried playing another pvp game from a company that is probably smaller than NGD. I know that because they are from the country I live, Greece. Their game is hardcore pvp and has suffered from much more basic development mistakes and bugs than Regnum (not to mention its almost unplayable on high ping), because the devs that created it were not professionals when they started, actually most had never made a game before. The one thing that gave their game its success was the community. Years of speaking with the prospective players while creating the game and after release granted them a success so great they were not even ready to exploit, once the game was out. Their game never became great but it always survived, and did that through the collaboration or players and developers. When I first visited their forums I was amazed by the fact devs were posting all planned changes before every update and were discussing them with the players. They were flamed by some but also cheered by many. The most important, devs were part of the game's community and were not just reading posts, they were creating threads asking for feedback on the game's latest features!
I understand the two situations cannot be compared to everything, the game I mentioned was subscription based after all, which means an even greater commitment on the player's side than Regnum. But still, if only NGD were to be a part of this community. Forums are always full of trolling, flaming, whinning but amongst all this some very reasonable suggestions are being heard all the time over and over on multiple threads.
I believe the first step to making Regnum a better game is interaction with the community. The trust you show us you will have it back tenfold. Keep speaking with players and proceed to fixing all the past dysfunctional expansions before adding new content.
-Have the warmasters gain coins without needing to draw everyone out of their way, messing the realms invasion. Give them coins for taking forts, gates, killing enemies, just as we gain rp. You just need proof someone is a seasoned fighter to have them become wm after all, that's the essence.
-Have a skilled writer recreate the Regnum lore, and make their hitbox bigger so they can be selected as easilly as the other races.
-I don't know what should be done with TDM but the suggestion of warzones for lower levels sounds really great, newbs join this game lusting for blood and they re made to wait for months before they join a wz where everyone's stronger than them. Have them play a supportive part in the war, give them a castle to fight for, use the old castle models if you must :P
I know pausing new features development doesn't look like it'll bring new players but fixing the past mistakes will have the whole community rooting for you. It may not bring many new but it'll bring old players back.
Agreed with all. Fixed one part, if you don't mind.
(Please modify lamais to look less cartoonish. Or delete them.)
blood-raven
07-17-2013, 06:20 PM
As a "veteran" of the old days i've seen most of this game and things became pretty bad over the years.
First of all most of my friends quited and the "bonding" with new players din't go so well.
Second, NGD never ever listened to any suggestion, the suggestion forum is packed with good suggestions, if only NGD could reply with an answer and explain why something isnt possible or that they do like the idea.
But no, not even a rats ass was given.
Third, the gameplay became to repetitive for me, all day long going to samal then going to aggers then samal again, over and over and over.
The instances where not much better, you got a new map yes but it's all the same.
And f*ck balance, here's a new mount isnt it "cool"?
No.
fotomay
07-19-2013, 01:38 AM
i may not agree with everything in this thread but strongly agree with this
And please, discuss each change before even starting to code them ...
...
Player retention would be much easier if:
- you fix issues we report over and over regarding fight system
- you open level cap islands as mini-warzone for lower levels
- you rework spells so fight experience is better from low levels to higher ones
- you integrate TDM-like instances better in the RvR
- you consider propositions we made about balancing realm numbers.
- you improve User Interface, so new players aren't too afraid... and old players have much better game experience
I like all of Zas's criticisms and suggestions. The only thing I suggest is that NGD set out in advance the 3 top priority changes NGD is proposing to make in the next 6 months. By summarising these 3, the community will be able to immediately give feedback on whether NGD is on the right track.
Personally, I feel the biggest obstacle to player growth is realm numbers imbalance.
Ulti19
07-21-2013, 05:51 AM
Might as well post this here. What finished the game for me was the relics and new invasion system personally. I loved how back in the day when I started out we just looked to go to central forts and have fights for hours. Now it's run to empty forts, wait 30 mins for the relic and run out. Personally it killed my interest. And the tdm was a nice idea, unfortunately I have yet a chance to join a single match since the release of this 'season'.
Personally I don't think it's NGD's fault, they made an amazing game in my opinion that held my interest for years. But sadly I don't feel the same way when I play Regnum anymore, I feel like I'm playing Champions of Regnum, and it literally feels different to me. So I went looking for another game that might offer me what I once felt when I played this game, something fresh and exciting. And I pretty much stopped playing Regnum.
I do love this game and company, many good years with it and oddly enough spending time with this community was the best. This game is super unique. Kudos:) Hope it gives future players the enjoyment it gave me.
roonwick
07-21-2013, 07:01 AM
What finished the game for me was the relics and new invasion system personally. I loved how back in the day when I started out we just looked to go to central forts and have fights for hours.
This is exactly why I like the new relic system. It effectively put a stop to hours of farming at one fort.
Ulti19
07-21-2013, 07:07 AM
This is exactly why I like the new relic system. It effectively put a stop to hours of farming at one fort.
It's true, but now we just take the zerg to each fort with a relic, and leave it after 30 mins. No one cares for the sake of fighting for fighting anymore. I hear 'let's go herb, then what for there's no relic there.' To me the game lost a core mechanic that was fun for me, but it's only my opinion. I'm sure others like it:)
fotomay
07-22-2013, 04:35 AM
It's true, but now we just take the zerg to each fort with a relic, and leave it after 30 mins. No one cares for the sake of fighting for fighting anymore. I hear 'let's go herb, then what for there's no relic there.' To me the game lost a core mechanic that was fun for me, but it's only my opinion. I'm sure others like it:)
but.. we are still fighting just for the sake of fighting. u just have to look more closely to see where the fight is. In the end, we are not getting anything much for doing the dragon wish, but everyone uses it as a possible goal. So if there is no relic at the fort, scheme to get to one that does, or block a bridge or annoy the enemies in some other way. Maybe it is just a difference in perception.
overall the benefits of the new relic system outweigh the negatives. i think it was very well done actually (hope im not wrong in long term).
Ferenna
07-23-2013, 08:19 AM
Personally I don't think it's NGD's fault, they made an amazing game in my opinion that held my interest for years.
A lot of people give credit to NGD for the game, while this is not entirely wrong its not entirely true either. Regnum online since it started has been a clone of a subscription based pvp game, Dark Age of Camelot. DAoC still exists, it has a bit less bling than regnum and infinitely more content.
Looking closely at the two games one can see how NGD has copied and still copies DAoC despite trying to have Regnum follow its own way.
Point is, it is understandable they just ignored the community and the player's suggestions when they had a successful game to copy things from. The problem was never making Regnum a fun game to play, because that was what they started from, a copied fun game. The problem was making the fun subscription based DAoC model into the free to play Regnum, while keeping it profitable.
Hense, we got a series of updates that sounded nice as ideas but were ultimately aimed to turning in a profit, warmasters to give people extra space to grind and buy scrolls and drops, player speed decreased so mounts are needed more, Lamai, so old players keep grinding new characters and finally TDM, to give players incentive to be op and buy lucky boxes. Which unlike the previous ones didn't work at all. It didn't work because amongst everything else NGD forgot the reason players were here, fun rvr, not ego boost in some stupid hall of fame.
Despite all this, it was a terrible mistake to ignore all the bugs and balance issues accumulated till now and especially releasing game expansions without caring enough for their impact to the game.
Players don't want more op items, or more grinding, not even more bling with fancy mounts and strange (immersion-breaking) clothes but if you are going to do these things you should do them right. I don't want to go to war and see the enemy conjurer wearing a football player's uniform, or my fellow hunter running around with a bunny hat ffs, can't you give him a bear helm or something? It feels like NGD gathers around a table, throw in ideas, pick out the one who sounds the coolest and implement it without any regard of how it is going to affect gameplay, lore or player immersion.
Concluding, try to listen to the players a bit more. Noone is willing to buy premium for a game that is not fun to play. Discussing planned changes with the community will save NGD having to cope with updates noone wants, besides, a bit of talking never hurt anyone.
soul7430
07-23-2013, 08:27 AM
just fix problem..... it will be great to play...
:facepalm3::facepalm3::facepalm3:
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