Champions of Regnum

Champions of Regnum (https://forum.championsofregnum.com//index.php)
-   General discussion (https://forum.championsofregnum.com//forumdisplay.php?f=10)
-   -   [Question to NGD] Any recent statement on Warmaster powers? (https://forum.championsofregnum.com//showthread.php?t=86447)

_Enio_ 02-25-2012 06:23 AM

Quote:

Originally Posted by isaacrulzrs2 (Post 1535970)
Some people would like to see the removal of the chance factor in its entirety, but that wouldn't work.

How many layers of resists do you want?

Do you really want to go thru the whole discussion why a general resist chance of this magnitude is a bad thing?

I actually really dont care about a replacement at the moment. Sure a proper solution would be nice but is of no importance compared to the destruction to tactical play off. beacons pose right now.

NotScias 02-25-2012 07:46 AM

I also agree that pure removal is not a solution at all. Many people worked hard to get lvl60 and the required coins to be WM.
Like it has been said, the idea was nice but the implementation is horrible.

Anyways I have already made my suggestion on it, but looks like NGD's happy with what's now...

Psynocide 02-25-2012 07:58 AM

Quote:

Originally Posted by _Enio_ (Post 1535974)
How many layers of resists do you want?

Do you really want to go thru the whole discussion why a general resist chance of this magnitude is a bad thing?

I actually really dont care about a replacement at the moment. Sure a proper solution would be nice but is of no importance compared to the destruction to tactical play off. beacons pose right now.

It is bad, never denied it - hence why I suggested it being halved.

Although, "destruction" isn't entirely fair.
Gameplay has shifted too a more linear feel but tactics aren't quite so diminished as you're implying, only different.

EMIN 02-25-2012 08:07 AM

Quote:

Originally Posted by Shining-Scias (Post 1535994)
I also agree that pure removal is not a solution at all. Many people worked hard to get lvl60 and the required coins to be WM.
Like it has been said, the idea was nice but the implementation is horrible.

Anyways I have already made my suggestion on it, but looks like NGD's happy with what's now...

I agree with you. It is way wrong to remove wm powers beacause some players gace alot of money and time to reach 60 and completing quests everyday in order to reach warmaster so it will be completely unfair. They can change warmaster powers a bit or create new..

GIO879 02-25-2012 05:05 PM

Hi all,

I agree with Enio, but in fact few points are killing the game

1 - Of course the warmaster attributes (more disbalance):
i use the defensive beacon only to teleport me fisgael to war zone
Only 1 save by realm make the game so borred and the half of the map is absoluty useless ( yeah on RA server too ) this beacons kills the prejudiciable spells ( freeze , confuse , stun, ambush ) and by this way the tactical part of the game

2 - The random chance inside the supposed inume's spells ( sotw , madness)
it s totally ridiculous when the guu rsist 2 spells with any reasons , and for you he successed to freeze (ambush, and many more) inside the SOTW
and this with 20 levels of difference, by this way a barb level 45 can kill 1 level 60 !!!!!
I know a lot of people who leaves the game only for this point (50 at least)

3 - The game is became too much expensive there is too much difference between a prenium item and normal item, for a bow the damages are X2
Peoples can't follow this point too, NGD developed habit to nerf and restore the damages or protection by prenium items few months later
Look at the arrows by exemple .... piercing for 1 year and by miracle we can found slashing and more i, the preniums, specialy now when the half of peoples got a piercing protection hahaha very funny ...
Premiums should help you in game XP, Mana , Life , clothes etc ... but not so much for damages, armors


4 - The new forts and castles are too hight and big for the castles unplayable for the archers , i never fight inside them just arround the forts and i never go for the castles , too far to big to .... I had never understood why they 'rent in the middle of each realms

5 - the new attibution of the armor points , the archers can't drop something at the superboss it s a real pleasure to hit at 25 evendim , torkul or dean spend 1000 arrows for 200 gold
During battle to hit the enemies at 25 to or less when they haves 5000- 8000 points of life ( with beacons or no)

6 - NGD says they listen us but all is already decided 6 month or 1 years ahead, If they want to success they should work with a little group of players (30-50) before to put the changes in game and listen the return of this little player's group, amun serves only for the bug and the startegy is already decided. I never saw NGD changed something about them plans (i play since 2007)
Where is FROSK when a player like ENIO or others says some constructive things ?

Listen, Learn, and Build

Seher 02-25-2012 05:47 PM

Quote:

Originally Posted by isaacrulzrs2 (Post 1535964)
Horn of the wind does not need fiddling with, it's already taken a nerf, any more would only demean the war master status value.

LOLOLO horn of the wind is overpowered and it will continue to fuck up balance, until NGD realizes that speed is one of the MOST IMPORTANT PARTS of ranged vs melee balance that should NOT be fiddled with! Giving SOME players an extra spell that gives more speed is a NO GO! One HELL of a no go!

Giving more damage etc. always just makes the players stronger, but giving them more speed means there IS a fight, or there is NONE.

bois 02-25-2012 06:23 PM

Interesting debate. I made my opinion on WarMasters a while back.

I am not interested in removal . All i am interested in is that for very special abilities there must be a constraint elsewhere.

The most obvious constraint would be to provide a power point sink to these spells (to induce scarcity and reduce cookie cutter builds).
The issue is that War master powers come with all the advantages and absolutely no constraints.

More speed, more health, more resistance, more strength or whatever primary attribute, no mana constraint, no power point constraint, no speed stacking constraint (as far as I know barring the cap), no resistance layer stacking constraint(as far as I know), very little cast time constraint. Added to all this, as time goes on, these powers become glutted in the game with those armies having powers having more and more advantage over an army with either less manpower and/or less warmaster capability. Because of this, bigger armies with more warmasters have few to no constraints on cooldown of powers either. They can simply chain them.
This is why I suggested my system where all Warmaster powers are on the same access level and you can only choose 2 or 3. This induces scarcity and compels players to carefully consider their choices. Separate it from the normal level 50 type progression.
This is only on the foundation level as the spells themselves would have to be modified too. Actually, modify the contra indications for using them or actually add some.

Of course, they should have only either given 1 power point per level past 50 or give no power points at all if they wanted to press on with the system they ended up with. Giving discipline points was enough. Compel scarcity in builds again. Bring thinking back and compel diversity of builds through scarcity.
Yes, yes, they have to make all spells useful. That is for another thread.



There were so many conceptual mistakes in the whole update I really wonder it it can be patched at all.

Psynocide 02-26-2012 07:09 AM

Quote:

Originally Posted by Seher (Post 1536211)
LOLOLO horn of the wind is overpowered and it will continue to fuck up balance, until NGD realizes that speed is one of the MOST IMPORTANT PARTS of ranged vs melee balance that should NOT be fiddled with! Giving SOME players an extra spell that gives more speed is a NO GO! One HELL of a no go!

Giving more damage etc. always just makes the players stronger, but giving them more speed means there IS a fight, or there is NONE.

There's not even a hint of a plausible argument here, just groundless opinion stating.

_Enio_ 02-26-2012 09:10 AM

Quote:

Originally Posted by bois (Post 1536236)
The most obvious constraint would be to provide a power point sink to these spells (to induce scarcity and reduce cookie cutter builds).
The issue is that War master powers come with all the advantages and absolutely no constraints.

Im not sure if makin it a PP sink would change alot. You would eventually see less WM uptime which could make it worse for gameplay experience as fighting WM as non WM is even more frustrating then both sides WMd.

My build would become really boring, id probably just dump most cc blocked by beacons. Example compared to this would be rather boring to play.

Seher 02-26-2012 09:22 AM

There is, you just don't get it. Let me help you out there:

Quote:

Originally Posted by Seher (Post 1536211)
Giving more damage etc. always just makes the players stronger, but giving them more speed means there IS a fight, or there is NONE.

A good ranged vs melee system involves both running and fighting. Are you with me there? I hope so. This means warriors should reach their ranged enemies (soon), but at the same time the ranged ones should still be able to get away (a bit). That's an insecure balance, even if implemented well, because the ranged classes need to be similarly fast as the melee ones for this to work out well. Now guess what happens when one side somehow gets a HUGE and LONG LASTING (!!) speed boost. Yeah, right, the ranged class lacks the moments of distance it needs to stand a chance, or there even is no fight because the melee class doesn't ever reach the enemy.

Quote:

Originally Posted by bois (Post 1536236)
There were so many conceptual mistakes in the whole update I really wonder it it can be patched at all.

That's basically what I think, too. You COULD do nice things with Warmasters, such a system doesn't need to be bad per se, but in order to make this one work you have to change nearly EVERYTHING, and it wouldn't go by without players raging about it, as you take something away from them that has been rightfully theirs, they "worked" for it.

Psynocide 02-26-2012 11:37 AM

Quote:

Originally Posted by Seher (Post 1536531)
A good ranged vs melee system involves both running and fighting. Are you with me there? I hope so. This means warriors should reach their ranged enemies (soon), but at the same time the ranged ones should still be able to get away (a bit). That's an insecure balance, even if implemented well, because the ranged classes need to be similarly fast as the melee ones for this to work out well. Now guess what happens when one side somehow gets a HUGE and LONG LASTING (!!) speed boost. Yeah, right, the ranged class lacks the moments of distance it needs to stand a chance, or there even is no fight because the melee class doesn't ever reach the enemy.

That is, unless both groups have a war master amongst them.

Essentially the point you're trying to drive, is that a player with war master status gives an (/unfair, debatable) advantage versus a group without.

Yes. Where is the problem? This is the point.


I can understand it is exceedingly annoying for the group without but there has to be a noticeable benefit to the status. Do not try arguing that the benefits are unbalanced, it's far too convoluted an issue to begin discussing it and a lot of the points that might be raised are bogged down in personal grievances - I do not have the time nor patience to sift through it all.

Groups of players should be able to disengage from a battle, of course the success of this varies constantly - you cannot say that there either is a fight or there is not; some players fall behind in a withdrawal and are consequently taken down while others escape. The system works vice versa as well.

Put simply,
Quote:

Originally Posted by _Enio_ (Post 1536526)
fighting WM as non WM is even more frustrating then both sides WMd.

Frustration is of course variable in each different scenario, but the majority of the blame lies at the doorstep of the Offensive Beacon, not Horn of the Wind.

_Enio_ 02-26-2012 12:02 PM

Quote:

Originally Posted by isaacrulzrs2 (Post 1536558)
Frustration is of course variable in each different scenario, but the majority of the blame lies at the doorstep of the Offensive Beacon, not Horn of the Wind.

I agree on Off. Beacon being the main source of frustration.

Im not totally happy with Horn design, but considering in RvR youll have uptime on both sides this is a minor issue opposed to Off. Beacon which either way renders the majority of cc useless.

Seher 02-26-2012 12:03 PM

Quote:

Originally Posted by isaacrulzrs2 (Post 1536558)
That is, unless both groups have a war master amongst them.

Essentially the point you're trying to drive, is that a player with war master status gives an (/unfair, debatable) advantage versus a group without.

Yes. Where is the problem? This is the point.

That - yes. An advantage. This is beyond simple advantages though. Ranged vs melee balance is incredibly difficult, and it has always been rather bad in Regnum, and with horn of the wind it will never get any better.
It is NOT the point that 2 ranged warmasters can easily kill ANY amount of warriors and be untouchable. No. It's not. Don't try to argue there.
Quote:

Originally Posted by isaacrulzrs2 (Post 1536558)
you cannot say that there either is a fight or there is not

No? That's basically what it is.

And no matter what you adjust, the problem will always stay. This is not about imbalances and overpowered classes/situations (my posts rarely are, by the way), this is about a completely ruined game play. Running is part of a complex system of when warriors will be able to hit and when not, this can't work if players have different "base speeds". It just can't. It blocks off all interesting dynamics of ranged vs melee balance. You can't simply say "speed boost spell xy means this class won't take damage from warriors for 10 seconds". You can't create the distance between players that is so important for ranged classes while making sure they are still somewhat in reach. You can't make warriors get close to ranged enemies while making sure they won't stay there (which once again kills off the whole purpose of ranged vs melee balance).

Was anyone from a major company, someone responsible for balance there (gw, wow, whatever, even someone from swtor, and their balance is crap), to ever see these spells (offensive beacon is just about as dumb, just not so omnipresent), he'd laugh his ass off. Well, or maybe not. I've seen incredibly dumb stuff in other games, too. Just nothing THAT dumb.

Quote:

Originally Posted by _Enio_ (Post 1536567)
Im not totally happy with Horn design, but considering in RvR youll have uptime on both sides this is a minor issue opposed to Off.

The situation is not that bad because of this, yes. But does that make the concept any better? A spell supposed to be something special for some players is just acceptable because every last player is affected by it all the time anyway? Okay, you can argue there, warmasters are supposed to run the group and this is basic team play, I guess I can go with that. It's still not that much of a benefit to RvR that it justifies screwing PvP completely. (It's no benefit at all, imo)

_Enio_ 02-26-2012 12:12 PM

Quote:

Originally Posted by Seher (Post 1536568)
That - yes. An advantage. This is beyond simple advantages though. Ranged vs melee balance is incredibly difficult, and it has always been rather bad in Regnum, and with horn of the wind it will never get any better.

I agree, i think to make these fights more dynamic in that sense spells that indirectly allow melee to have impact on range would be interesting (i.e. spell reflect or a buff thatd stun the attacker for x seconds).

However thats another step, currently we arnt even at a point to improve balance - for balancing concerns we would need a state of game where the spells the classes have been designed around are usable.
Quote:

Originally Posted by Seher (Post 1536568)
The situation is not that bad because of this, yes. But does that make the concept any better? A spell supposed to be something special for some players is just acceptable because every last player is affected by it all the time anyway? Okay, you can argue there, warmasters are supposed to run the group and this is basic team play, I guess I can go with that. It's still not that much of a benefit to RvR that it justifies screwing PvP completely. (It's no benefit at all, imo)

As i said, i dont like the concept behind Horn very much. Especially for its implications on fights when theres no uptime on both sides but for now i see the priority on the off. beacon which effectively changes the whole base to balance upon.

bois 02-26-2012 12:20 PM

The frustration lies at a multiplicity of doors. Warmasters just magnified already existing issues.
What balancing was gradually fixing, Warmasters broke again in one swoop.

Horn, HP boost, Resistance layer all just are magnifiers.

As for the power point sink, yes ,in and of itself it might not solve too much but then if you remember, I wrote about a whole revamp and my assertions are towards that idea. Remember, with my idea Warmaster powers come in at 52 (for a singular power) and you get up to 3 (or 4) by the time you got 60. The question is, would it be a worse or better platform to launch fixes from? Another question, Would it actually be any worse that things are now ? Besides, read it in the context of my whole post.
I posted based on this context :http://www.regnumonlinegame.com/foru...4&postcount=93

The idea of warmasters was like a carrot on a stick to sell premium items. As such they had to bait you to level 60. Notice how they never mentioned what was at the end till someone achieved it and posted. I am also willing to bet that NGD underestimated how fast dedicated players would get there too.
Also remember Enio, that Warmasters spells are simply patches to plug gaping holes that the warmaster update itself opened up not to mention the minor ones that were already there and got magnified by the level cap raise.

My system suggested you have fun and enjoy the journey. Not much spike money but sustained growth that would settle at higher and higher base revenue levels.
Also remember that NGD aims to extend wars. This means armies lasting longer. They will be unwilling to adjust Warmaster powers because of this. Introducing Warmasters with this spell set is infinitely easier than going back and fixing the conventional spells and other base equations that would fix the game on a foundation level and extend wars from that angle.

In any case this is an intellectual debate and as far as I am concerned, this game is now at the stage where NGD will simply implement higher level components, squeeze it for revenue, learn from the mistakes here, collate ideas and deploy them in their next prototype MMO.
The next one should be much better from a conceptual angle so I post hoping that the next one will be superior to this one in every way.

_Enio_ 02-26-2012 12:53 PM

Quote:

Originally Posted by bois (Post 1536577)
In any case this is an intellectual debate and as far as I am concerned, this game is now at the stage where NGD will simply implement higher level components, squeeze it for revenue, learn from the mistakes here, collate ideas and deploy them in their next prototype MMO.

I agree on most points and i fear the quoted last paragraph touches the truth. I still hope NGD will bething of the old unique gameplay and add improvements. General RvR balance wasnt that off before warmasters and i believe a few tweaks and additions wouldve kept the gameplay fun in RvR fights intact. Currently it just feels they lost the spirit and became too much of a business.

Seher 02-26-2012 01:24 PM

Quote:

Originally Posted by bois (Post 1536577)
In any case this is an intellectual debate and as far as I am concerned, this game is now at the stage where NGD will simply implement higher level components, squeeze it for revenue, learn from the mistakes here, collate ideas and deploy them in their next prototype MMO.
The next one should be much better from a conceptual angle so I post hoping that the next one will be superior to this one in every way.

I'd actually love that. Regnum becoming kind of a development playground. But that means they should actually test things. Balance. Radical changes. And stuff. It would be expensive, yes, but it would definitely pay off, for later games, too. The knowledge you can obtain is incredibly valuable.
They revamped a whole class completely and quite radically at Guild Wars. YEARS after they published the last expansion. Why? Knowledge, I guess. GW1 is a playground for testing balance for them. And while they don't have to fear players leaving, they still have to fear players not trusting the company enough to buy GW2, so it definitely is a risk for them, too. But the knowledge is worth the risk.

GIO879 02-26-2012 01:48 PM

A lot of blalalalalalala for nothin can i remeber you the title of this thread ?
Question to NGD

They doesn't answer, and a lot answers for them, NGD have just to laugh

EMIN 02-27-2012 12:22 PM

Quote:

Originally Posted by GIO879 (Post 1536619)
A lot of blalalalalalala for nothin can i remeber you the title of this thread ?
Question to NGD

They doesn't answer, and a lot answers for them, NGD have just to laugh

Indeed no answers at all. Anyway NGD have many things to deal with and not just messing around making usless stuff :D


All times are GMT. The time now is 11:03 PM.

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2025, vBulletin Solutions, Inc.
NGD Studios 2002-2024 © All rights reserved