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General discussion Topics related to various aspects of Champions of Regnum |
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#1 |
Initiate
![]() ![]() Join Date: Jul 2008
Location: Land of snow and frozen beards
Posts: 183
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Looking back a few years in Regnum online and the games great potential it has I just have to say what I think has happened.
When I started to play the game it felt a bit awkward to use keyboard for turning my character but I quickly got used to it anyway. After spending more and more time in the warzone I gradually learned that movement was a key factor in some situations and it was a player skill that had to be learned. A warrior had a chance to use his movement against ranged players and vice versa. Then NGD had a nice idea about a more modern approach for movement widely seen in other games. Many players objected to this pointing out several problems and how this would affect balance giving ranged characters a lot of edge. At this point I remember NGD telling us that "you will get used to it and it will be better for the game" and implemented strafing along with mouse turning. Warriors suffered the most and archers became almost impossible to catch. I didn't like it and I know a whole bunch of other people that didn't like it either. Along with other "balance changes" archers were the gods of warzone. At this point I thought NGD had no idea how their changes would affect gameplay, I think I was right. Well, next thing NGD figured out was that strafing and shooting was a problem that caused horrible imbalance. They discovered that after seeing a video of the game they make, not by playing the game. And it would have taken 5 minutes in game to figure out how to do the same thing as on the video. At this point NGD decided that the problem with the strafing and shooting is in the underlying combat system and not in the movement. NGD rewrote the combat system so each type of players now had different rules by which they play. This was vastly disapproved by the player community and tons of other kind of solutions were suggested. At this point NGD disregarded all suggestions made by the players and stated that "you (players) will see in time that this is better for the game", "more dynamic", and other bullshit I didn't believe they could be saying. At this point there was a really huge drop in the player base and we saw clans brake up and friends leaving. We didn't like it. I still don't think these changes were "for the better Regnum" as NGD stated. Sure, I still like the game and play from time to time. And there has been really great improvements in many areas of the game too. I challenge NGD to take a week off and play this game, each of you pick a different class and test different setups and see how the game works. Just because you say "we know that this will be better for the game" it might not always be true.
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drunken old dwarf |
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#2 | |
Initiate
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Location: Georgia, USA
Posts: 222
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+1
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#3 |
Marquis
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Location: RA
Posts: 1,897
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Can't agree more.
I thought things were already bad with invasions, the addition of high-lvl mobs in the inner realm, the Horus community split etc... but I never would have imagined something as bad as this could have happened. Sure, I have "learned to live" with the changes but that does not change the fact that the old Regnum was much more enoyable in every aspect. "You must spread some reputation..."
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Winning a fight is not what makes you a good player, it's how you do it.
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#4 | |
Marquis
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Location: Germany
Posts: 1,843
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Endgame is PvP/RvR. it needs to be tuned so its actually enjoyable to keep players. Your suggestion could help finding solutions. |
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#5 |
Initiate
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Location: Land of snow and frozen beards
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I have to add a few more words after speaking with some friends in the game..
I know I only covered the movement part in my post but I think you got the point I tried to make and it would take a lot of effort to write a longer post about the subject and cover all changes (taxi,GCD,etc..). And given the fact that I don't have 6 level 50 characters my points are somewhat biased by my choice of classes which I play.
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drunken old dwarf |
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#6 |
Banned
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Location: Poland
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It wouldn't be much bad in strafing if it was slower than running ahead. I remember people asking to make strafing slower...
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#7 |
Marquis
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Location: Germany
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you can get almost the same effect by turning quick with mouseturn even when strafing was slow as backpeddaling.
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#8 |
Count
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Location: Philippines
Posts: 1,244
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I agree with Kianoni. Warriors definitely needed an improvement, but instead of helping the class, NGD decided to screw the gameplay of ranged classes. For me, the "aiming" requirement and the removal of all instant cast spells have been game-breakers for me.
There were a number of viable solutions proposed before this nerf. In my opinion, it would have been better if the "aiming" requirement would only take effect if you turn more than 90 degrees in less than 1 second. That way you can move forward, backpedal or run forward/backwards in an arc and fire like before. The current system just feels clumsy to play.
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I N Q U I S I T I O N
On Regnum Sabbatical |
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#9 | |
Banned
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Edit: tried and changed my mind you're right, you get exactly the same effect. Last edited by Dupa_z_Zasady; 03-14-2010 at 07:31 PM. |
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#10 |
Count
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Location: Trinidad and Tobago
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Excellent post, +1 to the OP. I must say at this point that veterans will be the ones (look at the posters so far) that can genuinely feel the changes in granular detail.
I have not been around as long as the posters above but , being around a while , I have a sense for the changes and the detrimental effects especially to warriors. My impression is that many of the newer players will not have a "feel" for what is being said. As such it may be difficult for them to understand . The new movement system is all they have now and as such have no experience with which to draw from. This is really unfortunate as the fluidity of the older systems, despite the positional glitches made for much more dynamic and immerse game play. Sadly the very new players will not know what they missed. Artec |
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