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Old 11-03-2014, 07:54 PM   #1
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Default [AMUN] - Version 1.11 Patch Notes and Changelog: Invasions!

Version 1.11

Gameplay - Invasions
  • Modified: Relic timers start when at least two buildings are captured by the same realm.
  • Fort and fort: Relic Cage opens in 30 minutes. If castle is captured after, 10 minutes less to open.
  • Fort and castle: Relic Cage opens in 20 minutes. If the remaining fort is captured, 5 minutes less to open.
  • If a castle is lost, 10 minutes are added to the timer. If it is a fort, 5 minutes.
  • In all cases, the third building capture DOES NOT absorb the time remaining on the already captured fortifications. This is intentional, as it avoids possible exploits regarding the fact that you could open up a third relic by just waiting for the already captured buildings to hit 00:00.
  • New: Realm Wall Power source. This is a special altar located in three different points of the Realm Wall. Used to store a Relic. For each relic stored, a 10 minute vulnerability of the Realm Door is granted.
  • Locations are shown in the map with a discreet and small icon.
  • New: When the vulnerability of a Realm Door ends, all buildings are restored to the owner realm and all Relics restored to their altars.
  • Modified: When selecting a building door, the status bar can be seen as when selecting a player or creature.
  • Modified: Players can't mount when carrying a Relic.
  • Modified: Dragons are summoned after placing the second Relic in the Realm Wall Power sources. As soon as the invasion finishes, they go away.
  • New: "Captured" Realm Wall Status. In this state, the wall belongs to the invading Realm. This means that the doors will be invulnerable to attacks, and that the flag cannot be interacted with. During this instance, the invaded Realm must protect its gems until the "Captured" timer reaches zero.
  • New: Capturing the Realm Wall now lasts for the same amount of vulnerability time obtained. This is shown in the map as a counter.
  • Modified: Internal Wall doors now act like front doors too. Meaning they will be invulnerable or not at the same time than the front door.


Realm Balance Tweaks:
  • Modified: Realm Doors have more health than regular Fort Doors.
  • Modified: Realm Door is stronger when the realm is the least populated.
  • Added: War Confidence power that is casted automatically when players of the least populated realm are near a fortification or Realm Door.

Still to be enhanced or tweaked:
  • Visuals of the dragons at walls and their paths and the time they take to get to the wall or between attacks.
  • Dragons, when the invasion finishes they disappear. We will make them fly away gracefully.
  • Realm Wall Power sources may need their locations to be balanced.

---

What you'll see in Amun now is what the next update will bring. There's always room for improvements, but we think that this will serve as a base to allow a lot of said improvements, and above all it'll give even more space for strategy for both defenders and attackers. It's also worth mentioning that improvements can vary from objects being relocated, to even terrain modifications.

Onto strategies for example, each army that carries a relic will be able to "trick" the enemy by taking different paths each way. The defenders can also send other group of players to certain spots to take the enemy by surprise. There's really a lot of room for planning tactics, and as you play, we'll gather up feedback on what can improve the experience.

---

We're looking forward for your suggestions and feedback!

Best,

Amun updated! 05/11/2014

- Added: Trapdoor icons in map when realm is captured to show alternative exit/entrance. (Also, when trying to attack the captured doors, the game tells you about it).
- Fixed: Some points near the wall capture point where you could relog and stay there to recapture.

Amun - Version 06/11/2014

- Modified: Sound of Energy Barrier when casting and also when being hit. (it was so annoying!)
- Added: Realm Balance. When a realm is in disadvantage and the players die in their own Realm Door zone, the respawn is instant.
- Added: Realm Balance. When carrying a Relic, it casts a power that allows to reduce the speed of the carrier just a little bit. This is set individually by relic, to balance distances of all realms.

We'll upload this version in a few minutes!

Amun - Version 10/11/2014

- Modified: Reward of Warmaster Quest of killing Noble reduced to 5000 WM Coins.
- Modified: Dragon Wish of Warmaster Coins raised to 12500 WM Coins.
- Modified: Dragon Wish of Experience raised to 30%.
- Modified: Dragon Wish of Dragon Dungeon reduced to 4 days. (7 days, in the long run, makes it less desirable as people get tired of it).
- Modified: Dragon Wish "There can only be one" removed.
- Modified: War Confidence now grants a 25% health bonus.
- Added: Dragon Wish "Let there be drop". Grants a Scavenger Gem which raises significantly the drop rate for 6 hours. This Gem is granted to each player at the Dragon Cave.
- Added: War Confidence is also casted in main cities (Montsognir, Altaruk, Fisgael).

Last edited by Frosk; 11-10-2014 at 05:48 PM.
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Old 11-03-2014, 08:07 PM   #2
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Quote:
  • New: When the vulnerability of a Realm Door ends, all buildings are restored to the owner realm and all Relics restored to their altars.
  • Modified: When selecting a building door, the status bar can be seen as when selecting a player or creature.
  • Modified: Players can't mount when carrying a Relic.
+1 for these.

A bit skeptical about Captured state: Doesn't the Capture state now makes it easier for the more numbered invaders to go as a total zerg to each single gem and take them?

Looks good anyhow, will test and see. Nice work.
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Old 11-03-2014, 08:22 PM   #3
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Quote:
Originally Posted by Loque View Post
A bit skeptical about Captured state: Doesn't the Capture state now makes it easier for the more numbered invaders to go as a total zerg to each single gem and take them?
This is something we will have to see in practice. Bear in mind that now, getting to capture is more difficult. I think that we will have to work more on how we make it easier to get to this stage to lower populated realms than making it more difficult to steal the gems.
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Old 11-03-2014, 08:26 PM   #4
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How does the war confidence boost work? Is it based on current population online, counted over a period of time, or so?
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Old 11-03-2014, 08:28 PM   #5
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Originally Posted by Hopeakettu View Post
How does the war confidence boost work? Is it based on current population online, counted over a period of time, or so?
We will not give details in order to avoid prediction. But it depends on the activity of high level players.
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Old 11-03-2014, 08:30 PM   #6
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Quote:
Originally Posted by Adrian View Post
We will not give details in order to avoid prediction. But it depends on the activity of high level players.
I see, it's a good idea anyhow

And this update looks promising so far.
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Old 11-03-2014, 08:41 PM   #7
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I'm impressed, a rare +1 from me

Best,
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Old 11-03-2014, 09:17 PM   #8
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Critical bug with Confidence Boost buff:

Please keep an eye on the health bar in the video. Base hp is 5.5k.
https://www.youtube.com/watch?v=sBbflPJlFQY
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Old 11-07-2014, 05:27 AM   #9
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Default Nice try

I think this was a nice try on behalf of the developer(s). However, I still believe these changes will not accomplish the desired goals (bringing players back to the game and keeping them).

My experience is Alsius on Haven. For 95% of all invasions, there is an imbalance that exists. The imbalance occurs becauses players all log into the same realm, and invade empty forts and defenseless realm. The imbalance is extreme 20(level 60+):2(level < 60) for example. With those kind of odds, the "balance" features simply do not matter. I don't see this changing with the new invasion system: folk will want to see a successful invasion, and will continue to all log into the invading realm, leaving few, if any defenders.

The problem is that THERE IS NO INCENTIVE TO DEFEND a realm. If you invade, you get your quests done, you get your noble, you might get wish. If you defend, you'll not likely kill anybody, pfftt noble or wish. So if you're a multi-realmer, you'll log into the invading realm. If not, you logoff and go play another game - and after a few days of this, quite likely not to return.

I am very frustrated with these types of changes by NGD. NGD, for years, has denied there is a multi-realmer problem. These days, it is absolutely clear that this is happening, and very few players even bother denying it any more. Yet NGD continues to release changes that do not even consider what will happen with multi-realmers.

Consider the recent halloween event. If you don't cure your realm you will get invaded. Adrian is on realm chat saying "Work harder to cure your realm". Yet the problem is that he doesn't consider that multi-realmers intentionally log alts to infect and avoid cure. With low population, it was extremely easy for multis to login infected alts whenever they wanted to invade. I cannot believe NGD didn't see this coming - to me it was OBVIOUS it was going to happen. The patch to reset disease after two hours helped to some extent (thanks!), but I can't believe NGD didn't see this coming.

Changing the invasion mechanic simply changes the mechanic. You might see some boost of players returning/testing the new mechanic. But it will very soon just devolve back to the same fail invasions. Changing the relic path with 20:2? really? How is this going to help anything? If anything it will cause back-to-back invasions because now invasions occur faster with the shorter paths!

CoR touts itself as an RvRvR game. Recent changes have made it an Rv0v0 game. New mechanics make it where the third realm can't do anything to help the underpopulated realm. They can't steal a gem even, and much harder to get in the gate. So the third realm has two options - logoff to defending realm, logoff to attacking realm. And we know how that goes... To me it seems the new changes make this aspect EVEN WORSE. We need changes that think RvRvR and not RvRv0 (which becomes Rv0v0).

I have been saying for quite some time that the solution is that there must be some incentive for defenders. Right now the attacking realm gets all the benefit, so that's where all the players go. This results in the strong realm getting stronger because realm bonus and rapid completion of WM quests. You get the type of continuous imbalances we see that are simply destroying the game. Yes, I'm sure the same old faces are happy doing the same old boring invasions. But it prevents CoR from acquiring and retaining new players, and this game is stuck in the rut of the same old group of players dwindling away from a dying game.

If CoR is to return to its former glory, or even continue to grow, you must implement changes with multi-realmers in mind. Your core set of players are multi-realmers, and they are about the worst community I've seen in any MMO. Rather than try to help the game and retain players, they exploit every weakness in the game mechanic or turn a blind-eye to those that do. THIS MUST BE EXPECTED given the community that exists here, and any mechanic changes must bear this in mind.

To be honest, I wouldn't bother with any of the mechanic changes. I would simply give defenders a reason to defend and/or give the invaded realm some sort of bonus to prevent repetitive invasion. Some short examples: A reason to defend could be some loot or reward for defending split amongst the defenders. Maybe works like a boss drop. (We all know we can get a full realm when it's boss time!) An invaded realm could get a stackable bonus each time it is invaded. Yes, I know, this means the multis will rotate realms, but at least now they rotate realms! Even if the solution is a poor as giving the invaded realm an exp boost, at least the new players have some hope because now they grind faster! There are numerous ways to do these things, and I don't want to derail an already long post with too many ideas. Perhaps others can post a new thread with some ideas.

One last thing: please stop calling invaded realm "Devastated" - new players *hate* this. Give the realm a bonus and call it "Rebuilding". Give the new players some hope that there will one day be an end to the daily invasions by the same group of barbtards.
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Old 11-07-2014, 07:40 AM   #10
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Are there any changes being planned for dragon?

Because I observed an interesting behaviour at the gate. Under invasion, the dragon kept circling in the air without landing on the ground and using it's range attacks on the people below. This could actually be a nice idea without it interfering on the ground with it's size and that large scale hitbox making it hard to select players in it's vicinity. And the sounds also give a nice vibe to the game atmosphere while it does that, like growling, fireballs, blaze and the sound of the wings flapping etc.

Or you could make it land once in a while only to stomp, then lift back up into the air and re-circle again, sorta like air support.
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