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General discussion Topics related to various aspects of Champions of Regnum |
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#1 |
Master
![]() ![]() ![]() Join Date: Mar 2011
Posts: 422
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hi
why is there no thread like this? why does everything has to be closed? how does ngd want to gather feedback then? why are we supposed to open a new thread for everything? anyway: - Sanctuary animation is bugged. As far as I understand, you and everyone around you can't see it if you cast it under the effect of war confidence - Energy barrier does not trigger any sound (for me) (link) - If you go into low profile or sanctuary, you will lose your war confidence boost. In order to get it back, you'll have to run away and enter the fort's zone again. Very annoying. - Fort flag guards are weak, don't deal any damage and do not even cancel the capture. It would be better to have two knight guards with noticable damage which have to be killed in order for the flag to be visible and clickable. Last edited by schachteana; 11-14-2014 at 01:52 PM. |
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#2 |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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Also doesn't make sense that 50 syrtis (40 of which are noobs) can make wishes. Ignis/alsius haven't stood a chance lately
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#3 |
Apprentice
![]() Join Date: Jan 2013
Posts: 61
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#4 |
Initiate
![]() ![]() Join Date: May 2013
Posts: 171
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The wmc for defending didn't work at all for Syrtis earlier ( when 'invade' by ignis - didn't break wall door).
The new mechanics makes it far to easy for the overpopulated realm (Syrtis atm it seems) to invade and get the gems. Not having to defend the gate was a nice idea, with people hiding inside, and OP knights spam clicking the flag holding a gate was very difficult. But Syrtis just invaded Alsius. Capped the wall almost instantly, then went to the gems. Poor Branca and John Lock didn't have a chance at defending. Got the gems out and back to Syrtis within about 15 minutes. The new mechanics are good, but you need to nerf the zerg realm in some way - slow down gem holder to a crawl or something (not so slow it's impossible for the gems to leave the wall in time). Or have the war confidence be much greater if the change in numbers is greater. A barb with 6k hp can't take down a zerg of 10, but a barb with 20k might last long enough to kill a few enemies. All these comments are from a Syrtis player while Syrtis is the zerg realm. Please nerf the zerg realm! We need a challenge.
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I don't need an introduction. |
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#5 | |
Pledge
Join Date: Mar 2008
Location: Regnum Online
Posts: 5
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nerfing will not help vs inbalance because inbalance is to big and will even be worst after merge with Nemon ( if that happen ) because more then 50 % of active Nemon people are greens again so this will only make more inbalance ...... |
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#6 |
Pledge
Join Date: Sep 2009
Location: Kentucky
Posts: 4
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The only real way to deal with huge imbalances is to close the over populated realm to new recruits..... otherwise, as many have said, if you have 50, doesn't matter how buffed 10 are lol....
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#7 | |
NGD·Studios
![]() Join Date: May 2007
Location: Wien, Österreich
Posts: 2,859
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Any Invasion system will fail because of population problems. This system somehow performs good when there are (as it's seen in Ra), but with Haven's current situation there is no way it can be enough. Here is what I get from what I've been seeing: - Realm door may be needing to be captured, but only from inside for the owner realm. Outside door should still be invulnerable when captured by the enemy. - Invasion variables: depend more on population. For instance, the needed interactions to release a gem should not be global, and be set per realm, depending on population. But just some, because: - More mechanisms to make it easier for lower populated realms than more difficult to higher populated. But then again, it is difficult to find a solution when (and I don't blame them) people just give up.
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#8 | |
Pledge
Join Date: Mar 2008
Location: Regnum Online
Posts: 5
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![]() Quote:
and I see solution here by example of ex invasion systems .... you remeber before when you need take fort and casle and hold it for 30 min ??? there was extra guards to defend gate ( and those guards hit hard to ) well maybe to put it back again but inside wall and recap must be enabled as well ( it's idea that might help a bit but will be problem when we or reds try invade greens and they will then have more players + guards so it's not 100 % solution ) |
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#9 | |
Banned
![]() ![]() ![]() Join Date: Nov 2008
Location: France
Posts: 496
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Adrian are you aware of the crap unbalance modifications you have made ? PLEASE FIX THIS |
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#10 |
Apprentice
![]() Join Date: Sep 2014
Posts: 56
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