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Old 12-17-2009, 05:49 PM   #1
Klutu
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Default Discussion about Class/Server/Realm Balance

Id like to get some input from NGD and Fellow players on ideas how to Fix and Solve overall "Balance"

I know NGD is busy with fixing some parts of the new Engine and doing Character Remodeling but there must be some ideas on solving and improving Balance. imo only way to actually solve the issue is to get proper feedback on players in Regnum who have full knowledge of there class/classess


@ NGD im not sure how you guys work but would it be possible to maybe put one or two people on "balance" just to slowly progress with it?


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Old 12-17-2009, 06:37 PM   #2
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For me the most critical balance issue is the problem with realm numbers. It can be a pain for the underdog realms, but it ain't fun for the overpopulated ones either. There are few ways that can be tried to solve the issue.

1. Bonus for the lower populated realms...we've had these for quite a while, but the situation doesn't seem to be getting much better, perhaps even worse. Some people most likely intentionally choose the realm with no bonus to be able to play on the strong side.

2. Blocking new users entering some realms. This might work initially, but i think it will cause more problems leaving the blocked realms with no users on some lvls etc. Also the overpopulated realm might have issues with low numbers during some time frames, so blocking all new users would make these even more worse.

3. Special advantages to the lower populated realm. These could be seen as the guard captains at realm gate, but could be something users could use. Like catapults, siege machines, realm heroes/monsters that the realm in trouble could get at their disposal, if there's a big population imbalance.

4. Realm transfers. Allowing to transfering your existing characters to realms suffering from lower population, would give those looking for new challenges a way to help, without the need off going through the painfull grinding process and leaving their old characters. The problem with this might be that the more active and experienced users would switch realms leaving their original realm full of "noobs" and thus put them in disadvantage.

5. Part time realm switching. Basically the same as above, but only for a rather short time. This way users could use their own consideration, when help is needed and who needs it. This wouldn't hurt realm balances as the changes wouldn't be permanent and could be used to solve imbalances during particular timezones and not general population, which can differ a lot during different times of day.

My personal favourite is are the last 3 in particular the 5th. Being able to play with our enemies and against your usual allies would bring variety to the game. People would get to know persons from other realms better and hopefully thus reduce the hate against them. After all we all play the same game...we just happened to pick different sides.

Hopefully the ways I mentioned are understandable as I didn't explain them that much. There might be other better ways, my point just is that something else then the bonuses should be given a try. Lately on horus it's been more likely to run into other syrtis members then to players from the realm you are hunting in. Fort wars are closer to save camping then fighting at the fort. They could have some potential, if syrtis would wage war on two fronts, but usually the zerg tends to stick together even if some try to suggest otherwise.
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Old 12-17-2009, 07:25 PM   #3
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Those are some nice ideas Winds.

However, I'm not so keen on the tempory realm transfers. Here's an example. Syrtis are at Aggers.. or Samal.. Or Trelle.. or whatever, which ever fort tickles their pickle for zerging; someone from the realm who is not involved int he fight might think, "Ok, greens are at Samal... Who cares?" So transfers there. Then a green who had gone to samal might think, "poor reds, I'll transfer for an hour to help them out." Can you think of the consequences? People in their home realm may turn against them. Also, if you are going to go zerg a fort, why would you just transfer over to help the over side? You know? Anyway, just my thoughts.

Whereas permanent realm transfers sound like a good idea to me. However - they should cost xim. To further help the realm balance situation, the transfers should all cost different amounts. For example, to transfer to Syrtis (the most overpopulated realm) it may cost... 25k xim. But to transfer to Ignis - a low populated realm, it maybe cost... 5k xim. The numbers are made up, but you get my idea. This would hopefully stop palyers from the low population realm all just upping and leaving for the high pop. realm, therefore screwing their ex. realm mates. It may also encourage people to transfer in the.. "right" direction; e.g. High pop. to a low pop.

I'm really not a fan of blocking users from entering a realm, this just isn't the way to go. People need to want to join the under dog realm, not always because it is the under dog, but because of the bonuses they may be granted for doing so - that AND the fact that NGD really need to look into what makes Syrtis the most appealing realm. Colours? Races? Stats? Items? Landscape? Etc. etc. They need to do their homework and come up with some nice solutions.

However it then becomes a problem of servers. For example, at the moment, Alsius is pretty fucked when it comes to numbers most of the time - On horus. On RA, that used to be the case, but I'd say that in general, realm balance is really good at the moment... I can't speak for the german servers or Tyr, I have no experience of them. So it's kind of a dilema where NGD need to go through a massive balancing phase, loads of work for what? Just Horus? RA and other server players may not be happy for such a lot of work being done for pretty much just one server..

---

Then there is spell balance (!) Currently I think Hunters have it waaaaaaaaaaaay too easy. They can have a pretty uber setup, with little or no sacrifice - unlike nearly every other class. I think this is mainly to do with spell positions and pets - not necessarily spells themselves. I think Confuse should be moved to #17 in tricks for a start. As to the spell itself, flame if you want, but I don't think it's awfully bad ON IT'S OWN. It's when it's combined with DS, a 400 dmg pet, etc. etc. That it gets way over the top.

Then next up is pets. Ho ho ho, pets. What bastards they are these days. There have been loads of really great suggestions for a) fixing pets and b) improving them. These include pet powers, no more trolls, more med - fast speed pets, more variety etc. etc. Like I said, loads of good ideas.

But the real problem is at the moment is that pets are bugged. They can move and hit at the same time - something warriors cannot do, and they move at the same speed as the target, meaning if you target someone using a load of speed buffs, you'll see your pet ZOOM off towards them. This is 10000% NOT. RIGHT. In my opinion, a pet should movee at the same speed as a hunter.

Also camo, recently Wudy make a nice suggestion that hunters should be "stealth, not the invisable man." if a hunter has a massive troll - he shouldn't be able to camo as easily, as say a petless hunter, who only has to camo himself. Can you not see the logic? I think that camo should be reduced to... Maybe 2.5, 3 seconds (?) for a LONE HUNTER, and maybe 4 - 5 seconds depending on the pet size, for a pet hunter? I don't know, just an idea. But thinking about it, maybe not a good idea; a hunter could just dismiss their pet while running away, and camo really quick to get away... Anyway, just a thought.

Also Warlocks... Pretty powerful at the moment... They used to be balanced, you could cancel their spells by walking through them, and they didn't have CS items, but now both of these have gone, and Warlocks are top dog. I think specifically the problem that needs to be addressed is the CS problem. Seeing locks walking around with 70%+ cast speed is just stupid. How many times have you been fucked by an insta-cast terror? Alot mroe than once I'm guessing. It's just way too powerful.. But what can be done? Pretty much nothing. Alot of people played money for these so.. I guess we're bloody stuck with them... Which sucks. :/


To finish: We've had out new shiney eye candy, we now need real balance, both with RvR, realm balance, PvP balance, class balance, race balance and spell balance.
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Old 12-17-2009, 10:57 PM   #4
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i do like the idea of adding Realm Transfers and costing more ximerm for the overpopulated realm

though i think there should be a limit of one realm transfer scroll every 6 monthes or something like that. I wouldnt like people switching realms for a day and hopping back
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Old 12-17-2009, 11:53 PM   #5
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Some problems that leap to mind with Realm transfers is this:

Cherry picking gear from all realms, breaking balance further. This is an even bigger issue if xim is required ... massive premium advantage here!
Will clan founders be barred, or will their clans be dissolved if they transfer?
Mixing races, another balance breaker ... any Barbarian that can afford it will start a Dwarf and move it to their realm of choice.

I believe the first step to take is to balance the six classes. Weaken mages further at point blank range, give knights the ability to stop people running through them, and re-work hunters in a few areas (pets, speed, etc).

Just giving knights a spell or ability that blocks characters from moving through them will completely change how we play in the WZ. Lower levels will actually be of value as part of a shield wall, formations will start to happen, bridge fights will become more common, losing a fort door will not automaticly mean the fort is lost, etc.
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Old 12-18-2009, 03:09 AM   #6
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I proposed a similar idea to Winds proposed for realm imbalance but would probably eliminate the problems Matt says:

http://www.regnumonline.com.ar/forum...&postcount=104
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