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Old 06-27-2011, 09:12 PM   #1
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Default Game version 1.7.6 beta testing

Hello everyone,

Amun is now open to test several new features that will be added in the upcoming game version 1.7.6.

Please, post all your feedback in this thread.

Changelog 1.7.6 table of contents:


Balance:


The Warmasters powers were conceived mainly for the RvR (Realm vs Realm) side of the game. Although they can be used for PvP (Player vs Player), the original idea was for them not to make a big impact.

•Change: The "Horn of the Wind" power requires at least one (1) ally next to the caster present to be available.
•Change: Warmasters are not allowed to interact with their own offensive and defensive beacons anymore.
•Change: The "Offensive Beacon's" immunity bonus has been shortened. It now grants a 70% resistance against control effects.
•Change: Offensive Beacon now grants resistance to the "cannot move" effect.

After carefully studying the Offensive and Defensive portals in the war zone, we have found that are disrupting the game´s spatiality due to their relatively fast cool down, destroying the strategic value of portals. This is the reason for the last point.

•Change: Cooldown for "Offensive Portal" and "Defensive Portal" has been bumped to 60 minutes.

Gameplay:

The new destroyable Altar system has increased the distance an active RvR player has to traverse in order to get back into action. This is somewhat upset by the Offensive and Defensive portals, but to maintain a fluid dynamic faster mounts were needed.

•Change: Mounts 'speed has been increased.
•Change: The "Cannot Attack" penalty after dismounting has been reduced to 4 seconds.
•Change: The penalty "Cannot Move" after dismounting has been eliminated.
•Fixed: Spells staying with the caster for indefinite time.

Invasions:


With he current rules, Realms were grifted and invaded even after their gems had been stolen. This goes contrary to the spirit of the RvR experience, where the idea was for the two remaining realms to fight each other for the gems if a third one didn´t have any.

•New:"Devastated" state for realms has been incorporated (*see details).
•New: "Devastated" realm´s players neither grant Regnum Points nor count towards the "The Path of the Warmaster" quest while inside their Realms border or its warzone.

Even if invasions are more frequent now, it is still too hard to steal and/or recover the Realm gems.

•New: A new resurrection altar has been placed inside each Realm. When the Realm is in the "Vulnerable" or "Broken Door" state its players will re-spawn from it.
•Change: Gems location is updated in the map every 30 seconds (previously instantaneous).

*Devastated:

•A Realm is considered "Devastated" when it doesn´t hold any gems, neither in the pillars nor in the portal, and has no gems in transit.
•A Devastated realm cannot be invaded.
•The gems indicator in the map will be replaced with a "Devastated" sign.
•"Devastated" realm´s players neither grant Regnum Points nor count towards the "Path of the Warmaster" quest while inside their Realms border or its warzone

Content:
•New: NPCs eliminated during an invasion will stay that way until the end of the invasion.Some specific NPCs such as guards are excluded.

Client (Stability):
•Fixed: The client closed abruptly in certain hardware configurations (Mac OS based systems).

Last edited by Zombrex; 06-28-2011 at 02:38 PM.
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Old 06-28-2011, 12:40 AM   #2
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Quote:
Originally Posted by Zombrex View Post

Content:

•New: NPCs eliminated during an invasion will stay that way until the end of the invasion. Some specific NPCs such as guards are excluded.
.
Hello,

Im wondering if the noble will respawn or if he dies 1 time he would stay that way until the end of the invasion?
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Old 06-28-2011, 01:13 AM   #3
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Well I can't get on Amun so I can't test anything. I am faced with the constant message "there was an error patching the game" . I run 64 bit windows 7. Error occurs at 36kb of 22769kb.

Horn of the wind will have to be tested. I do not agree with DemonMonger because this game is not PvP centred. Powerful spells like this were never meant for single user purposes. I suppose you use 1 instead of more to save server load.

I am willing to give the idea of not being able to use my own beacon a run. I am not against the concept of it. It will put a stop to some type of inane play styles. Again Demon Monger I disagree with you, this game is RvR and not PvP. These powerful spells are not the play things for single user purposes.

Offensive beacon immunity is removed and replaced with a boosted resistance is a move in the right direction. 70% seems reasonable but must be tested. The fact that it now grants protection against immobilise is an interesting one. If this is the case and considering horn of the wind still exists, I think you should remove resistance to 'cannot attack' as a replacement for 'immobilise'. This way players still have options other than 'slow' type spells. If I remember correctly there is beetle swarm and stunning fist. Locks need the extra option and archers have to be point blank and at risk so I see no downside to such a move.

Offensive/ Defensive portal at 60 minutes is too long . Why even skill this? Rather, this idea is very simple but solves nothing really. All it does is defer the problem to another time while still feeding the positive and negative feedback loops.
He who has more warmasters potentially become exponentially more effective in war (fort/invasions) than those with less. Extending the CD compounds this. Moving the time to 15, 30, 45 minutes still does nothing. The more warmasters you have potentially the shorter the time frame between ports. This will of course not scale at all to different servers. 60 minutes could mean on RA that you can port 10 people every 2-4 mins. On Horus it could mean 1 port every 6 for one realm and 1 port every 30 mins for the next. I suppose you had to do something quick and this was the only way to do it fast.
If you want quick and dirty, make the portal destinations the bridges. End.
The only good thing about this is that players may abandon portals altogether and go back to old school horse and run. That would be a positive step indeed.

Mount speed increased. All the more reason to forget about portals. I like it.
Cannot attack penalty reduced to 4 seconds is fine.
Cannot move after dismounting should be 0.5 second. It might be best to stick that stop in there to avoid any possible exploits that may come about.

Any changes to forced dismounts and mechanics surrounding that considered ?

Spells staying with the caster. Is that those annoying animations? If it is then that is a god send. If you can find the attack mode but weapon stays on your back bug for warriors , I would be eternally grateful. That is annoying as heck.

Devastated realm . If I am reading that correctly , the devastated realm ( one with no gems or just invaded, have no clue really because you don't explain just what state 'devastated' is) players basically count for nothing except maybe XP while inside their inner or war zone. If they step out they count.

This was very poorly written or translated , is vague and lacks any kind of relevant details.

What is a "devastated realm" ? Is it this :

Quote:
* A realm will turn "Devastated" if it possesses no realm gems whether they're in the portal, holder or being carried.
* A "Devastated" realm can be invaded.
* On the map, a gemless realm will show the word "Devastated" on their gem status.
* Players of a "Devastated" realm will not provide any RPs or count for the Warmaster quests when they're inside their realm and on their part of the war zone.
Do devastated players in their realm count for XP?

I assume they count for everything if they stray outside their realm. How does this improve anything? A realm can stay gemless and consistently fulfil their quests etc. while giving nothing. All they need to do is defend. Is the formula a tactic whereby the devastated can starve the superior opponents? How will this make more or better quality war? Better quality invasions even? The opponents will simply ignore this realm because they gain nothing. They invade for noble, that's all. This system will simply mean that invader will have to leave 1 gem on purpose to give the game some meaning. If we can't take all 4 we only take 1 each to keep the game on life support. I am not sure what is the intended purpose of this measure.
I am willing to give it a go though. Maybe I cannot see the higher wisdom in it yet.

New resurrection altar. Depends on where this altar is.

Gem update: Why even update it at all ? Let the hunters do their thing. Give them a gem track capability on their surveillance spell. Give an indicator (map) that the gem got lifted and a few seconds of general direction then it goes dark. It gets updated when it breaks past the gate.

NPC elimination depends on the NPC. It does not really matter much though. Agree on the teleporter NPC issue. Trainers as well.

When I can patch the game I will have a look.

Regards

Edit : dumb question : Why did they not just put 1 warmaster spell at the end of every existing tree? The eleventh spell so to speak.

Last edited by bois; 06-28-2011 at 02:18 AM.
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Old 06-29-2011, 05:54 AM   #4
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Quote:
Originally Posted by bois View Post
Well I can't get on Amun so I can't test anything. I am faced with the constant message "there was an error patching the game" . I run 64 bit windows 7. Error occurs at 36kb of 22769kb.

Horn of the wind will have to be tested. I do not agree with DemonMonger because this game is not PvP centred. Powerful spells like this were never meant for single user purposes. I suppose you use 1 instead of more to save server load.
The game is not PvP centered yet we have PvP events, where users are rewarded for their kills. I am concerned about the use of horn of the wind for RvR roles. Now when does the battle become RvR and not PvP? Most would say when more than 1vs1 is involved. Most of my encounters with the enemy in their realm happens on a 1(me) vs 2+ players. I won't be able to use my horn in a RvR setting just because my realm members are too far. Now what if all my realm mates are dead and I need to escape? Mount wont work. I enjoyed combining horn of the wind + sprint + camo. Back to RvR some say that 1 player vs another player of a different realm is RvR. I just feel like I am being robbed of something I worked hard to obtain. I feel like I went to a brothel and bought a woman then once I paid she said that she was only going to strip for me. The feeling sucks...i'ts a disappointment.
I am willing to give the idea of not being able to use my own beacon a run. I am not against the concept of it. It will put a stop to some type of inane play styles. Again Demon Monger I disagree with you, this game is RvR and not PvP. These powerful spells are not the play things for single user purposes.
Why not make warlock areas skill only work when in range of other realm members? Why not change dispel to only effect allies and not the caster? We can ask why about many things and be given constant reminders that the rules ov pvp rvr only apply to certain classes with certain skill no matter how powerful they are. Why not change barbs fulmination so that it can only be used near allies? I'm finished saying I told you so. New motto for 1.7.6 and beyond is "let it be".

Offensive beacon immunity is removed and replaced with a boosted resistance is a move in the right direction. 70% seems reasonable but must be tested. The fact that it now grants protection against immobilise is an interesting one. If this is the case and considering horn of the wind still exists, I think you should remove resistance to 'cannot attack' as a replacement for 'immobilise'. This way players still have options other than 'slow' type spells. If I remember correctly there is beetle swarm and stunning fist. Locks need the extra option and archers have to be point blank and at risk so I see no downside to such a move.
If you give beacons resistance to cannot attack skills balance will be destoyed. Think of a barb or knight that runs all the way to you, without being knocked or stunned. Game over?

Offensive/ Defensive portal at 60 minutes is too long . Why even skill this? Rather, this idea is very simple but solves nothing really. All it does is defer the problem to another time while still feeding the positive and negative feedback loops.
Before teleports we all ran or used mounts. I would rather see warmaster skill that allows joint mounts for multiple players. This would bring people together in combat in a very effective way. We both agree 60 mins is too long. Now any ranged character that has a mount can chase down any player that does not have a mount and kill them with ease.
He who has more warmasters potentially become exponentially more effective in war (fort/invasions) than those with less. Extending the CD compounds this. Moving the time to 15, 30, 45 minutes still does nothing. The more warmasters you have potentially the shorter the time frame between ports. This will of course not scale at all to different servers. 60 minutes could mean on RA that you can port 10 people every 2-4 mins. On Horus it could mean 1 port every 6 for one realm and 1 port every 30 mins for the next. I suppose you had to do something quick and this was the only way to do it fast.
If you want quick and dirty, make the portal destinations the bridges. End.
The only good thing about this is that players may abandon portals altogether and go back to old school horse and run. That would be a positive step indeed.

Mount speed increased. All the more reason to forget about portals. I like it.
Cannot attack penalty reduced to 4 seconds is fine.
Cannot move after dismounting should be 0.5 second. It might be best to stick that stop in there to avoid any possible exploits that may come about.
Mount speed increase is not noticable. If you go in expecting to see a speed boost then you will feel that you are moving slower.
Any changes to forced dismounts and mechanics surrounding that considered ?
If you are attacked while on mount even if that attack misses, you are dismounted.
Spells staying with the caster. Is that those annoying animations? If it is then that is a god send. If you can find the attack mode but weapon stays on your back bug for warriors , I would be eternally grateful. That is annoying as heck.

Devastated realm . If I am reading that correctly , the devastated realm ( one with no gems or just invaded, have no clue really because you don't explain just what state 'devastated' is) players basically count for nothing except maybe XP while inside their inner or war zone. If they step out they count.

People will kill devistated realm characters just for the thrill of the kill itself. We did not always have regnum points people.

This was very poorly written or translated , is vague and lacks any kind of relevant details.

What is a "devastated realm" ? Is it this :



Do devastated players in their realm count for XP?

I assume they count for everything if they stray outside their realm. How does this improve anything? A realm can stay gemless and consistently fulfil their quests etc. while giving nothing. All they need to do is defend. Is the formula a tactic whereby the devastated can starve the superior opponents? How will this make more or better quality war? Better quality invasions even? The opponents will simply ignore this realm because they gain nothing. They invade for noble, that's all. This system will simply mean that invader will have to leave 1 gem on purpose to give the game some meaning. If we can't take all 4 we only take 1 each to keep the game on life support. I am not sure what is the intended purpose of this measure.
I am willing to give it a go though. Maybe I cannot see the higher wisdom in it yet.

New resurrection altar. Depends on where this altar is.
The altar is about 35m-45m from realm gate to warzone

Gem update: Why even update it at all ? Let the hunters do their thing. Give them a gem track capability on their surveillance spell. Give an indicator (map) that the gem got lifted and a few seconds of general direction then it goes dark. It gets updated when it breaks past the gate.
This would be nice if the hunter tracking skill was very effective. Currently the tracking skill has many issues.
NPC elimination depends on the NPC. It does not really matter much though. Agree on the teleporter NPC issue. Trainers as well.
Teleporter respawns in 45 seconds
Trainers,Blacksmiths,Merchants,Denizens... don't

When I can patch the game I will have a look.

Regards

Edit : dumb question : Why did they not just put 1 warmaster spell at the end of every existing tree? The eleventh spell so to speak.
I am not thinking about the 1.7.6 update as it will effect me alone. I am thinking about every possible combat situation that can happen from each change. Every aspect of war that will become an issue due to the smallest change .5 second cast changed to 1 second cast does alot.

If I did not care about this game so much, I would not have spent so many hours since day 1 testing new things, finding and reporting bugs, recruiting players everywhere I went. If I did not care about this game I would not voice my words on this forum. There was a time when our voices mattered. There was a time when our suggestions were tested. There was a time when the community said wow that player is good, what can I do to defeat them. Now people say wow that player is strong, what can I do to nerf them so I can win with ease. This cycle has to stop.

We cannot always be given great tools of combat then have them taken away, over and over and over and over again. It's very disappointing to be given a present then have it taken away, or worse given a present then have you take it away + step on it + offer it back smiling like nothing happened.

My personal suggestion is this.
For new updates:
1) Send out a notice on the server that all server will be closing so we will be forced to test new systems on amun. Or at least tell us to come test like you did in the past.
2) Put up polls and let us feel like we have some say in what is happening with the development of the game. (ask ngd was almost this)
3) Talk to us and let us know the reason why you want to change aspects of the game that many users enjoy.

Imagine if everyday you buy the same kind of soda, and you love the taste. Then one day you buy the soda, take a few sips, and find out that its totally something different than it was before. You may call the company and complain or even ask what happened, but too many flavor changes to things that are supposed to be static will only make people choose a new company with a soda that has a similar taste.

Last edited by DemonMonger; 06-29-2011 at 06:13 AM.
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Old 06-29-2011, 07:05 AM   #5
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Someone should explain me how can be a skill that everyone can have OP? I understand when a skill connected to a subclass is OP, because other classes can't use that skill. Now you say wm is OP, but man we all became wm because we wanted to be stronger than not wm chars, and we still had to give up on one lvl19 skill tree. So we were even weaker than a lvl60 not wm... only thing worth to be wm was horn for me. If you say wm is too strong that is the same for me if a lvl1 char says lvl60 chars are too strong, i can't kill them, lets nerf all lvl60 chars to lvl1, because i'm too lazy to be lvl60...
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Old 06-29-2011, 07:15 AM   #6
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And also, why don't you fix all other stuff first, or listen to players for example? ...
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Old 06-29-2011, 09:01 AM   #7
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Quote:
Originally Posted by Kellindil82 View Post
Someone should explain me how can be a skill that everyone can have OP? I understand when a skill connected to a subclass is OP, because other classes can't use that skill. Now you say wm is OP, but man we all became wm because we wanted to be stronger than not wm chars, and we still had to give up on one lvl19 skill tree. So we were even weaker than a lvl60 not wm... only thing worth to be wm was horn for me. If you say wm is too strong that is the same for me if a lvl1 char says lvl60 chars are too strong, i can't kill them, lets nerf all lvl60 chars to lvl1, because i'm too lazy to be lvl60...
Wm vs. Wm is not OP BUT as long as not everyone is a WM its hard to say for me cuz Im against nerfing id rather add something to compensate WM spells but since NGD wont come up with anything else IMHO, WMs DO need a nerf
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Old 06-29-2011, 09:45 AM   #8
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Quote:
Originally Posted by Kellindil82 View Post
Someone should explain me how can be a skill that everyone can have OP? I understand when a skill connected to a subclass is OP, because other classes can't use that skill. Now you say wm is OP, but man we all became wm because we wanted to be stronger than not wm chars, and we still had to give up on one lvl19 skill tree. So we were even weaker than a lvl60 not wm... only thing worth to be wm was horn for me. If you say wm is too strong that is the same for me if a lvl1 char says lvl60 chars are too strong, i can't kill them, lets nerf all lvl60 chars to lvl1, because i'm too lazy to be lvl60...
What about two level 59 vs two level 60 warmasters, same class ?
Horn + beacons + better stuff on one side...
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Old 06-28-2011, 01:13 AM   #9
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Changelog 1.7.6 table of contents:


Balance:


•Change: The "Horn of the Wind" power requires at least one (1) ally next to the caster present to be available.
•Change: Warmasters are not allowed to interact with their own offensive and defensive beacons anymore.
•Change: The "Offensive Beacon's" immunity bonus has been shortened. It now grants a 70% resistance against control effects.
•Change: Offensive Beacon now grants resistance to the "cannot move" effect.
•Change: Cooldown for "Offensive Portal" and "Defensive Portal" has been bumped to 60 minutes.


-----------------------------------------------------------------------------------------------------------------------------------
Just one week before i got warmaster!!! and it becomes useless:P
At least we will get bridge fights back though, big thank you for that
And horn of the wind is still nice
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Old 06-28-2011, 01:24 AM   #10
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Bois,

I like your suggestions

you should be the new game developer
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