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Old 09-06-2011, 05:08 AM   #121
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Originally Posted by HidraA View Post
This is the part what make your realm to cooperate,to comunicate and kill the thief


Not so much cooperate in fort fights...get a empty fort by breack a door.And camp him how much you can wile 20 enemys farm 5 ppl...awesome cooperation....
its much easier to plan a time, tell people to be their and set up structured communication channels via teamspeak or mumble or whatever. its much much more difficult to communicate at random to kill a large group of baddies when the timing is completely random and when you are severely outnumbered.

its not too different to what is happening now. like i mentioned before, get a group and get the gem. get out. there is not even a need for cooperation. just stick in the same vicinity and you shouldn't have much of an issue.

i've thought a lot about this style of game as opposed to how the game is usually played, and some people like having the gate down all the time. so why not just take the entire wall out. hell, put the gems at the end of the nearest bridges to make it easier for the enemy to walk away with them. it's like saying that you have these 2 gems of unspeakable power and value, and you build a wall around your territory to keep them away from enemies. but you just decide to have a hole in the wall because why the hell not. "here, i'll just walk through this hole in your secure facility". even in theory it is just nonsensical.

The idea of adding mobs that you have to kill to keep the gate from coming down is not the worst ive seen, but it adds an element to the game that i'm not sure would be beneficial. would having to kill the mobs all the time be a fun aspect of the game? or would it ultimately become a chore? i predict that it would become a chore. although hindsight is 20/20, foresight is rarely so clear. this all depends on how often the gate would be brought down by these mobs and how well the realm population can handle these at various times of the day.
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Old 09-06-2011, 07:37 AM   #122
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Originally Posted by harrrr View Post
The idea of adding mobs that you have to kill to keep the gate from coming down is not the worst ive seen, but it adds an element to the game that i'm not sure would be beneficial.
This is wrong, killing all the spiders you only get more infected spiders back.
It is easier to stop; the only thing you need is the healing potion from the quest (yes, the quest asking you to kill the spiders) - make the first section of the quest (getting the potion) and then stop (don't finish the quest) and you will have the possibility to heal you with a single mouseclick whenever you want (unlimited times).

PS: if you finish the quest the potion is errased, so don't do it.
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Old 09-06-2011, 08:08 AM   #123
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Originally Posted by Frosk View Post
Event will be over this Wednesday!
Finaly a good news.
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Old 09-06-2011, 08:53 AM   #124
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Originally Posted by Frosk View Post
Event will be over this Wednesday!

Some of you enjoyed it, and some of you didn't; but anyway all this feedback helps us out when it comes to create new events =)

Best regards!

Unfortunately bad news. I liked this event. Only - very short term. But it was all the same cheerful!

THANKS!!!!
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Old 09-06-2011, 10:00 AM   #125
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Gotta keep the enemy mob low or the gates get destroyed by them. Would be a little more realistic then a purple fever that breaks down the gate ^^
Still gives the advantage to the most populated realms though, this event favored lower populations and teamwork.

A few points:
Didn't like the way everything was reset when the outbreak was over, would have preferred the gate to open when infection reached 50% and to close again when infection has been below 50% for maybe 5 min. As it was folks didn't care about infection once the gate was down.

The infection was too contagious, if a single member of a war group had an infection the whole group had it almost instantly. It would have been better if you at least had time to move away from the infected player.

Needed some kind of negative effect on the infected, as it was there wasn't enough emphasis on getting cured. A steady health reduction over time would have been nice but there could be a variety of sicknesses with different effects.

With a variety of sickness there could be a variety of cures, from simply buying it off an apothecary for gold through to quests requiring some otherwise useless mob guts, maybe the harder potions needing guts from another realms inner mobs.

Infection is a great weapon for hunters, there are a lot of ways this could be expanded on such as buying a disease from an apothecary or a poisoned arrow for a huge amount of gold.

Species of mobs could get diseased as well as plagues of infected mobs spawning. Could catch bear flue from any species of bear or cock rot from a plague of leprous cockerels, the town criers could warn of outbreaks.

Enough brain farts, liked this event a lot and see a lot of potential with the system (got a kick out of 'NGD introduces more bugs with every update' too ). Hope to see more of it in the future.

Last edited by standistortion; 09-06-2011 at 10:12 AM.
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Old 09-06-2011, 01:21 PM   #126
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I liked the event. I can't believe I am actually writing that about a NGD event.

Sure it was not perfect and maybe more complexity could have been added but I think that generally it was a good one. It was not intense and the action was good. Light hearted (for some) and made a new angle on warring.

For me it lightened this game which I find was becoming less and less fun and more like a chore without simplistic moments of fun. This game was becoming too serious and frustrating in parts.

Sure, I think components of disease would be fun to add to the game in more permanent fashion but I would prefer that such components remain in the war zone and affect only forts. Its effects should also be minor, operate by time of day and operate on the AI rather than the player-base as a whole.
Night blindness could be an example.

This event also suggested something to me. Invasions would be more fun and in the long run better for the game, if they were more light hearted and fun based rather that the mechanical, brooding, scripted ones we have now.
As usual I have a few ideas but, it has too many flaws to release yet. If I ever work them out I might put it out there for the critics.
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Old 09-06-2011, 01:37 PM   #127
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This event also suggested something to me. Invasions would be more fun and in the long run better for the game, if they were more light hearted and fun based rather that the mechanical, brooding, scripted ones we have now.
As usual I have a few ideas but, it has too many flaws to release yet. If I ever work them out I might put it out there for the critics.
I think that too..invasions was a lots more fun and better on event than in usual mechanics.

I think this event must gave some ideas to NGD how to tweak a bit more invasions mechanics.

It was more PvP than Player vs AI(PvE).

And from my point just because so many spots what need it to be defendet balanced a lots more easy weack realms.

There was like was not any kind of imbalance of realms.
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Old 09-06-2011, 06:32 PM   #128
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I was first very doubtful about this event, but after it got tuned (no more malus especially) it got kinda fun and really breaking from the usual fort wars routine.

Also the problem of invasions was that very often it was requiring a very large amount of people to be successful, while this event made it possible for small groups to have a chance to get the gems, requiring more strategy and teamwork and resulting in very thrilling and fun fights everywhere on the map.
The fact that enemies were able to transmit the disease was also a good thing and gave a nice but nasty roles to hunters.

However, some things still needed to be tuned. The Quests (and items) had to be fixed and made repeateable after a short amount of time (the medicine one especially), the infection was way too infectious making it extremely hard to be cured, as using potion would give only a second of rest before being re-infected again.
I think the potions (if working correctly tho concerning the limited uses) should have given a short immunity period.

Anyways it was cool to see a different event than usual, even tho it was not perfect. I'm also very glad to see you didn't fell into the "premium-reserved" events mood like for the last events.

Let's hope you'll make creative events like this in the future.

Now it would be very cool if we could get a reward for those who participed in the event, a hat or clothing from these new NPCs that were giving the quests for example ?

So thanks NGD and Frosk for this event!
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Old 09-06-2011, 10:12 PM   #129
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There was like was not any kind of imbalance of realms.
you must not either 1) play on horus. or 2) have an IQ over freezing. i really do hope that it is #1, because i really don't want to know that someone that oblivious can exist.

i've seen syrtis open the portal 2-3 times in one day because there isn't anyone to keep syrtis from taking the gems when the gates inevitably go down. when the gems are being taken out of the realm by 25+ gelfs, and only 4 people are at the gates to stop them, you can NOT say that there is not a realm imbalance. at this point, the imbalance becomes less of an opinion and more of an empirical fact. however, this may not be the case on other servers.
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Old 09-07-2011, 06:35 AM   #130
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Originally Posted by harrrr View Post
you must not either 1) play on horus. or 2) have an IQ over freezing. i really do hope that it is #1, because i really don't want to know that someone that oblivious can exist.
Wuahahaha you made me to laught a lots

Drama queen ?


You know what at least at hours that i played there was no issues.
At least in Alsius.

Was a damn good cooperation im my realm.
All alsius defendet they spot and gems.Wee had many hunters that finaly played they role.Wee had people that camped gates/portal where was gems/and noble in Montsognir.Nothing moving in alsius without hunters to report or not get killed.

That why i was talking about cooperation of realm.
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