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Old 11-28-2012, 10:36 PM   #41
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Quote:
Originally Posted by DemonMonger View Post
This will give us some drop ability on bosses once we hit warmaster at least!

Thanks!
even if it was 60 seconds hunters have little to no chance of dropping, why do u think everyone has knights?!
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Old 11-28-2012, 11:42 PM   #42
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I can’t wait to see how this new expansion will turn out, so far the new content sounds fun however the part that will suck for me as an Australian is the ping handicap, 350-500ms vs 50-100ms in a pvp is painful… I guess the group pvp will appeal to players with high avg ping. I’m looking forward to seeing how they re-work invasions.
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Old 11-29-2012, 12:27 AM   #43
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Originally Posted by Sentrii View Post
I can’t wait to see how this new expansion will turn out, so far the new content sounds fun however the part that will suck for me as an Australian is the ping handicap, 350-500ms vs 50-100ms in a pvp is painful… I guess the group pvp will appeal to players with high avg ping. I’m looking forward to seeing how they re-work invasions.

I hear you man, especially on my knight the ping sucks, you knock someone and then when they get up they teleport 5-10m away Australian ping ftw.

Atleast it's not so bad on a ranged character eh
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Old 11-29-2012, 06:18 AM   #44
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Originally Posted by LucianDeathshield View Post
Atleast it's not so bad on a ranged character eh
I too have a minimum ping of around 350ms. Its almost impossible to win a fight around a tree with someone who has a better ping especially as a hunter where the only spell fast enough to catch your enemy is stunfist. Tring to stay in range long enough to finish the cast after factoring in the latency is a pain. Hopefully the fact that these arena's are seperate instances might help a little but I won't hold my breath. The battlegrounds sound fun though.
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Old 11-29-2012, 08:42 AM   #45
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Originally Posted by nohan View Post
+1 an outfit armour and weapon given to a player as he enter's and b4 he can check in he has to equip it, and can't unequip it while he is in the instance, that is awessome idea haha it would definently make the odds alot more fair, this could apply to jewerly too althought i think it would be a bit extreme to force ppl to take off their amulet/rings to go into the instances, but if that would be done, i could suggest also something like two rings w/ the players class attribute and one amulet with 150hp, the stats on them are irrelevant, as long as they are the same for each player(apart from the class attribute).
Actually I've been calling for something like that since forever ago. One of the things I really loved in FFXI when I used to play that oh so many years ago where the level limited battles, where when you and your team entered the instance your levels would be dropped to whatever the level cap for the challenge was, thus any skills and gear you had would be cut down or unequipped and unequipable as it would be as if you where only at that level.

I.E. if the level limit was Lv30 any skills that needed Lv31 or higher couldn't be used and you had to have gear that was Lv30 or lower else you had to go into battle without it.

Made for great fun in the "boss" battles where you needed 6-18 people, depending on the boss since you had to all colaborate and get a good stratagy to win since the boss was easily able to take out any one player that was being stupid.

One of my favorites was the city dragons, if I used my Red Mage with a Black Mage subclass I could put the dragon to sleep while the rest of the team took out the Seeker demon before it could wake the dragon or the dragon woke up on its own as fighting both at the same time would be suicide for a 6 man team.

But if I did that I had to be ready to run immediatly if the dragon woke up as I probably wouldn't get a 2nd chance at sleeping it and it most definatly wanted me dead, thus I would have to run till it focussed on someone else then come back to the fight, use a few foods to give me more MP and fast MP regen and use my Red Mage 2 hour ability "Chain Magic" which let me cast spells without cooldown so I could heal up everyone and blast the dragon with every attack spell I had, usually pissing it off enough to chase me again...
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Old 11-29-2012, 10:05 AM   #46
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Quote:
Originally Posted by DemonMonger View Post
all i want in champions of regnum...

1) dual shot changed to .5 casting time...
2) camo corpse change to a usefull skill (i rather track dead allies)
3) ally buffs icons to show on my screen so i know who has what buff....
4) enemy debuff icons to show on my screen so i know who has what debuff active
5) new music in game for attack stance / passive stance
6) crossbows for archers
7) traps for hunters (10m range explosive trap at least) "can be placed during camoflague"
Forts that mean something, all of them should change something about the WZ that taking them gets you that is unique, more so the longer you can hold them against enemy attacks.

I also want seige engines, you know, catapults, balistas, cart loads of rocket arrows, ladders, battering rams... Stuff like this!
https://en.wikipedia.org/wiki/Hwacha
https://en.wikipedia.org/wiki/Polybolos
https://en.wikipedia.org/wiki/Huolon...ws_and_rockets

Forts, Castles and gates should have all kinds of defences as well, double doors, have boiling grease, pots of burning tar, large stones, "Crayfish" https://www.youtube.com/watch?v=jAAFczOyLVo

Do the NGD team not get the Discovery channel or National Geographic? Look up shows like What The Ancients Knew, Medival Fight Book, Doing DaVinci and of course Mythbusters. Theres so much stuff that was actually something people had in the ancient world that could be used to make the game oh so much more fun!

Also, more bosses.

The old NGD logo man should have been a boss that roamed the WZ that dropped only extremely good max level gear you can wear at Lv1, but do so extremely rarely. It should have only 1 HP and only spawn once every hour. Yes 1 HP, but it would have such incredibly high evasion, block, parry and resist stats that hitting it would be a major pita, furthermore it would have a running speed faster then a horse and would use an unblockable range 30 AOE knockdown if you even tried to hit it and take off running. I.E. something to be hunted down mercilessly by everyone in game.

There should also be a flying dragon that randomly attacks the realm cities and forts, one so powerful that it can easily kill the realm dragons or Daen, something so powerful it could take the co-operation of multiple realms just to bring down...
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Old 11-30-2012, 01:00 PM   #47
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Quote:
Originally Posted by LucianDeathshield View Post
I hear you man, especially on my knight the ping sucks, you knock someone and then when they get up they teleport 5-10m away Australian ping ftw.

Atleast it's not so bad on a ranged character eh
This happens on both sides then, i have avarage ping on 50ms and i see ppl
teleport all over the place, some dont even run they take small tele jumps
instead.

Didnt use to be like this, but i guess NGD decided to make an improvement that
went horribly wrong.
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Old 11-30-2012, 02:05 PM   #48
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Quote:
Originally Posted by gluffs View Post

Didnt use to be like this, but i guess NGD decided to make an improvement that
went horribly wrong.
I don't think its horribly wrong (certain things have improved) but I suppose it needs tweaks and some maturing. If I am not mistaken NGD did say they were moving from a UDP model to TCP. I have no idea if they eventually did.
Sometimes TCP does add some overhead. That overhead does come with some advantages though.
Unless of course they are using TCP for the bulk of the traffic and still using UDP to update only your positioning on the map. In which case, packet loss will maybe result in the warping thing. I am no expert on this. Coding that stuff is ridiculously complex but I suppose TCP should give more tolerance in variances of ping.
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Old 11-30-2012, 02:38 PM   #49
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Quote:
Originally Posted by bois View Post
I don't think its horribly wrong (certain things have improved) but I suppose it needs tweaks and some maturing. If I am not mistaken NGD did say they were moving from a UDP model to TCP. I have no idea if they eventually did.
Sometimes TCP does add some overhead. That overhead does come with some advantages though.
Unless of course they are using TCP for the bulk of the traffic and still using UDP to update only your positioning on the map. In which case, packet loss will maybe result in the warping thing. I am no expert on this. Coding that stuff is ridiculously complex but I suppose TCP should give more tolerance in variances of ping.
Packages loss is horible,even in option alt+p is not showed anymore.
But with easy i can see it on gameplay when lots of hits are not showed in my log,or wille a runing fine ,in a second 234234 hits apear in your log and you die instant.
Still i think old patched protocol was the best one.
Playng warrior is horible also ,many times you will run once with the taget and even with a spear will hit nothing ,will say "you are not in range" ...
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Old 11-30-2012, 05:51 PM   #50
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The switch to TCP was completely some time ago (verifyable with tools like wireshark) and is what caused the problems, not solved it.

A reliable protocol like TCP is not good for games, because the "reliable" part is a mysnomer. This basicaly just means that it stops processing data until it is all in the correct format (not out of order, no missing packets). I say its a misnomer because it does this by 1) Freezing the connection from the app's point of view, and 2) Dropping any packets that do not "fit in". In other words, TCP can greatly increase packet loss, latency and cause more delays than a more lenient UDP code because games written for UDP tend to "auto correct" their positions and movement prediction vectors rather than relying on it always being correct. They tend to be more robust and somewhat even auto-sensing of issues due to the lossy and disordered nature of a connectionless protocol.

The net result is that even though the application sees data arriving in a tidy layout with TCP, the overhead is terrible. That is why this decisions was heavily critisized. More information can be found in many articles on networking and games especially on gamedev.net.

An older post I wrote on the subject. Source: I do this for a living.
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