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General discussion Topics related to various aspects of Champions of Regnum

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Old 11-06-2014, 09:15 AM   #31
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Quote:
Originally Posted by Slartibartfast View Post
Well... Mages are put aside again? +class gives warriors and archers more damage, and mages gets nothing but absolutely unusable int attribute. Minor mana pool is not worth mentioning.
Look on the bright side. You get to use Vampirism and Soul Keeper more often now.
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Old 11-06-2014, 09:50 AM   #32
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Originally Posted by Yasar View Post
Hello,

i think till now u've done a great job, a little bit new, have to get comfortable with that, but acceptable. Also very interested in which ways players could really interact with that "least p." problem, which means loggin in and out could cheat the system pretty effective? In my opinion, like somebody above said already, you should really consider to just count high lvl players (if it's not done already :-) )

I also wanna know, what happens with that dublicated tenax, could this really happen, when p.e. Ignis took 2 relicts of both realms to the wall? Would be funny.
This system will not be sensible to recent massive disconnections or such attempts to trick it. Don't worry.

And if you see a second Tenax, it's his twin, not himself or... I could just make that if he's in the world it can't be spawned again. Shouldn't I?
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Old 11-06-2014, 10:03 AM   #33
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Originally Posted by Adrian View Post
And if you see a second Tenax, it's his twin, not himself or... I could just make that if he's in the world it can't be spawned again. Shouldn't I?
It could be something like: ''The dragon you are calling is not available at the moment. Please try again later.'' or "The dragon is busy at the moment, but he'll get to you as soon as he is done with whatever he is up to.''
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Old 11-06-2014, 05:51 PM   #34
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Well, I know what I said in my post (about one realm invading 2 realms at the same time) shouldn't really be the case at any point in time, because a realm that's invading another realm should focus on just that one invasion if they want good results to come from that invasion, rather than split their forces. But maybe make a whole new meaning to the dragons now, instead of having them help invade.... while still keeping the dragon raids and gear the way it is now.


I miss the dragons being powerful, it made it tough for the third realm to sneak in and get noble or to cap gate. Now we see it way to often.


I do wonder how many split groups we will have though, now that a realm can use both enemy realm's relics at the same time. Like say most of my realm wants gems from Syrtis, but a bunch of people want noble from Alsius... A group of players might take it upon themselves to go after Alsius for noble, while the rest of us are trying to invade Syrtis for gems. But then again, individuals can chose to do their own thing during current invasions anyway, so I might be over-thinking it lol.
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Old 11-06-2014, 05:57 PM   #35
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Amun updated. 06/11/2014

- Modified: Sound of Energy Barrier when casting and also when being hit. (it was so annoying!)
- Added: Realm Balance. When a realm is in disadvantage and the players die in their own Realm Door zone, the respawn is instant.
- Added: Realm Balance. When carrying a Relic, it casts a power that allows to reduce the speed of the carrier just a little bit. This is set individually by relic, to balance distances of all realms.

Notes:
  • When Dragon is invoked by the second Relic, now there is a notice with sound in the client.
  • Relics that got stuck in the ground when dying because of timeout, fixed
  • If the Dragon of a Realm is already in the world, placing the second relic in another attacked realm won't summon it again.

We'll upload this version in a few minutes!
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Old 11-06-2014, 06:01 PM   #36
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Quote:
- Added: Realm Balance. When carrying a Relic, it casts a power that allows to reduce the speed of the carrier just a little bit. This is set individually by relic, to balance distances of all realms.
Nice!
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Old 11-06-2014, 06:34 PM   #37
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@Frosk can we have realm announce when relic is open, so sneaking out camoed relic is a little bit harder. Same announce we can have when gem is being taken.
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Old 11-06-2014, 07:45 PM   #38
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Relic Cages times have been drastically reduced for testing purposes. DO NOT take them as if they were final changes!

Final values that will be used in live servers, for these and all other timers involved in the invasion system, will be communicated when the time comes.

Thank you!
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Old 11-07-2014, 05:27 AM   #39
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Default Nice try

I think this was a nice try on behalf of the developer(s). However, I still believe these changes will not accomplish the desired goals (bringing players back to the game and keeping them).

My experience is Alsius on Haven. For 95% of all invasions, there is an imbalance that exists. The imbalance occurs becauses players all log into the same realm, and invade empty forts and defenseless realm. The imbalance is extreme 20(level 60+):2(level < 60) for example. With those kind of odds, the "balance" features simply do not matter. I don't see this changing with the new invasion system: folk will want to see a successful invasion, and will continue to all log into the invading realm, leaving few, if any defenders.

The problem is that THERE IS NO INCENTIVE TO DEFEND a realm. If you invade, you get your quests done, you get your noble, you might get wish. If you defend, you'll not likely kill anybody, pfftt noble or wish. So if you're a multi-realmer, you'll log into the invading realm. If not, you logoff and go play another game - and after a few days of this, quite likely not to return.

I am very frustrated with these types of changes by NGD. NGD, for years, has denied there is a multi-realmer problem. These days, it is absolutely clear that this is happening, and very few players even bother denying it any more. Yet NGD continues to release changes that do not even consider what will happen with multi-realmers.

Consider the recent halloween event. If you don't cure your realm you will get invaded. Adrian is on realm chat saying "Work harder to cure your realm". Yet the problem is that he doesn't consider that multi-realmers intentionally log alts to infect and avoid cure. With low population, it was extremely easy for multis to login infected alts whenever they wanted to invade. I cannot believe NGD didn't see this coming - to me it was OBVIOUS it was going to happen. The patch to reset disease after two hours helped to some extent (thanks!), but I can't believe NGD didn't see this coming.

Changing the invasion mechanic simply changes the mechanic. You might see some boost of players returning/testing the new mechanic. But it will very soon just devolve back to the same fail invasions. Changing the relic path with 20:2? really? How is this going to help anything? If anything it will cause back-to-back invasions because now invasions occur faster with the shorter paths!

CoR touts itself as an RvRvR game. Recent changes have made it an Rv0v0 game. New mechanics make it where the third realm can't do anything to help the underpopulated realm. They can't steal a gem even, and much harder to get in the gate. So the third realm has two options - logoff to defending realm, logoff to attacking realm. And we know how that goes... To me it seems the new changes make this aspect EVEN WORSE. We need changes that think RvRvR and not RvRv0 (which becomes Rv0v0).

I have been saying for quite some time that the solution is that there must be some incentive for defenders. Right now the attacking realm gets all the benefit, so that's where all the players go. This results in the strong realm getting stronger because realm bonus and rapid completion of WM quests. You get the type of continuous imbalances we see that are simply destroying the game. Yes, I'm sure the same old faces are happy doing the same old boring invasions. But it prevents CoR from acquiring and retaining new players, and this game is stuck in the rut of the same old group of players dwindling away from a dying game.

If CoR is to return to its former glory, or even continue to grow, you must implement changes with multi-realmers in mind. Your core set of players are multi-realmers, and they are about the worst community I've seen in any MMO. Rather than try to help the game and retain players, they exploit every weakness in the game mechanic or turn a blind-eye to those that do. THIS MUST BE EXPECTED given the community that exists here, and any mechanic changes must bear this in mind.

To be honest, I wouldn't bother with any of the mechanic changes. I would simply give defenders a reason to defend and/or give the invaded realm some sort of bonus to prevent repetitive invasion. Some short examples: A reason to defend could be some loot or reward for defending split amongst the defenders. Maybe works like a boss drop. (We all know we can get a full realm when it's boss time!) An invaded realm could get a stackable bonus each time it is invaded. Yes, I know, this means the multis will rotate realms, but at least now they rotate realms! Even if the solution is a poor as giving the invaded realm an exp boost, at least the new players have some hope because now they grind faster! There are numerous ways to do these things, and I don't want to derail an already long post with too many ideas. Perhaps others can post a new thread with some ideas.

One last thing: please stop calling invaded realm "Devastated" - new players *hate* this. Give the realm a bonus and call it "Rebuilding". Give the new players some hope that there will one day be an end to the daily invasions by the same group of barbtards.
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Old 11-07-2014, 07:40 AM   #40
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Are there any changes being planned for dragon?

Because I observed an interesting behaviour at the gate. Under invasion, the dragon kept circling in the air without landing on the ground and using it's range attacks on the people below. This could actually be a nice idea without it interfering on the ground with it's size and that large scale hitbox making it hard to select players in it's vicinity. And the sounds also give a nice vibe to the game atmosphere while it does that, like growling, fireballs, blaze and the sound of the wings flapping etc.

Or you could make it land once in a while only to stomp, then lift back up into the air and re-circle again, sorta like air support.
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