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General discussion Topics related to various aspects of Champions of Regnum

View Poll Results: Do you like new saves?
Yes, I like new saves. 28 13.27%
No, i miss old central saves. 175 82.94%
Other - tell what. 8 3.79%
Voters: 211. You may not vote on this poll

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Old 05-27-2011, 10:32 PM   #31
chilko
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Hi guys, just wanted to let you know that we are following this discussion closely.

The new saves appear to be working well on high population servers.
We need more time to test in real game conditions.
let's see how this plays out, please continue this debate

regards,

Chilko
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Old 05-27-2011, 10:58 PM   #32
maximus-decimus
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Quote:
Originally Posted by chilko View Post
Hi guys, just wanted to let you know that we are following this discussion closely.

The new saves appear to be working well on high population servers.
We need more time to test in real game conditions.
let's see how this plays out, please continue this debate

regards,

Chilko
Than hurry up finding out that underpopulated realms just get more and more frustrted with this bind system. pls start changing! At least try to make this thing right, its ok for me if there is more and more stupid Xim-items and 70000% Boost i dont care, but know you ruin the RvR the last good thing that players played, althougt your Class Balancing is not working this new bindchange makes regnum a running gag, with more running than a gag.

regards
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Old 05-27-2011, 11:26 PM   #33
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On low population servers, the only thing balancing a large realm taking a smaller realm's fort was the close-by save.

The addition of teleports already partially ruined this balance, since killing people no longer delays them from returning to the fort. Also, hunters can no longer camp bridges to hold off reinforcements.

Warmaster banners also partially ruined this balance. Small realms with few warmasters can't compete with immune-to-CC enemies.

Removing the save ruined the balance completely. Smaller realms used to be able to whittle away larger forces by luring them close to the save and killing them a few at a time. This was not terribly fun, but at least it offered a fighting chance. Now that is gone too.

Basically, underpopulated realms have lost all hope, making more people quit, making the problem worse.
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Old 05-27-2011, 11:36 PM   #34
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At first I really didn't like the idea with the spawns and voted so hehe, but after playing a bit itt can be quite fun. Specially when grabbing herb in revenge and messing up the syrtians suply lines when their trying to do something. The more impact our actions have on the game the more fun I think it is.

I hope the alsians can survive this though since agg is taken sooo often.

Oh, quick question. Who uses the non main fort spawns and why? Just curious since they seem kinda useless to me. Has someone found a good tactic with these? Or are they just a waste of space?
Personally I think that there should be a choice to which one you spawn when you die, so that when you are bound to one of the wz spawns your bound to them all.
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Old 05-28-2011, 04:17 AM   #35
magic_gandalf_007
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Quote:
Originally Posted by chilko View Post
Hi guys, just wanted to let you know that we are following this discussion closely.

The new saves appear to be working well on high population servers.
We need more time to test in real game conditions.
let's see how this plays out, please continue this debate

regards,

Chilko
Reading the reactions suppose NGD does agree this was a very very stupid update. ...... playing on RA ...... sucks biggg time these new saves. I'd rather see the many many bugs become less but apparantly that is not interesting to NGD.
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Old 05-28-2011, 06:18 AM   #36
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Quote:
Originally Posted by cugel View Post
On low population servers, the only thing balancing a large realm taking a smaller realm's fort was the close-by save.

The addition of teleports already partially ruined this balance, since killing people no longer delays them from returning to the fort. Also, hunters can no longer camp bridges to hold off reinforcements.

Warmaster banners also partially ruined this balance. Small realms with few warmasters can't compete with immune-to-CC enemies.

Removing the save ruined the balance completely. Smaller realms used to be able to whittle away larger forces by luring them close to the save and killing them a few at a time. This was not terribly fun, but at least it offered a fighting chance. Now that is gone too.

Basically, underpopulated realms have lost all hope, making more people quit, making the problem worse.
Nice post, completely agree with everything u said.
U summarized the reasons well I'm planning to rage quit for actually
Highlighted part is the worst
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Old 05-28-2011, 07:07 AM   #37
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I still think this was a mistake. I still think big part of population of Syrtis is because of the how their CS was made. It was save and market in one place. It gets grinders, fighters and traders, talkers in one place. It socializes people and it is more fun.

--

If Ignis market is moved to oasis, and goat CS is moved to market it will be way better believe me.

Oasis is only alive place in desert. It is place for hope and fun. It makes ppl feel better. Here we can have 1 - 2 caravans from Menirah side to provide better shelter from enemies and sand storms.

Moving Alsius CS to market gets people out of the woods into a nice open field. Woods are place to hide not to socialize. Place a fire there. Fire is warm, cozy and gives feeling you are safe. Dwarfs will love to drink beer and sing for gold around it and lazy goats will sit there and smoke wheat.

--

It is not only cut reinforcements, run from gate, play careful, camp fort. We done this before this change was implemented.

Part of the game must be socializing people and Syrtis CS was right into this spot. Forts are forts - place to battle. CS is more important in other aspect.
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Last edited by ieti; 05-28-2011 at 08:00 AM.
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Old 05-28-2011, 09:01 AM   #38
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Quote:
Originally Posted by ieti View Post
I still think this was a mistake. I still think big part of population of Syrtis is because of the how their CS was made. It was save and market in one place. It gets grinders, fighters and traders, talkers in one place. It socializes people and it is more fun.

--

If Ignis market is moved to oasis, and goat CS is moved to market it will be way better believe me.

Oasis is only alive place in desert. It is place for hope and fun. It makes ppl feel better. Here we can have 1 - 2 caravans from Menirah side to provide better shelter from enemies and sand storms.

Moving Alsius CS to market gets people out of the woods into a nice open field. Woods are place to hide not to socialize. Place a fire there. Fire is warm, cozy and gives feeling you are safe. Dwarfs will love to drink beer and sing for gold around it and lazy goats will sit there and smoke wheat.

--

It is not only cut reinforcements, run from gate, play careful, camp fort. We done this before this change was implemented.

Part of the game must be socializing people and Syrtis CS was right into this spot. Forts are forts - place to battle. CS is more important in other aspect.
Yeah place where people afk and chat go play the game. If everyone afks all the time at cs what will be happening no action. Finally all markets are balanced.
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Old 05-28-2011, 09:56 AM   #39
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Stoo this is needed too.

Oh yes WM's have no problems with that...because they can teleport to any fortification. Heh this game is not made for WM's only. Think of the ppl who now come into WZ. Think for ppl who are not WM's. What about them?

I see no reason in saves that deactivate when you need them most, i see no reason to run from gate more time than i fight or to depend of WM to bring me back, and i do not see reason markets to be stuck in the middle of nowhere.. It is market after all it is logical to be where people gather i.e. his place is next to save pillar. Balance of markets...this is no balance!

I really dislike afking and camping at forts. Old CS was more like an rally point when you can pick any party for anywhere. Even you can rest and afk if you like to.

I really do not realized how CS was good until we lost it. I really do not like how freedom of choice is cut. I really do not like how new rules are made to force you to obey them.

F**k the rules! Old CS was alot better than new ugly fort camping save.

*** 2 days keeping old CS alive...and counting... ***
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Last edited by ieti; 05-28-2011 at 10:26 AM.
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Old 05-28-2011, 10:36 AM   #40
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I kinda like it.. the Syrtis headquarter and organisation tower used to be at Herb save.. now I only see Ieti there. Anyway I love it, if there's no war I get to the old herb save waving at greens and challenging them.. until some lame ass bitch attacks me from the back and everybody starts joining him.

Anyway I didn't really feel anything changed at alsius CS but hey, it's not like we can get even more unorganised. But this will change, mark my words.

So love em
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