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Old 11-04-2014, 08:58 PM   #21
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So far the invasion system seems kinda fun. Now if you want to just cap a fort to farm, you can't take the relic unless you take another fort. Which makes it harder for individuals to use a relic that the rest of the realm doesn't want. Now we won't be stuck with an unwanted relic until we take all 3. I also like the fact that each relic adds a certain amount of vulnerability time. Also, by this statement....
Quote:
For each relic stored, a 10 minute vulnerability of the Realm Door is granted.
Invasions will be up to 30 minutes, which sounds good compared to a whole hour. So now a realm has to be smarter about how they approach an invasion, which is good. This will make it harder for the attacking realm to take all of the defending realm's gems in one invasion.


Quote:
Added: War Confidence power that is casted automatically when players of the least populated realm are near a fortification or Realm Door.
This is the only thing I have any concern about really. Does this apply to how many people overall are logged into that realm, or the number of high level players? If it's based on number of players overall, it brings back the multi-realming issue... Some individuals from the realm that's trying to invade could dual log into other realms on low level characters just to pick up the population, so it weakens the defending realm's defenses more, basically helping cancel out the "war confidence power".


A question I have that comes to mind, regarding the fact that we no longer will have relics being placed in castles (which gets rid of being able to only use 1 enemy realm's relics at a time).... is what if Ignis took 2 Alsius relics to Alsius gate, and two Syrtis relics to Syrtis gate at the same time... Would Tenax be duplicated and go to both gates?

As always, if I am misunderstanding something, please correct me.
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Last edited by MDpro; 11-04-2014 at 09:24 PM.
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Old 11-05-2014, 01:37 AM   #22
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Quote:
Originally Posted by Ryan_Carmon View Post
http://ryan-carmon.de/uploads/RO_WarConfidence.jpg

This. According to English client.
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.
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Old 11-05-2014, 12:37 PM   #23
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Hey Adrian,

i read your update-post. Now it's edited (don't know how long). Before this edit you wrote you would put a timer on relic and gems for multirealmers who just switched the realm and asked "That's a beginning - isn't it?".
Imo it has no real effect because only 1 player is needed to carry a relic - and multis who switched will escort this person. This is no solution.

You talk about giving bonus to defenders to equal fights.
If you have a 10 vs 10 at a fort and 3 ppl switch, you have a 13 vs 7 f.e.
Are you sure your bonus will help much vs X x dizz etc? I don't think so.

Players can't mount relics anymore. That's good - But the effect is 0 if you don't have the ppl to stop it.

Do you remember the mechanic of the realm guards at gates - the calculation of their numbers based on the numbers of players who will attack the gate?
What did ppl do? Right - they logged out just a moment before and the calculation of realm guards didn't work anymore.

Are you sure you'll be able to handle the effect of switching multirealmers in RvR this way - or will you finally give them some more tools to be "creative..." in abusing game-mechanics?
(Have a look - we have enough multirealmers in here. What will you be told by them?)
Good luck for the last three servers and your game, Adrian.
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Old 11-05-2014, 12:49 PM   #24
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Do people actually read through the thread or comment just for the sake of commenting...

Adrian clearly mentioned in the first page that they would not want to and won't disclose how the bonus will work, for the very same reason of possible switching abuse(which is a far shot in itself). The only clue that was given was it could be related to high level players being online.

Looks like half or more than it of the people playing on Haven are paranoid. Barely anyone gets on to actually test when the devs involve the players but everyone is a hero to comment whatever they please irrespective of things on forum. Sorry for offtopic but it's ridiculous.
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Old 11-05-2014, 12:56 PM   #25
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Quote:
Originally Posted by Loque View Post
Do people actually read through the thread or comment just for the sake of commenting...

Adrian clearly mentioned in the first page that they would not want to and won't disclose how the bonus will work, for the very same reason of possible switching abuse(which is a far shot in itself). The only clue that was given was it could be related to high level players being online.

Looks like half or more than it of the people playing on Haven are paranoid. Barely anyone gets on to actually test when the devs involve the players but everyone is a hero to comment whatever they please irrespective of things on forum. Sorry for offtopic but it's ridiculous.
So mechanics will work because devs wanna try to keep them secret? How long will it take players to find out by trying? this will not work for sure - welcome to the www btw and nice to see the first post i was talking about before.
(Not going to waste my time with you here now - it's adrian's game..if he thinks he's on a good way with his team...go on.).
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Old 11-05-2014, 01:09 PM   #26
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Quote:
Originally Posted by NaturalBornKiller View Post
5/10%... depending on... what? random?
This is my best guess, 5% if higher level online player count is more than low level players, 10% if vice-versa.(in the underpopulated realm in that time frame)

I could be completely and utterly wrong though.
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Old 11-05-2014, 03:51 PM   #27
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Quote:
Originally Posted by Loque View Post
This is my best guess, 5% if higher level online player count is more than low level players, 10% if vice-versa.(in the underpopulated realm in that time frame)

I could be completely and utterly wrong though.
Changed it to 10% always yesterday. But, this still can be adjusted. Bear in mind that those modifiers were added just as a starting point. We're still analyzing the final modifiers for that power.
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Old 11-05-2014, 03:55 PM   #28
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Amun updated!

- Added: Trapdoor icons in map when realm is captured to show alternative exit/entrance. (Also, when trying to attack the captured doors, the game tells you about it).
- Fixed: Some points near the wall capture point where you could relog and stay there to recapture.

Notes: Camouflage was being removed by War Confidence; Gem carrier animation now is shown correctly; Now Alsius power sources should not be climb-able.
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Old 11-05-2014, 05:30 PM   #29
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Quote:
Originally Posted by Frosk View Post
Amun updated!

- Added: Trapdoor icons in map when realm is captured to show alternative exit/entrance. (Also, when trying to attack the captured doors, the game tells you about it).
Can we have those icons be there at all times?
Many new players are not even aware that wall trapdoors exist.
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Old 11-05-2014, 10:19 PM   #30
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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.
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