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Old 08-10-2015, 01:38 PM   #201
Adrian
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Originally Posted by anukai View Post
the new war experience is only in forts ?
I ask this because i like more those open fight and bridge war.
No, experience is given everywhere, but WMC will be only given at forts. Regnum is an RvR game and the rewards for its war must be given where war benefits the game's main purpose.
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Old 08-10-2015, 02:11 PM   #202
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Those new jewelry will be for the new experience reward or for wmc ?

I think that most aren't enjoying with that purpose of camping forts and invading to get a reward that will be used to buy such OP items.
Fort war always gives the zerging realm the advantage if the fight lasts more than 30min it become farming and boring. But bridge & open war may lasts hours.
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Old 08-10-2015, 02:53 PM   #203
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Basically capturing forts will, depending on how and which you have captured, establish a multiplier in the zones of those forts for the obtained WM coins. These coins will not be rewarded at the end of a timer, but with every enemy kill, such as when you get experience from them.

For example, if killing an enemy gives 5 WMC and I have captured a fort, I will only get 5 WMC. But, if I also have a castle, I could get the double: 10 WMC. And if I have the three buildings, the triple.
I like that... but please find a good way to promote castle wars since we don't even need castle to invade enemy realm nobody cares about wars there. Castles have become much less important than ever :P
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Old 08-10-2015, 03:05 PM   #204
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But Realm Points are distributed in a different way than the new war experience is. And the WM coins will be distributed that way too. We already tested it a lot and practically every subclass gets the same amount in similar timeframes, even support subclasses.
to bring up my previous example again - if 3 barbarians kill a 10-players-zerg with their aoe's, the game will not even realize that there might have been conjurers involved.
- so if you say that wmc & xp are being distributed fairly, which, sorry to say, I doubt, why aren't realm points?

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You will have more details when we upload a version to Amun.
yes but you asked for our opinion right now

ps. BRING TDM BACK!!
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Old 08-10-2015, 03:08 PM   #205
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Ever since the first moment that we saw in live servers some users commenting: "let them capture so we can get a reward" we were already thinking in performing changes. Any idea can be great until it clashes with human psychology and the law of the less effort possible. Nothing to be surprised of.

We were already designing a new way to obtain coins in battle because this current system favours the realm that has more initiative of war and not specifically the one with most players. That sounded good but not for the future plans regarding the coins. Our bad.

We were about to release this new version soon, but first we will give a chance to some changes to be tested in Amun related to obtaining WM coins.

Basically capturing forts will, depending on how and which you have captured, establish a multiplier in the zones of those forts for the obtained WM coins. These coins will not be rewarded at the end of a timer, but with every enemy kill, such as when you get experience from them.

For example, if killing an enemy gives 5 WMC and I have captured a fort, I will only get 5 WMC. But, if I also have a castle, I could get the double: 10 WMC. And if I have the three buildings, the triple.

We already calculated, based on the current war numbers, that it would be a lot more balanced. Also, we're thinking about making the fort zones a bit bigger. Now that we finished all the analysis we think it is appropriate to give it a chance and obviously, know what you think about it!
Good one. Participation in war rewards are more logical than sitting empty forts. Also, as said above you could give WMC in open areas but not by that amount as you would do at a fort. Maybe you could cut a percentage of it. Ganking is also something that is to be considered in such situation. Bridge wars and open fights are fine. But only time will tell if this is needed.

It looks well at the moment, thanks for the update.
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Old 08-10-2015, 04:20 PM   #206
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Is experience getting removed from holding a fort too? If yes, would you consider increasing the exp from players, at least in fort zones, too? 200 is really low, With fort rewards, it is quite a nice way to level up only by warring - 5000+ exp is a big help. With 200 exp per player, it would be 25 extra player kills to get same exp .. that could be a problem on Haven, and even more if players stop giving exp if you kill them several times (as it is now right?). 200 is exp a mob gives ... players are much harder to kill than a mob and it takes more time.

Edit: Now when thinking about the WMC rewards from players, the idea may have flaws too. Lets say a realm is holding more forts, people at the fort where are enemies will get all WMC/exp, but what about the players who guard the second fort so that the people in first fort can have double WMC ... they will all run back and forth between forts where is or isn't an action? If there will be lot of enemies in fort, owners will just go to capture the non guarded one.

Another note, in current system when fort owner is trying to recapture a fort, they sometimes try even with lesser numbers (they wan't recapture reward and don't want enemies to get it). Now they may just say 'they are too many, let them rot there and not give them free WMC'. And then enemy capture second fort to start invasion .. but owner will go to empty fort to recapture (because all enemies only move into fort with 'active war' and leave the second one empty) On heaven, usually only enemy is having multiple forts, but owners all fight at single fort and recapturing them one by one, not at once, as perhaps on Ra, where is bigger population.

Just my thoughts on this. Perhaps there is no perfect solution to this.

Last edited by godismyjudge; 08-10-2015 at 04:52 PM.
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Old 08-10-2015, 05:13 PM   #207
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Quote:
Originally Posted by Adrian View Post
Ever since the first moment that we saw in live servers some users commenting: "let them capture so we can get a reward" we were already thinking in performing changes. Any idea can be great until it clashes with human psychology and the law of the less effort possible. Nothing to be surprised of.
Don't know how u guys couldn't predict it, But with this new system, here is what u guys gonna see in live server "Don't go to 'X' fort, u guys are only going to die and give them RPs and WM coins". Wars that even with numerical disadvantages were happening, now at the moment the smallest disadvantage happen ir will end, No more tower defense or Last minute "All in" to receive rewards.
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Old 08-10-2015, 05:44 PM   #208
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Originally Posted by Adrian View Post
But Realm Points are distributed in a different way than the new war experience is. And the WM coins will be distributed that way too. We already tested it a lot and practically every subclass gets the same amount in similar timeframes, even support subclasses.

This will reduce speculation and getting WMC for being "there" or arriving "on time".

The idea still has to grow. You will have more details when we upload a version to Amun.

WMC in forts was a good idea, but as it always happens, systems need to adapt to the attitudes of those that play. We, developers, usually make the mistake of attaching too much to the rules. We obviously try to break it for it to be robust, but we may forget about corruption in groups
Instead you will get people farming a bit only to run, teleport or even log out the moment the fight starts to turn.

You will get enemies more likely to log out or idle because it not worth giving it a try and give enemies wmc.

Also who will capture and hold fort 2 and 3 when its only the action that is rewarding?

Maybe the both systems could be combined, just to keep the war promoting incentives in the current system.
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Old 08-10-2015, 06:20 PM   #209
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Quote:
Originally Posted by Eric_Singer View Post
Don't know how u guys couldn't predict it, But with this new system, here is what u guys gonna see in live server "Don't go to 'X' fort, u guys are only going to die and give them RPs and WM coins". Wars that even with numerical disadvantages were happening, now at the moment the smallest disadvantage happen ir will end, No more tower defense or Last minute "All in" to receive rewards.
True.

This is the same with the current reward system, where preventing capture (ie. killing enemies before they break door) is generally avoided, because you can just wait and recapture if you have more people on your side.

That said the proposed system could (imho must) include a bonus for fighting more with less, so it is still interesting to fight.

Ie. if one of your forts is taken, and camped by 15 enemies, and you have 10 on your side, you have a huge disavantage (5 less and no fort), if the side with 10 had a significant bonus it would motivate them to fight. Let's say if one of the 15 in the fort kills one of the 10, he earns 100 wmc, the reverse could be 200 wmc.

But NGD needs to implement a way to count dynamically forces in presence (accounting levels, number, and perhaps classes), not sure they can do it (but it would be great to help with realm balance for sure).
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Old 08-10-2015, 08:54 PM   #210
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^

Lesser popped realms should earn a multiplier on coins. (and greater popped realms a penalty). So your average alsius group at night should be getting 1/10th to 1/50th of the base coin value (rounding down, so 0).
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