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General discussion Topics related to various aspects of Champions of Regnum

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Old 05-10-2016, 04:02 AM   #81
Kimahri_Ronso
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Quote:
Originally Posted by Healerous View Post
thats just sarcasm, right?
Nein, das war es nicht. Ich habe's wirklich so gemeint .
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Old 05-10-2016, 10:12 AM   #82
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Originally Posted by Kimahri_Ronso View Post
Nein, das war es nicht. Ich habe's wirklich so gemeint .
du bist doch auf crack!
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Old 05-10-2016, 11:50 PM   #83
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You aren't getting credit for buffing/healing because the people going out the door aren't normal hitting initially. Everything you did is lost when they don't normal hit first.
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Old 05-11-2016, 02:04 AM   #84
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Originally Posted by Droc View Post
You aren't getting credit for buffing/healing because the people going out the door aren't normal hitting initially. Everything you did is lost when they don't normal hit first.
...which, sorry the phrasing, is total bullshit. Never understood the reason behind this. Just not fair.
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Old 05-15-2016, 07:28 PM   #85
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Quote:
Originally Posted by Droc View Post
You aren't getting credit for buffing/healing because the people going out the door aren't normal hitting initially. Everything you did is lost when they don't normal hit first.
That's inane. Not saying you're not right, but that is just stupid. "You just healed and buffed someone so he can go out and 'normal hit' someone so he can die faster and the fort can be taken quicker."

This is a BUG, not a FEATURE. It needs to be FIXED.

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Old 05-15-2016, 07:31 PM   #86
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Originally Posted by Artemo View Post
Looking forward to a crafting-system. I hope you come up with something good and simple!
Last time it was Magnanite weapons of dubious quality and great expense, and embedding gems in sockets.

Are you sure you want a crafting system, given the track record?

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Old 05-15-2016, 07:41 PM   #87
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Quote:
Originally Posted by Kimahri_Ronso View Post
Added to OP:
End Gameplay:
Modify XP/RP/WMC distribution for support classes /non-dmg spells /low damage hits/spells


It's really annoying for conjus (mostly) not to receive anything after using even a Lv5 spell on an ally, yes, it still happens (), somehow the whole thing just works delayed and it shouldn't work that way.

Even a lv3 non-damaging spell should grant kill count IMO, a Lv3 Ambush, a Lv3 Sudden strike, a Lv3 Burst of the wind, a Lv 3 Silence, a Lv 3 Intimidate and so on...
The pricking ivy that stopped him in his tracks so the barb could catch him and beat him to death -- this created the kill.

The ambush that did the same thing; the distracting shot that did the same thing.

The Ensnaring arrow that didn't get through defenses but slowed him down; the caltrops with a follow-up lightning arrow that let the barb get into the group to cut loose with typhoon that let the rest of the group catch up and mash the enemy into hamburger.

All of those should give credit for the kills, regardless of the rank of the skill that accomplished it. A Rank 1 skill/power can stop someone cold for a few seconds. The blacksmith's tongs hold the metal for a strike with the hammer. You're the tongs, your friendly neighborhood barbarian is the hammer.

Credit should be given for creating the kill opportunity.

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Old 05-15-2016, 07:53 PM   #88
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Quote:
Originally Posted by v0rt3x View Post
Can you please place some mobs or a level area at inner realm / out of warzone, so i can level up from 50 to 60 without any levelkiller?
Or raise the EXP at fort wars! <<-- specially at low populated servers e.g. Haven/Valhalla
And give the leveling player in the warzone an EXP Bonus, because the risk is higher?
And raise the taken Quest limit to 10 or so.

Thx
So, player kill exp was raised in Haven as compared to Ra. don't know about Valhalla. A 45th level toon in Haven gets about 1250 + challenge bonus. It appears to me that Ra toons get about 75% of that.

Also, I've noticed that fine gradations of participation went away for player kills. On Haven, it was 1250 or 625 or nothing. On Ra, likewise. So, Major participation (1250), Minor participation(625), or incidental participation (0). Not sure if this was NGD's intention, but that's what I've been seeing.

So, my 30th level toon in the Haven wz was getting 1875 xp per player kill, if she could do enough damage to seriously injure the enemy. That's pretty good, actually, and she rocketed from 30th to 45th.

After that, it became hard finding players to kill because populations are dropping radically on Haven.

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Old 05-15-2016, 08:30 PM   #89
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Quote:
Originally Posted by Adrian View Post
We always read everything and it helps substantially. Remember that this time we just changed the order of the quests and their XP reward mostly. In another iteration, we will change objectives adding new ones and making them more interesting.

Not everyone cares that much about quests, but about levelling fast. We're focusing on that right now. As you know, time is ticking against us and even if we WANT to enhance everything, we have to choose.

The purpose of this year's Roadmap is addressing the basics. Then, in further iterations we will continue what is remaining to be done in the enhanced features and so on. Before, we were doing all at once or focusing in a single feature surrounded by other minor ones. Now, we will be progressive. Enhancing the image of the game step by step. Like this cute owl gif:

https://media-mediatemple.netdna-ssl...ssive-jpeg.gif

Slowly we will get to see the Regnum we all want, and user suggestions are key to this. Not for them to be directly implemented the way the community wants, but because they constantly shape our decisions.
First, I totally get that you read the comments and let them shape the kind of decisions you make. I get that. What the community wants is a fun game, with challenges that are not impossible.

Second, the clock is ticking way faster than you think it is. Right now, many players are leaving Haven and creating toons on Ra. This is part of the freedom of the Internet. Haven's community has shrunken radically; the server feels like a ghost town. We've been patient, waiting for NGD to fix things so the game will be better so people will come play. Most of us are out of patience. We like the game, we like the community, but our friends are moving to Ra, so we will likely follow.

The reason they are moving to Ra is because the game on Haven is no longer fun. 30 invaders versus 2 defenders... is it fun for the invaders? If it is, perhaps they need psychiatric help. Is it fun for the defenders? Same comment, different psychiatrist. I did not have fun invading an empty Alsius.

Unfortunately, there is no really good way to adjust game balance for population. War confidence sort of helped a little bit, but it's not implemented well, and it's buggy besides.

Third, some of the stuff you've done has been beneficial. The quests now give substantial experience. Getting from 1st level to 30th level is a matter of a week or less. Getting decent gear at 30th level is a matter of a single quest with a following quest line. I think that's excellent. It was really good gear, by the way. A little random... I expect by design... but really good gear for 30th level. Good job on that. Some follow-on warzone quests (like a 2/2, 3/3, 4/4, on up to the 20/20) would be a great addition. Adding some good but not great gear at 45th would be a nice add, also.

Fourth, to be honest, many of the quests are boring, inane, or just stupid. Worse, there aren't any options but to take the quest and do everything in it, or not accept the quest, or not finish the quest. An actual quest path with decisions to make would be nice. In other words, you make choices along the way about what you do in terms of the quest. For example, the Runestones quest. What would happen if you went to the nobles and talked with them about it early in the quest chain? I realize this might create complications, but it would be helpful and make the quest a lot less silly in some places. And, in terms of some of the quests, there should be time elements involved (you must spend 2 minutes in the Myil forest, for example; or you must get to Herbred fort and the Market, and back to Egil within an allotted time to get the full quest reward, for another example).

In terms of quests with more choices, those choices have consequences; if you take THIS quest and complete it, you cannot take THAT quest at all, but must take another one that is different. The quest chains CHANGE.

I realize this is more programming -- but you've done a dependent quest chain with the Runestones line. This would require an additional quest type that allows more choices (and tracks them!).

Note also that sometimes quests reappear after having been done once. That's probably a bug that needs to be squashed.

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Old 05-15-2016, 08:44 PM   #90
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Quote:
Originally Posted by Adrian View Post
For now, the 7-day mount is OK regarding this stage of the Roadmap, involving the first 30 levels, which can now be done super quick. But, in the future the horses for gold will be back. We surely will do it in the next stage as it is related to end-gameplay.
That would be great. It would be nice if we could trade a horse to someone who needs one, too.

However, about that horse for gold: it needs to be rather expensive, to encourage people to spend the ximerin on a good mount (you need the money to continue to operate the servers), and it needs to be not too expensive, so people can actually have a mount to use.

I suggest you offer a 1-day mount at 100,000 gold, a 7-day mount at 500,000 gold, and a 30-day mount at 2,000,000 gold. From my perspective, these mounts should be the "light horse," the cheapest thing in the stable.

Obviously those prices are ballpark figures, and potentially an order of magnitude off, but I think they're high rather than low.

What if you offered 30-day mounts for ximerin, at, say, 10% of the price of a permanent mount? People could try the different mounts for a month each before making a permanent purchase.

It would also be nice to be able to gift another player with an unused mount. I understand the reasoning behind not allowing mounts to be traded (really I do), but some players don't have the access to buy ximerin. So, some of us would like to be able to gift other players with mounts we JUST PURCHASED and have not ridden yet or opened.

Not sure if that's possible, but it would be nice.

Rinky
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