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Old 09-18-2009, 06:37 PM   #151
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I suggest global cooldown to be adjusted to actually reflect the power of the spell previously casted:

NGD should minimize dead time in the game. GCD adds dead time. Personally, a "global" cooldown of spells won't work. A cooldown between spells depending on the spell previously casted is better but more complicated to implement. A cast of terror for example would trigger a slightly longer global cooldown than a cast of fireball.

To simplify you can even just divide trees into 3. With a global cooldown of lets say 1.5 secs, you can make the first 5 spells take 50% of GCD (0.75 secs) before the next spells can be casted, the next 3 spells in the tree take 75% (1.1 secs) before the next spell can be casted and 100% (1.5 secs) for the next spell can be casted. This is assuming the strongest spells are at the end of each tree.
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Old 09-18-2009, 06:49 PM   #152
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Quote:
Originally Posted by Mattdoesrock View Post
Yeah I definatly agree.

On amun early there was a conju in a party hat, who then meteored someone...

If this was carried over to the live servers it'd be chaos, you'd have no idea who is who. Just look at this:


http://img34.imageshack.us/img34/466...9091816034.jpg




You can make some nice looks though.

http://img41.imageshack.us/img41/299...9091815332.jpg
Lol that's nothing. I saw a barbarian wearing knight armor, but the funniest part was that he had a Medusa shield. It took me a couple of glances watching his skills like Onslaught till I figured out holy crap its a barb.

Anyway, I disagree with what people say against the attribute scrolls. They create diversity, sure it is something you are not used to seeing, but neither were dragon armors when NGD implemented those... Buffs, and weapon will always be visible.
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Old 09-18-2009, 06:58 PM   #153
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Sqrew diversity, its a step to far swapping armours around, being able to identify a class by its avatar is a key part of the game, mages - untill they cast a tell tale spell could be anything, Knights in hunter gear, barbs as knights, hunters as barbs... its just to silly.
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Old 09-18-2009, 06:59 PM   #154
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NGD tried to fix unbalance since a moment , nerfs after nerfs we don't have the same game we had when i joined (as much people) ex :

NGD introduces strafing (we wasn't asked for) now NGD tries to resolve the straffing kite "features/bug/whatever ..." (after watching a vid), why not just remove strafing ?

Why not just going back in the update history to see where thing start to go bad and rework from there , i really think that if regnum return to pre1.0 version and be worked from there for the balancing it will be far better than was is now and far far far better than what we see in amun.

+ a balance does not only mean nerf , you can add something to a classes (sometimes) instead of all time removing
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Old 09-18-2009, 07:18 PM   #155
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Posted in the wrong thread:

IMO any ranged class should stand a chance to kill a melee class but it should take bloody long to do so. The logic behind this is that a melee character should have enough defensive capability to charge an army, usually this is against a hail of arrows. That is the difficulty of finding balance in the game. How can you make a melee fighter withstand multiple ranged attacks and survive to function while allowing 1 vs 1 ranged fighters to have an equal chance of winning in the open field.

That is why I think casting while moving should be allowed for ALL classes, and warriors should have increased defense and slightly longer speed buffs.
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Old 09-18-2009, 07:18 PM   #156
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I don't believe that nerfing the archers is the solution. Eliminating the piggyback is surely a good thing, that was an advantage for the ranged chars respect to the warriors. The caba has put on in a ridiculous character, more than the barbarian, and it only serves as mule according to my opinion. It is easy to run for 50 seconds and to make him normal of 400-500 with a marksman or killing slowly with a hunter. To improve the of the warriors it is necessary to take measures in the field of the skills and not to change the game totally. Clearly to reduce the range in degrees of archers' attack is a fair thing. There are many useless skills for the warriors that could be changed by defense skills that could allow to of reach those of range. For example it is something unthinkable that a barb has frenzy and the caba nor. To the caba and the barb you could implement a similar skill so to Strategic" "Position so there qould be no need to nerf archer's damage. To make better the branch of spears could be nice: for example to Disable Limb could be changed to Cancel and The area could return to its origin. To also increase the duration of "return" could be one another good thing. I find ridiculous to say that the game will put on more dynamic.. for the time being it is but necessary correct the skills and to change those that are never used.. those they are my opinions..
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Old 09-18-2009, 07:27 PM   #157
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Update from me - a Hunter:

I had a lot of PvE with mobs and a ton of PvP and I'm now comfortable with the changes. It's an interesting way to play to say the least and takes alot of getting used it. It's different and people don't like change.

HOWEVER

I have no problems killing mobs and have learned a fighting method to win so I'm good to go now. Most of the bugs I've noticed are pretty much fixed (like the cool-down bug). I'm not a warrior so I can't talk on their behalf but as a hunter I can say....the changes won't kill you - stop being over-dramatic.

WORD OF CAUTION:
Some real thinking needs to go into mages though (conjurers especially). In large fights they are going to have a lot of difficulty supporting the army IF their spells are canceled when they move.
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Old 09-18-2009, 07:29 PM   #158
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Good work.

A little thing to be said : The movements are more realistic, but it's rather ugly to look, and that hurts my eyes ><.
Movements seems longer, and still with some bugs (I know, it is going to be fixed).

http://img508.imageshack.us/img508/618/majregnum1.jpg

I prefer almost this old mode... =(

http://img508.imageshack.us/img508/3...9071920222.jpg

Another thing, this new system bellow is very similar to that practiced by World of Warcraft (oh my god, please spare us that!).
There is already a cast speed, lasted during which one we cannot cast another power... why that ? ;(

http://img508.imageshack.us/img508/4...9091820012.jpg
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Old 09-18-2009, 07:31 PM   #159
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I stopped reading at page 7, but I'll catch up reading later. I just have to comment on this:

Quote:
Originally Posted by chilko View Post
if you can shot and move from a 40mts range... and actually move faster than a class that can only attack you from 1.5 mts...

how in the world are those guys going to be able even reach you?
Of course they won't be able to reach you if they have to stop every time they have to buff or cast anything. From what I understand the "bug" with warriors casting while moving people actually liked it, and to me it seems (without a lot of testing) - this change might actually change the gameplay for warriors quite a lot and make them better suited for fights with ranged.

Think it over. Give us a few days/a week to heavily test it and see how it works.



Everybody standing still really makes the game feel quite silly and stupid - and even more: really slow!
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Old 09-18-2009, 07:52 PM   #160
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I try not to get involved in the more heated forum debates these days, and prefer to keep my head down and just enjoy the game. I've always trusted that changes that at first seemed unusual are all ultimately taking the game forward. Playing Trix, in the manner I wish to play Trix, as a "rouge" rather than a hunter or ranger type character, is central to my playing experience. I fully take on board rouges are not specifically available in the RO game world, however, there was always enough room for being creative with a class's powers to make a character feel unique. Though the RPG elements in RO aren't as strong as they might be, you could still find a middle ground between being creative and fun and competing in war.

Sorry to go off on a tangent there, I don't mean to redirect the focus of discussion, I guess I was just clarifying my stance on the game before I continued.

So since version 1.0 we've all had to adapt to a lot of changes, it was hard watching members of the Ghosts quit or become disillusioned with their main characters as changes came about that effected the design of their class so deeply they had to radically redesign their power build or play a different class. I was never willing to give up with Trix in this respect. when Evasion was drastically lowered, Alexis Manion helped me retest the entire evasion tree in the arena to find an alternate solution. I didn't use Cats Reflexes to get a ridiculously high passive evasion so I could be "superior" in the game, I used it because it fitted well with the idea of a Rogue. After 1.0 the tests showed it's effect was so negligible I had to switch to a new set of powers.

Other changes happened along the way, notably the change to the dual shot cool down. If I had wanted to be all powerful in this game in damage terms, I'd give in and use a pet, but Rouge's aren't known for their ability to tame creatures. So I spent a few weeks resetting, trying to get a balance of damaging spells that still gave the character the right feel and allowed me to compete in the war zone.

When strafing came about, I think it took some players I know mere hours to work out you could run circles around mobs and melee classes without them ever stiking a blow on you. Many players repeatedly and excitedly offered to teach me how to do this so I could "beat everyone", as you can guess by the tone of this post I wasn't remotely interested. I've never even used SOTW aside from escaping occasionally when I really didn't want to be killed by a certain enemy. I'm speaking from the point of view of my Rogue-hunter, but reading this thread I can see many other classes, and approaches to classes are badly effected.

I guess the point I'm trying to make is, firstly - we're not all here to exploit the game for the highest level of killing efficiency, maybe most of us are but not all of us. There is a RPG element to this game, and there are RPG minded players who like this game and use the diversity of the powers to define their character. Every time you're forced to tear your beloved creation apart, it kind of kills a little more of your soul, a little more of your enthusiasm to sign on. Though I do accept the RPG element to RO is a minority, there are a whole lot of archers who play this game to be something more than a sniper or a pet hunter, removing the ability to play characters that occupy the middle ground of mobility, evasion and close range skirmishing destroys an entire area of approaches to playing an archer.

As many have suggested, subtle changes like putting a reasonable speed nerf on strafing (who can run sideways as fast as they can run forwards?), implementing a speed nerf on back pedaling (I'm fully aware that didn't go well last time but I think it may be preferable to all this complexity, the main part I didn't like was that the animation was changed to walking rather than jogging backwards so it made the character look bored of the fight), returning onslaught to it's former glory, even removing piggy backing.

I think this is the most vocally critical I've been of any changes in RO since I started playing, which is a long time now, and it's because I'm concerned like many others It might be the end of the game for me, a game I've loved dearly, and has been the basis of many friendships and stories.

I just can't help but feel if this was about warriors getting a raw deal, which I'm totally supportive of correcting, some subtle tweaks to archers ability to stay out of reach, and some subtle tweaks to warriors abilities in pursuing would have solved the problem, nobody would have had to tear up their characters builds, only a small minority would be talking about quitting the game, there will always be some, sure. There had been so many cool things happen in the last year or so, the custom mounts, the "potential" of invasions (as a new aspect to the game, appreciating they are not perfect), the enhanced initiation zones with more dynamic quests, the new premium content and character customisation. And the announcement of the new engine and character models had me totally excited for weeks. Then behind all this there seems to have been a steady decline in the actual playing dynamic, barbarians rarely use the new areas and can't be bothered with the new onslaught, knights can't be bothered with the limited area defensive auras, and I don't seem to block on Doll anymore without Protector, every change to hunters pushes all hunters into becoming pet hunters.

It just seems sad. I hope some moderated solution to this new combat system is arrived at, or it's completely dumped in favour of smaller adjustments. Selfishly speaking, I want to play Trix like I want to play Trix, or at least close to it. In regards to the bigger picture, this vision of a static battle field of archers lined up like statues on the fort wall and warriors smashing away at each other on the battle field in a big group, is very organised, and I think I can see what you were trying to do, but also potentially very boring to play.

I'm not a big fan of the test server, seeing changes in flux tends to make me feel more pessimistic, but I may sign on. I admit I've been playing something different for the past few days, for the first time since I started playing RO. I do intend to give RO a fair chance after the patch is implemented on Horus, probably a week of tearing Trix's build apart to see if playing anything but a Sniper or pet hunter is possible, if not I'll probably say goodbye, and hold on to the good memories.


Sorry the post was so long, thanks for your time, and for those I haven't spoke to in a while, heh there, and if it comes to it bye.
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