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Old 03-01-2010, 05:19 PM   #181
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Quote:
Originally Posted by Groark View Post
Very well put Artec!

I agree with everything you say except the part where you want to encourage grinding in wz. Many grinders will remain in the inner zone because they are tired of being killed (mostly by hunters) while grinding in the wz.

But for the rest of your comment:
I propose this to you Groark:

I would not say eliminate the mobs from the inner realm but rather encourage the grinder to venture into the war zone with the reward of a slightly better drop rate and an even better drop rate still if he ventures over the bridge into enemy territory. Even the concept of a risk XP bonus comes to mind (RSK). Other than that, reduce the drop rate on lvl 49 and 50 items significantly for inner realm mobs. A lvl 50 should really have nothing to fear in the war zone. Other than that , a redistribution of more lvl 38-44 mobs closer to the forts and castles to encourage a greater pool of players there. Proximity to war structures will give players the security in their minds that cover or realm support is close by.
Consider this because it was what I had in mind. I am sorry I was too concise earlier. Hope it clears up my position on that matter.

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Old 03-01-2010, 07:28 PM   #182
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More grinders in the warzone won't mean more cheap ganks by hunters. I think it might even be the opposite.

Why? Because more grinders means more grinding parties, which tend to be left alone by the bitch hunters looking for easy kills. As party grinds become more common, these hunters lose their easy RP sources, so either they'll move on or they'll have to start forming their own hunt parties. But bigger hunting parties have their own disadvantage: they're less mobile, it's easier to track them down, and it's harder for all of them to escape. This gives more motivation for the realm's high-level players to hunt them back with their own parties. There would be more non-fort-centric warzone action for all, and more importantly a grinding environment that's much closer to the feel of the end game.

Just having more people in general changes the game dynamics.
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Old 03-01-2010, 08:23 PM   #183
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again, artec, that was an amazing post.

while i was reading that i realized something. it comes from exactly what you were pointing out.

when you are lvl 50, the game is really boring. if there is no war going on, there is nothing to do.

i was pondering (yes, pondering) what would make the game more fun on the off-times. i came upon only one conclusion, dungeons.

my idea of dungeons may not be the same as other's but i got the idea from the leeroy jenkins video:

have a serious of missions that take place in another area or several areas. these missions would require you and some friends to take on huge challenges. these challenges would vary widely and have some sort of end reward. maybe for a certain couple of challenges it times you and you can try to beat your best time.

enjoy your food for thought. with a side of noodles
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Old 03-01-2010, 08:47 PM   #184
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Quote:
Originally Posted by Hamster_of_sorrow View Post
again, artec, that was an amazing post.

while i was reading that i realized something. it comes from exactly what you were pointing out.

when you are lvl 50, the game is really boring. if there is no war going on, there is nothing to do.

i was pondering (yes, pondering) what would make the game more fun on the off-times. i came upon only one conclusion, dungeons.

my idea of dungeons may not be the same as other's but i got the idea from the leeroy jenkins video:

have a serious of missions that take place in another area or several areas. these missions would require you and some friends to take on huge challenges. these challenges would vary widely and have some sort of end reward. maybe for a certain couple of challenges it times you and you can try to beat your best time.

enjoy your food for thought. with a side of noodles
Great Idea. Since NGD says they can't do dungeons - it could be group quests where your required to use each specific class for something in the quest. I could be alot of fun - and if done in the warzone the idea of accidentally meeting an enemy group doing the same quest would be kinda neat.
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Old 03-02-2010, 04:11 AM   #185
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Quote:
Originally Posted by bois View Post
What is the problem with realm numbers and the apparent imbalances?

This is my take:
Firatly We should stop using the terms under populated and over populated now. I would replace it with the term ' non-proportionately balanced'.

I say this because I totally agree that the entire server is under populated and that fact is exposed by the relative War Zone imbalances during certain time Zones. 5 or 6 vs 25 is not uncommon no matter what Realm you play, depending on the time zone you play in. But is it even this simplistic? There are times where Ignis is facing the zerg at peak hours and cannot muster sufficient numbers to make a sporting contest of it. I say this guardedly but I will suggest that Ignis does have the numbers. They just refuse to come to take part. Some may be angry for me saying this but the truth is my shield. I usually log on at a peak time and I usually log to a character that is in a known grinding spot. It is not uncommon for me to find several high level players grinding there while the fort/ castle is under new management. Are we really underpopulated or is our army fragmented?

Again, I must say that the old Ignis is not the new Ignis. Tactically we are not as adept as we once were. We are not intimately aware of each other's strengths/ weaknesses ,setup styles as we once were. That is our hindrance these days.

I address the Syrtis zerg now. The syrtis zerg in an of itself is not the problem in my view. Neither are the players motivations. It is merely as symptom of another problem that exists in Horus and made more evident by its low population.
The fact is that there is nothing much to do when you hit the high 40's and 50.
Okay, typical day: Kill the super boss , or kill the dragon. Lurk about for grinders to kill, then take a fort or castle. If no response then put the opposing realm gate in danger. Alternatively you grind. That is the sum total of it. Some people suggest that Syrtis dance at CS and Alsius grind or have beach dance parties. I have never seen this so I cannot comment on this. Bottom line is that Syrtis with its population, aside for the potential to invade, has very few options but to zerg or grind. Some may argue that some can take other forts and such but, taking a lesser fort will just result in you rotting there, waiting.... If Alsius or Ignis was in the same position as Syrtis now there is a possibility of the same thing happening.

Besides the obvious need for promotion of the server and boost the active player numbers, NGD would have to consider the following:

1. A more challenging but balanced fort / castle design for better battles. added to this is a decent reward based system to encourage players to come out.( NGD has stated this is in the works)
2. Much less grinding options in-realm for lvl 40+ players. NGD needs to encourage the REAL populations to be exposed to war conditions.
3. New mid lvl bosses and other objectives in the war zone to spread the populations around and coax the formation of smaller mercenary type skirmishes around the world.
4. Along with new objectives there must be different rewards that can benefit or affect the realms as a whole. Players who grind must be affected and are encouraged to take part to recover or gain bonuses that affect their grinding efforts in a positive way.

Bottom line : Regnum Online is a fairly one dimensional game at the moment and realm imbalances just bring this to the fore of the minds of the community. I would ask all that enjoy the game to analyse this and see for themselves if this apparent imbalance is not just a symptom of much deeper root causes.

Best Regards
Artec
great post +1(cant give out any more karma) attached is syrtis CS at a time when i walked around both realms for 2 Hours and found noone i joined em for a bit but lastikmarks kept shooting me for no reason i still cant see whats so fun about dancing there
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Old 03-02-2010, 06:09 AM   #186
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Quote:
Originally Posted by Gabburtjuh View Post
well, the frends problem can only be solved to change with them, so maybe there could be that u could transfer a char from syrtis to alsius/ignis. only thing u need to to is reset ur appearance.
I was thinking maybe you don't need to change appearance. Its a full transfer from one realm to another with some type of penalty [maybe no superboss/quest items are allowed to be transferred]. This solves the "alsius don't have elves" problem as Sytris wood-elves run around as fully fledge Alsius players.

I played a game which had "cycles" and every 3-4 months anyone could change realms during a set phase and then the cycle would start over. Realm points got reset and then the war started over. Every winner of each phase would appear on a legends list.
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Old 03-02-2010, 08:14 AM   #187
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NGD may not be able to do dungeons but if they could stop mobs running up cliffs they could quite easily do a extended maze of vallys instead (see Ignis Ini zone) which would be like the dungeon concept just with vallys rather than tunnels.
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Old 03-08-2010, 05:47 AM   #188
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I do notice there is quite a shortage of Alsius, but Ignis and Syrtis seem pretty evenly balanced, just log at different times of the day.
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Old 03-08-2010, 07:31 AM   #189
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why can't they do dungeons?

Something like how they did with the spider queen for ignis (yeah I know it was ONE room but..I'd not mind loading times for a chain of rooms like that.
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Old 03-08-2010, 03:19 PM   #190
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Hmm, Syrtis and Ignis balanced? and Alsius underpopulated? http://rostatus.heroku.com/world/horus I like this site. Syrtis has ups and downs in attacking, Ignis also has ups and downs, but also has alot less attacking. Alsius, is in the middle, big ups and downs, but in a solid second.

And forts taken, Menirah Fort is the most taken, Syrtis and Alsius constantly give us visits at samal, Syrtis shows up with a zerg of 15+, taking the fort without problem. Often we manage to stop Alsius, sending them back home. They then go straight for Meni, the empty fort, and proceed to farm us. And when Syrtis succeeds at samal, Alsius goes to Meni. Then, us Iggs will get really ticked, get a zerg together, kick em out of Meni then Samal, then go to herb/agg. At herb the Syrts zerg sitting there whips us out, and at agg we take it, then get kicked out 10-15 mins later. Then it starts over again. It is so frustrating, being outnumbered by Syrtis normally 3 to 1 (Ive seen 5 to 1), and having Alsius run straight back to protection of the fort after they make a good rush.

I think one reason Ignis has trouble holding the forts, we don't use the forts all that often, we seem to perfer open field battles. 1 well placed sultar by the enemy, and then the train of them start, and the barbs come in and hit their 1.5k SC

I do not get on when Ignis is supposedly with the most numbers, running around zerging the enemy, so I don't know if this is true. But during the day when I play, we always seem to be outnumbered.

I'm not going to deny it, I think often Syrtis and Alsius just outstrategise us.

I think realm balance is becoming a big issue. If I was starting the game, I would probabally go with Alsius, second choice Syrtis, and last choice Ignis. The only reason I joined Ignis is because my friends were there. Why would anyone want to be in the desert (with those friggin sand storms) when they could be running through forests.

I think Ignis just needs some more promoting, the revamp of the beginner zone is nice, but more needs to be done.
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