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Old 10-05-2013, 06:23 AM   #11
jorgeseg
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Quote:
Originally Posted by bois View Post
For the gears that the dragon will drop, I don't know what they are for sure.

As such , it is very difficult to speculate as it may well be that the current Amulets drop as well as something new in jewellery.
Weapons/ armour we don't know yet either.

Anyway , I had a look a Squid island. I must say I am quite pleased that NGD implemented the suggestion I made so many moons ago.

Okay. I had a look at most of the island and Ii am quite pleased. Three realm areas areas with very interesting terrain, separated by bridges with a central meeting point. A good challenging island for PvP and RvR. Excellent.
It is quite large as well which is a good thing. Like I suggested, it went off Ignis coast and I am quite happy about that.
Also, I am quite pleased that NGD finally decided to employ very expensive real estate in the persistent world that was going unused. That is, ocean space.

Unlike Linuxmage, I have no problem with the climatic type of the island. Green and foliage is the most attractive to new users and as such works for me. If we are looking at retention, you must go with the most desired colours and landscape.

Because of the proximity of trainers/ other useful NPCs to the teleporter on the main continent, it is not absolutely neccessary to have them on squid island. What I do look forward to are a few NPCs on Squid Island that give out a few simplistic quests.

There is still an issue that opponents can pass the Ignis wooden gates and camp the save. It does not seem to be an issue on the other 2 gates.

My only concern is this:
While level 1-15 looks like a great idea and is an excellent way to introduce players to what the game has to offer, I am concerned that players simply don't have the gear and more importantly, the power and discipline points to make a good go at this, say before level 10.
I counter my own argument by saying that seeing more players active in a zone ( and this island will surely do this) will give the aura of bustle and activity that makes players stay.

Since NGD has done so much work to simplify, shorten the curve and make levelling from 1-10 so quick, this may pass very quickly.
So quickly, that players now hooked on the RvR may struggle through the drought that would be level 15 to say level 45-50. It is going to be difficult for NGD to build 2 more islands of this type to satisfy the demand in the 15-35 range. Unless NGD has a further use for Carnival Island, they could still retrofit it for higher level RvR.

NGD knows better than me for they have the data but I still suspect that the biggest retention problem is not 1-10 but maybe a little later on at say 15-35.

In any case an excellent job so far.

What can Squid island use ?

One fort of the old model but with no guards.
One tough boss. I am suggesting you bring back Tankabon and make him just a bit more badass than he was before.
Tie a quest to this boss.

If the idea is to show the pvp aspect to newcomers, then it would be nice if u could train inside that island, and u get maybe 20 extra discipline points or something like that. Otherwise it wont be nice for mages, since lvl 5 warriors can easily kill lvl 5 mages and perhaps archers too... But again, only if the aim is to show the pvp aspect.. im not sure whats the main idea of the island but i like it.
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