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General discussion Topics related to various aspects of Champions of Regnum |
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#1 |
Master
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Posts: 375
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#2 |
Initiate
![]() ![]() Join Date: May 2013
Posts: 171
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After alot of pvps on amun to try out the new system I have some comments.
1) The work done to the resist mechanics seems to be a success, I've gotten no more than 2 resists in a row and I've only seen 2 in a row a few times. 2) If you want players to test this effectively increase the maximum log length in amun so we can look over more than just one or two PVPs. 3) Barbs are now so OP that they have to make multiple errors in judgement to risk losing a 1 v 1 4) PVPs between archers and mages are still dominated by resists. This *doesnt* mean that a lot of resists happen, just that if you get a resist you are far more likely to lose even without any errors in judgement. So I have mixed feelings. Great job reworking the resist mechanics. Although to be clear this time was supposed to be spent on fixing the RNG as I understood it, what you've actually done is scrapped the old code and written new code potentially using the same RNG. (and now you're behind schedule but that was expected). Its kind of like asking someone to paint your house and coming back to a mown lawn, the lawn looks great but that's not the job you were supposed to do. That being said the game is now *alot* less rage-quit inducing, so actually more like I asked you to paint the house red and you painted it green. This brings me to a much bigger question; why are resists part of the game? I get the initial answer will be because of evades, but then why evades? My understanding was it brings and element of randomness to the game, but surely that's covered by the attack damage range and players decisions on what to cast when. A typical resist rate now is ~5% so that should be 1/20 spells. That's a small enough number that some 1 v 1 fights wont have any resists at all. So why not remove them all together? Keep in spells that give resist chance and evade chance etc., but drop this layer of randomness. Just my 2 cents.
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#3 | |||
Apprentice
![]() Join Date: Jun 2007
Location: United Kingdom
Posts: 71
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I would like to address your logic above, however. There are several scenarios that could happen if you were to remove resists completey, I am going to outline four of these scenarios: 1) Resists are removed completely: All of the players who liked the random aspect of the game leave. 2) Resists are removed completely: All of the players who liked the random aspect of the game learn to like the more definitive gameplay and continue taking part in the game. 3) Resists are not removed: All of the players who dislike the random aspect of the game leave. 4) Resists are not removed: All of the players who dislike the random aspect of the game learn to put up with it and continue taking part in the game. For me this is a pivotal update in the life of CoR, and it isn't just about what the members of the community would do if resists are removed; it's equally about what the community will feel if they are not. If the developers are of the opinion that removing resists would create more definitive, skilled and less-frustrating gameplay but do nothing about it I don't know if this is any better. It would be like designing, building and selling a car. Realising later on several improvements that would make it so much better, but not modifying the car for the release of the next model because: "its an alright car and some people bought that version so we wont improve it".
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#4 | ||
NGD·Studios
![]() Join Date: May 2007
Location: Wien, Österreich
Posts: 2,859
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I prefer baby-steps. Let's see how this goes and then we can propose new steps to be made. And remember, there are still some adjustments to be made. Also, please note: This is not something new at all. This is already live, in all live servers. We added it to the tooltip, but spells are currently behaving that way. If you don't believe me, test it :P
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#5 |
Master
![]() ![]() ![]() Join Date: Mar 2011
Posts: 422
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I don't think natural resists are that much of a problem in Regnum, they have always been there and kind of make the gameplay more varying. It was just way too much.
I had a look at all the changes now, and not only is the resist rate more towards fair play, the recent spell changes are awesome. This will be a really good update. All the small changes that are being made. There are still 2000 useless spells around, but it's clear NGD has been working on that and is working on core problems of the game. I like that. If you ask me, overall discipline and power points need to be decreased and something has to be done against the UM+DI combination in this update, like UM temporarily disabilng DI (and permanent animations for such spells). Yes, warlock dmg needs to be level-dependant and armor system is unfair blah, but there is no room for it in the upcoming update |
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#6 | |
Count
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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So you want to make more useful spells, while also decreasing DP and PPs? Makes 0 sense. Leave DP and PPs as they are. Make more useful spells, then decide if there should be an increase or decrease. -Drew
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#7 |
Master
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um - yes? I do think this does pretty much make sense. The more we have to choose, the greater the variety of spells will be which we see in warzone. Right now, most people primarily have the same setup because we can basically skill whatever we want. But you might be right that those two changes should be treated individually.
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#8 | |
Count
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Location: United Kingdom, England
Posts: 1,038
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Also, I forgot to mention. What is with the Point Shot update? "Point Shot: Hit Chance changed to: 130%/140%/150%/160%/180%. Added Attack Range: -30%/-25%/-20%/-10%/-0%." Is this written wrong, or is it really the higher you make the spell, the less range that is taken away? This will just encourage more pew-pew marks. -Drew
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#9 |
Initiate
![]() ![]() Join Date: May 2013
Posts: 171
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Does this actually mean block-able or does it also mean resist-able? This is the spells only blockable at 100% stuff... If it's only resistable at 100% then that means it can't be resisted by anything other than an archer with SOTW or a barb with UM + Spring right?
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#10 |
Master
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Location: Poland
Posts: 472
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Tell me how stunned or knocked down enemy can still resist any spell or evade an attack? During these CC effects target should have 0% spell resistance, 0% evade chance and 0% block. I thought it has been fixed some years ago. :/
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"There was a time above... a time before. There were perfect things... diamond absolutes. How things fall... and what falls... is fallen." CoR Soundtrack | SUGGESTIONS: Outdated spells | 2h weapons | Other suggestions Siwy |
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