|
|
General discussion Topics related to various aspects of Champions of Regnum |
|
Thread Tools | Display Modes |
05-15-2016, 08:56 PM | #91 | |
Initiate
Join Date: Jun 2015
Posts: 122
|
Quote:
We already have this in various forms in the game (amulets, mostly); it's a matter of copying code and doing some (perhaps extensive) modifications. Rinky
__________________
Syrtis, RA: Marila, Mariala, Marily, Mariliju, Marilise |
|
05-15-2016, 09:30 PM | #92 | |
Initiate
Join Date: Jun 2015
Posts: 122
|
From the updated Roadmap:
Quote:
I hope the crafting system is actually, you know, crafting. Maybe we can use some of those monster loots we gather. I'm thinking about those noble quests you got rid of. I agree with that decision, because the noble quest was diverting many players to noble when the prime objective was the gems. Otoh, I think some other quests need to replace those. And I think they should be for not nearly as many WMC, if any. XP, sure; WMC? I don't know. Plan must be as workable for low population servers (Haven) as for high population servers (Ra), and be fair to all, not giving advantage to any. And in terms of fairness and gem access, not so sure that's really working well right now. So I'm going to toss some suggestions onto the table: 1. Have some really kick-ass mobs defend the gems. Like, oh, Vesper's children. Or Alasthor's. 3/4 the power of their parent. And inside an instance, but when you beat him or her, you get the realm gem, regardless of the number of players involved. 2. Put each gem in a TDM arena (6 v 6 v 6). Winner gets the gem. Exiting the realm might be a little dangerous for, say, the RED team if BLUE is invading GREEN, but there are possibilities. For example, non-defending TDM winners could EXIT into a particular area of the Warzone of the invaded realm (not too far from the Gate, but not too close either). Defenders would exit to their realm. If the defenders succeeded, that gem could not be challenged again that invasion. Obviously, there would be two challenges, one for each gem. The same players could not participate in both. This has the effect of making a really underpopulated realm not worth invading. Possibly enlarge the TDM arena and allow for as many defenders and attackers as want to participate, but with EVEN ODDS (10v10v10, 20v20v20, 39v39v39, etc). 3. Build a fortress (of ice, or sandstone, or wood) around each gem. The fort built for defense, so hard to attack. It's supposed to be difficult to get the gems. Not impossible, but difficult. Teleportals inside the fortress, from one fortress to the other, only for its own realm defenders. Teleportals do not work when the fortress is captured by attackers. These forts not enterable except when wall is vulnerable or captured. 4. Some combination of these... Such as, combine 1 & 2, allowing the defending realm to ally with the dragon's children, possibly in a large TDM setting. Just some ideas to think about. Rinky
__________________
Syrtis, RA: Marila, Mariala, Marily, Mariliju, Marilise |
|
05-15-2016, 10:01 PM | #93 | |
Initiate
Join Date: Jun 2015
Posts: 122
|
More Roadmap ideas
From the updated roadmap:
Quote:
For example: in the Swamp there might be an invasion every 6 hours of wills of the wisp, rather hard to hit, fast moving, hard to catch, and each is visible for 30 seconds before disappearing. The objective is to catch them, hit them, anything. If you kill someone who has some, you can take them from him/her. All who participate get a reward (some gold for each target caught), and the three who catch the most get a more significant [but still minor] reward. The PARTY that catches the most gets a significant but minor reward. Maybe a potion of invisibility (30 seconds of "camouflage"). Another example: Every 48 hours, the Entire warzone is filled with attacking Ninja Aquantis for 10 minutes. They wander around, not anchored to any particular area, double speed, attacking as many players as possible; the objective is to kill as many as possible. They will fight, they can kill you. They're not very intelligent, but any player they wander within 20m of, they attack. The objective of the event: kill as many as possible. They have 90% resistance to damage, so it takes some doing (fortunately, they don't have that many hit points... about 2000). The three PARTIES that kill the most get rewards; the seven individuals who kill the most get rewards (in this case, perhaps the reward is a potion of blinding speed) Anyone who kills one gets loot and a minimal reward (gold, for example). Third example: [this will need work, I think] the Cyclops, Trolls, Orcs, and so on have allied. They have taken EVERY fort on the map, and will invade the realms and take their gems for their own purposes (taking them on the boats to Christmas Island...). How do you do this? You ask for volunteers to play the mobs at the forts, and to invade the realms and take the gems (the players who do this are rewarded with something. Perhaps some ximerin). The mobs respawn at the forts. The rest of these creatures in the WZ have their aggravation zone and wander zone radically increased for the duration of the event (to 250m, say), and they have their attacks increased for the duration also. Obviously, the player goal is to take back their forts. Or, maybe, to steal the gems from these "player mobs" to take to their own realms. Like I said, though, this one looks like some serious work to program. The idea here is to encourage group participation, and to encourage player participation. Small zones have smaller reward groups; large zones (such as the entire wz) have larger reward groups. Rewards should be significant but minor, becoming more major for the nastier contests. Yes, they could alter play styles. I can come up with more if you want. Rinky
__________________
Syrtis, RA: Marila, Mariala, Marily, Mariliju, Marilise |
|
05-16-2016, 04:34 AM | #94 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
|
Hey man, be real, as if wm marks gear wasnt the worst of all aviable.. I'm not a friend of current marks, back then when we had excapist (old one) and there was something to do closer-range .. , it was good-times. But its quite obvious that this wm crap is ... crap.
More stats wont help improve that class though.. |
05-16-2016, 04:37 AM | #95 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
|
|
05-16-2016, 05:40 AM | #96 |
Baron
Join Date: Jan 2011
Location: Arborea
Posts: 649
|
@rinky (and everyone else who is willing to post anything),
Please, stop riding ahead in the Roadmap with your ideas, NGD is still working on the second stage, also, please stop hopping back to the first stage that has already been completed. Everything will have its exact time when you can share your thoughts, if you can't wait till they're getting on the table, or don't wanna forget your suggestions, start to make notices, or open up a new thread! Thank ya'll! |
05-16-2016, 05:59 AM | #97 | |
Pledge
Join Date: Aug 2008
Location: Alsius/RA - Ignis/Alsius Haven
Posts: 37
|
Quote:
if so, yes no doubts, Marks ala set bonuses are weak just the same as Barb ones. Obviously Knight and Hunter bonuses are the best. Conju and Lock are tricky imo. Locks "%Spell Focus" should be something like "+%Int Spell Damage" or whatever u wanna call it. For conju the 10% healing bonus doesnt make that much of an impact imo (even with the 15% Domthan = stacked 25% healing bonus). The Heailng Bonus of the set could be changed to something like "%Healing Power", which will affect Self AND Ally-Heals.
__________________
Heals@RA-Alsius ~ Healsonwheelerous@Haven*retired |
|
05-18-2016, 05:50 AM | #98 | |
Initiate
Join Date: Jun 2015
Posts: 122
|
Quote:
Thank you for your request. Rinky
__________________
Syrtis, RA: Marila, Mariala, Marily, Mariliju, Marilise |
|
11-15-2016, 04:27 PM | #99 |
Baron
Join Date: Jan 2011
Location: Arborea
Posts: 649
|
OP updated regarding their "first two stages", Character progression and End Gameplay.
|
Thread Tools | |
Display Modes | |
|
|