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Old 09-18-2009, 11:07 AM   #131
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Originally Posted by _Enio_ View Post
Dont you see they try and do the best to get that fucking complicated thing working, tweaked, fixed and improved 24/7 last days? Also they listen, discuss and communicate open with the community about our ideas and feelings about the changes.

Big Kudos to the way this update gets worked on. Fucking annoys me all the moaning to get back a system which is flawed like the old one. Try to help get the good things translated to the new system ffs. Negativity doesnt help at all. Stick with constructive criticism if possible.
I agree 100%, this is the way an update should be done, with lots of back and forth between the end-user and the developers. This update has an amazing concept and so far NGD has been really responsive to fixing bugs as soon as they can and changing things that seem to tear up gameplay. Nothing is final yet, which is good. We have a great start here, we really do, and im glad that our feedback is not only listened to, but acted upon. Makes me glad for the last two years i spent here and all the money i spent on xym, so yes, lets stay positive and focus on whats good and what need to be kept, and not bitch about things must go, like kiting etc.

Great job NGD, thanks for the opportunity to help make this game better.
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Old 09-18-2009, 11:15 AM   #132
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Originally Posted by Arafails View Post
Why? Even (especially) at close range, you can't guarantee that the target is going to be in range for long enough for a human reaction, and besides which you can only act on what you see (which is always out of date). At the delay time for an instuction packet to get to the server and, well you should be able to see where I'm going with this.
you don't know how the system works... the command is sent immediately, the cast happens on the server there is no delay, we had to add casting time as it was much faster than with the previous system where the server started the attack
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Old 09-18-2009, 11:23 AM   #133
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What I want from the new combat system is more dynamic in fight.

I really loved the idea (even if it was not really intended) of casting in movement. I think it would be good for self buffs. It would really bring dynamic to the fight.

I'd say melee attack should be same (so warriors stuff, but also stun fist, mind push, crystal blast, etc.)

From an archer point of view I think the penality put on Ranged class should be tuned down, I mean kitting or straffing shouldn't be THE only defense, but it should permit an archer to avoid the first blow (a bit like a real dodge movement).

And last but, IMO the most important for RvR, Conjuror support skills (auras's excluded) have to be instant especially heals and dispell.
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Old 09-18-2009, 11:33 AM   #134
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Originally Posted by _dracus_ View Post
What I want from the new combat system is more dynamic in fight.

I really loved the idea (even if it was not really intended) of casting in movement. I think it would be good for self buffs. It would really bring dynamic to the fight.

I'd say melee attack should be same (so warriors stuff, but also stun fist, mind push, crystal blast, etc.)

From an archer point of view I think the penality put on Ranged class should be tuned down, I mean kitting or straffing shouldn't be THE only defense, but it should permit an archer to avoid the first blow (a bit like a real dodge movement).

And last but, IMO the most important for RvR, Conjuror support skills (auras's excluded) have to be instant especially heals and dispell.
i completely agree with you this would be good
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Old 09-18-2009, 12:03 PM   #135
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What about if all warrior casting where longer and they could cast while in movement?

Say, for example a riposte would take 2 secs, and you must be inside the enemy range for the whole casting time, Jaw breaker could take 1.75 (the maces have no range), buffs would take between 1.5 and 2.5 too.
Intants raised to 0.75 or 1 for spears.

Warriors still have their skills interrupted by range, so i think that could make the game more interesting, and make stuff like brain pierce interesting again with some changes (it could work like a buff that tiggers next attack, as it is now it is kinda useless)

No idea if that would work out, but it does sound more dinamic, and favor players that know how to use controls with warriors.

Just a idea, im sure it has already been discused inside NGD but i think i lose nothing trying
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Old 09-18-2009, 12:07 PM   #136
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Originally Posted by theotherhiveking View Post
What about if all warrior casting where longer and they could cast while in movement?
I'll be straight. It would be stupid. 100% chance for canceling.
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Old 09-18-2009, 12:10 PM   #137
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Originally Posted by theotherhiveking View Post
What about if all warrior casting where longer and they could cast while in movement?

Say, for example a riposte would take 2 secs, and you must be inside the enemy range for the whole casting time, Jaw breaker could take 1.75 (the maces have no range), buffs would take between 1.5 and 2.5 too.
Intants raised to 0.75 or 1 for spears.

Warriors still have their skills interrupted by range, so i think that could make the game more interesting, and make stuff like brain pierce interesting again with some changes (it could work like a buff that tiggers next attack, as it is now it is kinda useless)

No idea if that would work out, but it does sound more dinamic, and favor players that know how to use controls with warriors.

Just a idea, im sure it has already been discused inside NGD but i think i lose nothing trying

Awesome Idea! adding the longer Casting times mixed with a penalty like Negative Movement Speed would work in perfectly.

allowing archers to avoid the attack by canceling the warriors spell by knocking stunning ect..
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Old 09-18-2009, 12:52 PM   #138
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Originally Posted by chilko View Post
Please try to follow me on this metaphor with other games:
Regnum was starting to look like Quake, where if you are not an experienced twitchy player with a great computer playing with 100 ms of ping you had no chance (specially if you where a melee class). We want to make it more like CounterStrike where teamplay (and some balance decisions) makes it more reasonable for a new or casual user. A skilled CounterStrike player can still dominate but its more fun for everyone.
No no no ... "Diablo 2" looks like "Quake". "Regnum" is now a dinamic and teamplay game like "Counter Strike", and you will go to convert it in an adventure graphic game like "The Secret Of Monkey Island"

Turok
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Old 09-18-2009, 01:52 PM   #139
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Originally Posted by chilko View Post
please look at this video: does anyone of you consider this fair & challenging gameplay? http://www.youtube.com/watch?v=Q9vllA9uZ7I
(let alone how ugly it looks to be able to shoot in any direction just because you can move during the attack)
it doesn't matter if it's hard/challenging/easy way he grinds, the problem with your grinding system is that it's BORING, it's repetion of kiling an npc, try it out with no premium or admin commands and you'll start to get the dullness of any player though I understand your point of view, while I have no problem with what I see in this video as grinding is so BORING, I have a problem when it's against another class, there's a big difference from fighting players to fighting mobs.

Making warriors move while casting and slowing down ranged classes while they are casting/normal attacking is a great way to go and a really innovative solution from your part.

Quote:
Originally Posted by znurre
I think this is a pretty reasonable change that will perhaps give warriors this little "extra" missing to spice them up in war - while still not making them too overpowered.
Because, something many people here seem to forget about is: casting an area while moving will only give you this benefit, you will still not be able to attack or cast any other skills/buffs during this time which will still make the warrior very vurnable to attacks.
I am not even sure if a speed reduction would be required.

What would be needed though is an indicator that a moving warrior is casting.
Maybe an icon above his head, a special stance?
I'd like to take some inspiration from Savage 2 here, using sprites on the ground beneath the player just like with Arcane Devotion for example.

A warrior who is moving while casting could get a circle beneath him on the ground, indicating that he is casting something.
Maybe also different look depending on if he's casting a non-damaging skill or not.

As for the problem with warriors starting to cast a skill in a safe area and then moving into an army unleashing it...
In a fort scenario, going trough the door would ofcourse still cancel the casting like always.

Also remember that the maximum casting time for a warrior area is 3 seconds.
And seriously, how far can you move in 3 seconds?
You would barely be able to move around a medium sized rock anyway, and besides whirlwind for example can already be used this way.

To me, enabling warriors to cast non-instant skills/buffs while moving would really add to the fun of the class.
Maybe it's what's needed to bring many players back to the class.
I believe that znurre is in the right road with this solution, I think that the warrior might need to glow some kind of special glow when he's casting.
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Old 09-18-2009, 02:55 PM   #140
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Originally Posted by Xiko View Post
No no no ... "Diablo 2" looks like "Quake". "Regnum" is now a dinamic and teamplay game like "Counter Strike", and you will go to convert it in an adventure graphic game like "The Secret Of Monkey Island"

Turok
I totaly agree with turok you kill all the game play, the funny and your money rent

we play every the days since 2 years ago, we know what we are (talking about just come with us one evening and play and you will see is there aren't enough tatics in the game ( french warriors of syrtis ) you welcome to fight with us
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Last edited by GIO879; 09-18-2009 at 03:25 PM.
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