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Old 11-11-2014, 03:46 PM   #11
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Originally Posted by Falco-Rukia View Post
I am a bit dissapointed that you didnt think of nerfing the GC (lvl 4 forts) or atleast place him inside the fort. It seems pretty easy to camp a fort as long as there is a gc. The least populated realm has trouble taking or retaking forts mainly because of the gc. I find that its important that taking a fort should be made easier, which results in more action and more balance between realms.
Maybe it would be possible to remove GC agains the least populated realm? The 4th level of a fort then just removes the flag to stop a hunter from recapping it (which is a fun killer most of time).
Ofc the flag returns once the fort gate is broken to allow capture.

PS: Why do you guys always come up with these suggestions AFTER NGD announces a FINAL changelog. - Like 'Y U no read my mind Adrian?'
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Old 11-11-2014, 03:49 PM   #12
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PS: Why do you guys always come up with these suggestions AFTER NGD announces a FINAL changelog. - Like 'Y U no read my mind Adrian?'
This.
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Old 11-11-2014, 03:57 PM   #13
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Originally Posted by Adrian View Post
This.
Haha then next (micro)update GC/fort re-balance confirmed
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Old 11-11-2014, 03:58 PM   #14
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Originally Posted by Ryan_Carmon View Post
Maybe it would be possible to remove GC agains the least populated realm? The 4th level of a fort then just removes the flag to stop a hunter from recapping it (which is a fun killer most of time).
Ofc the flag returns once the fort gate is broken to allow capture.

PS: Why do you guys always come up with these suggestions AFTER NGD announces a FINAL changelog. - Like 'Y U no read my mind Adrian?'
That makes it easier to retake a fort. But I feel that the least populated realm should have it easier to play offensively and take enemy forts instead of camping their cs. So it should be easier to take an enemy fort too, not just for retaking their own forts. Also I wasnt really paying attention before the final version until i saw that the tread was closed
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Old 11-11-2014, 04:01 PM   #15
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Haha then next (micro)update GC/fort re-balance confirmed
Half Life 3?

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Originally Posted by Falco-Rukia View Post
That makes it easier to retake a fort. But I feel that the least populated realm should have it easier to play offensively and take enemy forts instead of camping their cs. So it should be easier to take an enemy fort too, not just retaking their own forts.
You already got some nice bonuses for fighting near any fort if you're the one on the back foot. I don't think more than a attribute + health buff is necessary to contribute to realm balance (Although numbers may have to change or even be dynamic for this matter)
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Old 11-11-2014, 04:03 PM   #16
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If you ask me, honestly I think forts shouldn't be able to upgrade at all, as suggested above, no flag till door is broken and once it's broken, the guards and flag would be the next hurdle in retaking the fort.

The upgrades should be in the form of rewards, as in holding a fort regenerates a bit of gold/exp for your realm or the holders, or things like that, as examples.

But this topic is for another time I guess. They are building/improving the game one step at a step so let's do that progressively.
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Old 11-11-2014, 04:48 PM   #17
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Originally Posted by Frosk View Post
Final Changelog

  • New: "Captured" Realm Wall Status. In this state, the wall belongs to the invading Realm. This means that the doors will be invulnerable to attacks, and that the flag cannot be interacted with. During this instance, the invaded Realm must protect its gems until the "Captured" timer reaches zero.
  • New: Capturing the Realm Wall now lasts for the same amount of vulnerability time obtained. This is shown in the map as a counter.
  • Added: Wall Camps. When your realm is under attack (vulnerable or captured) you may respawn in a Camp located 25 seconds by horse from the inner door of your wall. (Now, the only way was to use the city's save. This save is very far from the Realm Door in Alsius, and in Ignis a bit farther than in Syrtis. This will balance this issue instantly.)
    Modified: Wall capture point can only be captured while vulnerable and by the vulnerator realm only.
All above combined give straight tactics: few attackers go for gems while, while the rest is camping spawning points. You want people from invaded to get frustrated, right?
So, dear players, if you get spawn camped during invasion, remember, it is intentional.

Quote:
  • Added: Realm Balance. When a realm is in disadvantage and the players die in their own Realm Door zone, the respawn is instant.
Add this, which is straight invitation to farming.
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Old 11-11-2014, 05:24 PM   #18
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...
You are assuming too much and too early.
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Old 11-11-2014, 07:53 PM   #19
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One thing I didn't see in the changelog is of players(enemies) being ported enmasse out of inner realm post invasion end.
Not only after invasions end.... During invasions too, in both Haven and in Amun. I especially notice this if you venture into a city in an enemy realm, go too close to the edge of the realm (also going onto the enemy wall will port you too if you go on it near either end), or sometimes clicking the back door at Syrtis noble.


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How come you make a lot of effort to get a relic, store it somewhere and then, you login the next day to find out someone invaded with your effort but without you.
I guess... But at the same time, I'm ok with it as long as my realm made good use of the invasion.

But one thing I'm glad to see, and have wondered why it wasn't like this before... is more WMC being granted for making wishes, rather than more being awarded for killing 2 npc's. Now the people that only care about noble will want to try and help the realm's efforts for taking gems because more WMC will be awarded.


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I don't understand why NGD requires characters to be crippled at altar like this. Mages can't even buff. You should come back with all cooldowns cleared, especially this stupid "damaged" (can't mount) cooldown. And please, not on altar! Then if the enemy wants to deal with fully restored characters at save, at least he's up for a fight instead of just farming helpless characters.
I agree 100%.

In my personal opinion, I'd love to see a protection barrier for save altars, rather than guards. Maybe even make it slightly visible to enemies (kinda like a bubble), and make that area fairly large in diameter too (maybe like 80-100m). A cool idea would be instead of enemies dying instantly while entering that area, they have severely reduced movement/attack speed, and maybe constitution reduction as well. I think save camping is lame, and the biggest problem with it is not being able to fully buff and such right away before leaving the altar, knowing the enemies are just waiting there for you. Having the protection barrier do the things I mentioned would make enemies not have any desire to go near save altars. I know this will not happen in the upcoming update, but hopefully NGD sees this as a great idea and implements it in the future.
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Old 11-11-2014, 08:34 PM   #20
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Please, don't derail the main topic of this thread, which is about the changes made, not about discussing what wasn't done. Next posts not discussing current changes will be deleted.
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