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Old 02-18-2011, 11:09 AM   #331
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Not that I particularly mind but this gives a big advantage to Alsius at Trelle, compared to Ignis at Meni or Syrtis at Alga. Then again, we have to run a lot further to reach any of the castles.
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Old 02-18-2011, 11:16 AM   #332
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Not that I particularly mind but this gives a big advantage to Alsius at Trelle, compared to Ignis at Meni or Syrtis at Alga. Then again, we have to run a lot further to reach any of the castles.
-teleport?
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Old 02-18-2011, 11:31 AM   #333
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OK for the people on Horus that play in the peak hours find 50 different players and kill them will be a little hard but what about the players that can play only in the peak off hours? I have played at nights and in the mornings we gather like 10-20 people in the war zone from one realm.
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Old 02-18-2011, 11:32 AM   #334
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Having only one save on WZ sure implies a different game from now on. Much less margin for adventurous gameplay for penalty of having a long journey back to the fray. Inconsequential rushers will be a burden to any war party, might as well be numbers who you can't count on when on the castles or the remote forts. Downsize is a renewed strength in the numbers, currently a smaller group can offset a larger one when they grow impatient and spread too far towards the save; battles might become more tactical then ever due to far saves and coin "dropping". More or less fun? Let us see.

I'm very happy to see the Ignis CS back to the oasis, it's a nostalgic feeling that gets fulfilled.
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Old 02-18-2011, 12:09 PM   #335
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I am a little concerned about the effects of this upon realm balance, taking back castles would be extremely hard if not impossible for the defending realm, especially if they are underpopulated, as the enemy would just have to kill all of their Conjurors and then they would all have to ride, walk, or teleport back from the central save that is half a map away, as you can't resurrect at the gate when killed by guards.
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Old 02-18-2011, 12:11 PM   #336
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About saves, nothing is definitive (it's Amun), so just wait Changelog to know what really happen.
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Old 02-18-2011, 12:24 PM   #337
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About saves, nothing is definitive (it's Amun), so just wait Changelog to know what really happen.
or read the forum
link
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Old 02-18-2011, 12:37 PM   #338
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Nostalgia. If it is only one save I am still not bothered one bit. Remember that new forts and castles are coming (later on) and these will be pleasantly surprising as well I wager. Keep note of this for your suppositions.

NGD is clearly focussed and the update looks to be well thought out and integrates several ideas posed by the community. Regnum 2.0 (?) is shaping up very nicely. It will be a whole new ballgame come Monday afternoon. Don't forget that the first instalment of the modification of Invasions is somewhere in the update too. Expect a few more game changing surprises.

All in all , Outstanding work NGD. Well worth the hype in my view so far. If the save goes to the oasis it would be cool if we could get a puddle of water over there, thirsty work in the desert .
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Old 02-18-2011, 12:42 PM   #339
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Quote:
Originally Posted by Kitsunie View Post
I am a little concerned about the effects of this upon realm balance, taking back castles would be extremely hard if not impossible for the defending realm, especially if they are underpopulated, as the enemy would just have to kill all of their Conjurors and then they would all have to ride, walk, or teleport back from the central save that is half a map away, as you can't resurrect at the gate when killed by guards.
Like Bois said, we've no idea what NGD are planning with new forts and the changes to invasions.

But, if we see no chances along this line of thinking, with this update... I agree, taking back the castle will be sooo hard.
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Old 02-18-2011, 01:21 PM   #340
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Teleport and shit

http://blog.regnumonlinegame.com/201...%80%93-part-4/
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