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General discussion Topics related to various aspects of Champions of Regnum

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Old 10-03-2013, 07:52 PM   #31
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Quote:
Originally Posted by kmdk View Post
I'm sorry but i will be very hursh about :
Agree on all points you made. This looks more like NGD's hobby project, not the real professional approach to the implementation.
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Old 10-03-2013, 07:55 PM   #32
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Quote:
Originally Posted by Hollow-Ichigo View Post
Make a change log? lol
It's up to us to discover what's new, how to use new stuff, discover new bugs which will never be fixed etc...
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Old 10-03-2013, 08:47 PM   #33
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World Map isn´t updated since Coliseum update. Picture from Sytis Coliseum.

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Old 10-03-2013, 08:51 PM   #34
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Originally Posted by v0rt3x View Post
World Map isn´t updated since Coliseum update. Picture from Sytis Coliseum.

http://imageshack.us/a/img109/7918/3plz.jpg
is this related to the dragon caves in any way?
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Old 10-03-2013, 09:13 PM   #35
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As Ryan_carmon said, things need to be improved on Squid Island. Just had a battle where Syrtis base camp was spawn camped by 4 ignis, they were able to use sytris save altar as well. We need a realm guard at the altars, and only usable by the allocated realm.
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Old 10-03-2013, 09:16 PM   #36
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Hey all,

We've performed several fixes to Amun's version.

Please check this post: http://www.championsofregnum.com/for...44&postcount=1
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Old 10-04-2013, 06:43 AM   #37
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Quote:
Originally Posted by Frosk View Post
Hey all,

We've performed several fixes to Amun's version.

Please check this post: http://www.championsofregnum.com/for...44&postcount=1

I've only been to squid island, so i can only offer some feedback on that.

First of all, on some occasions you're able to walk right through another realms fenced off area, and save at their spawn.

Another thing, there doesn't seem to be a variety of mob levels, there only seemed to be really high level mobs and really low level mobs.

Make sure that when players go above the level cap they are kicked out (imagine a level 45/60 scrolled character running around there, lol)

Perhaps a nice addition to this island could be some small open field objective, or a doorless fort with no guards that could be captured that could provide an exp/gold boost to the realm that holds it.

Oh, and also, you don't get quest credit for getting to squid island for the new quest 'The Squid Island'
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Old 10-04-2013, 09:29 AM   #38
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Quote:
Originally Posted by LucianDeathshield View Post
I've only been to squid island, so i can only offer some feedback on that.

First of all, on some occasions you're able to walk right through another realms fenced off area, and save at their spawn.

Another thing, there doesn't seem to be a variety of mob levels, there only seemed to be really high level mobs and really low level mobs.

Make sure that when players go above the level cap they are kicked out (imagine a level 45/60 scrolled character running around there, lol)

Perhaps a nice addition to this island could be some small open field objective, or a doorless fort with no guards that could be captured that could provide an exp/gold boost to the realm that holds it.

Oh, and also, you don't get quest credit for getting to squid island for the new quest 'The Squid Island'
The highest level mobs on Squid Island are Savage Orcs, which are level 15, the island cap. From what I've heard and seen, about 10 of us extensively tested Squid Island (I spent 4 hours on there yesterday with my level 9 > 10 > 11 Archer), when you hit 15, you are sent back to tele in the first village.

Its interesting to note that geography wise, it appears to lie just off the coast of Ignis, near Shaanarid. I was thinking that surely the island fauna and flora should more closely reflect Ignis than Syrtis (which it currently does). Ie, more desert and sand.

I would like to see a more secure altar area, and I like the idea of open unsecured forts. I think we should also have a Merchant and 3 trainers for the respective major classes, near the tele point and altars.

Of course, some of us will want to carry on with the RvR through all the levels, and this would require two more wz islands(!!) - 15-30, and 30-45. Maybe an idea for the future?
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Old 10-04-2013, 02:42 PM   #39
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Lol what ?..i wonder what NGD planning with this ,already people complaint about impossible to kill in 15 people ...and this :

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Originally Posted by Frosk View Post

UPDATE 10/03/2013
  • Dragon's final stomp attack cannot be blocked/resisted anymore.
Or maybe misunderstood this ?
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Old 10-04-2013, 02:56 PM   #40
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Just tried entering the test server; logged in to the server and got a discconected from the server message and now can't enter because of the once a day rule.
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