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General discussion Topics related to various aspects of Champions of Regnum |
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05-11-2014, 06:13 PM | #31 |
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Join Date: Feb 2013
Posts: 7
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First think about why your game is dead.
There is many reasons for your game being dead, but lets consider your main problems:
1. You were dishonest to your players, you cheated on them repeatedly. It means you were changing world conditions to worse side for players. Lets consider moving Level_Cap to 60. It was done in the most dishonest way it could be done. You annihilated Current_Experience of every champion and set it to 50_Experience. After that you moved Level_Cap. It means every amount in game, even if it was bought with money, like Experience (Boosters) is not safe from annihilation. First, you must return all that you have stolen from players, after that We The Players can consider your game fair. I am not against high level cap, but you thugs first return me my 10mil+ experience which you stolen from my champ. 2. Second is game balance, which should be returned to first versions, because it is so much screwed that no one even want to rework it. And as far as I know, you have zero people to work with it. Just return to first versions of balance. 3. Start to work with battle scripts - walls/castles/siege/bridges/wars. Its boring. |
05-11-2014, 06:29 PM | #32 |
Master
Join Date: Apr 2013
Location: Under your bed
Posts: 251
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lol brutal man, brutal
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Memoize [Knight]
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05-11-2014, 07:05 PM | #33 | |
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Join Date: Jun 2011
Location: The Netherlands
Posts: 5
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Quote:
Just wondering, it has been a month now since you first posted this, what has changed ever since?
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I indeed am a sophisticated Intellectual. |
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05-11-2014, 10:16 PM | #34 | |
NGD·Studios
Join Date: May 2007
Location: Wien, Österreich
Posts: 2,859
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Regnum: new path. Different people making the decisions. Past errors? We already know them pretty good.
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We know there's no patience left, as it was all consumed in the past. Just as a last request that must be paid with actions: read before posting!
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05-12-2014, 01:56 AM | #35 | |
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Join Date: Jun 2011
Location: The Netherlands
Posts: 5
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Quote:
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I indeed am a sophisticated Intellectual. Last edited by 2Cheek; 05-12-2014 at 11:26 AM. |
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05-12-2014, 09:59 AM | #36 |
NGD·Studios
Join Date: May 2007
Location: Wien, Österreich
Posts: 2,859
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Then we hope to give that curiosity some news this week
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05-12-2014, 10:49 AM | #37 | |
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Join Date: Mar 2012
Location: Zagreb / Croatia
Posts: 578
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I hope "this" week will come some day...
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This was almost three weeks ago and still no annoucement.
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Slartibartfast / Slartibartflask / Phartiphukborlz / Slartibarbfast / Blart Versenwald :: The true Goat of Alsius
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05-12-2014, 10:52 AM | #38 |
Initiate
Join Date: Dec 2011
Location: Poland
Posts: 160
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Why game is slowly dying? why there are no new players on Haven?
Regarding previous threads, youtube game reviews, my own experience etc. the main problems are: -loooong booooring grind before you can experience rvr so have fun (the squid island was nice try tho it should be for lvls 30-45) the remedy for this is change in exp curve, make max exp at lvl 60 10 million exp and do lvling faster till lvl 50 (war master quests, good weapons, good armor enough power/disciple points to compete with higher lvl players). Just make lvl 40-45 accessible only via doing quests then focus more on grind/exp scroll business. When lvl cap was 50 you did up to lvl 33-35 only via quests, now lvl cap 60 and...no change in that. Realm tasks are a painkiller to this tho ineffective at low lvls, especially that many new players dont even know about them (no info in game, no single quest directig to the realm stask board). -damage calculation/armor calculator for boss jewellery, all ppl asking for nerfs of any spell, any class, most time do so cause ridiculous results the buffs and some spells give when stacked with boss jewellery and legendary items before asking to nerf any spell any buff bear in mind that they worked well when lvl cap was 50 and maxed weapons were epic, and they were rare. first thing to do in this matter is to change the dm calculator for boss jewellery (even if not affected by buffs they will still give decent damage boost, and we will avoid damage anomalies like 3k south cross by knight or 2k lethal strikes by marks). Second step is to reconsider armor calculator/resists if needed and FINALLY then think about any changes to the spells. If we do opposite (like it has been done so far) we will only get more broken and imballanced game cause paper-scissors-rock rule in spells (change one spell and you affect multiple others, often on unpredictable way). 3rd problem is pay to win, like legendary items bull...t. Boxes are fine as you need the income tho i dont know how big % of the income come from boxing business (and i do not expet to ever learn about it cause obvious reasons). This system tho needs a bit change, make cheaper boxes accessible for lower lvls only with some % chance to box special/magic/epic item. Just lock them to lvl intervals as it was proposed in the past (i think it was Boise idea). And make legendary items dropable ONLY. This will need to degrade current legendaries to epic lvl tho i personally wont mind that. Legendary drops should be dropable from random mobs or maybe just boss/champions so killing gorlak will give random item for nearby lvl interval. You should consider diversifying your income ->player characters look and gear appearance niche. Despite currently available options this game still is the clone wars. Players love to have distinguished characters form the others. Current few dyes, item fussion and clothes pack is not enough. Also make more mounts like hedgehog, armadillo etc. ppl love them, and why my OP sword must be some stupid elite knight sword? Why i cant rename it by scroll to "Shivering Fury" or my hunters bow to "Frost kiss"? At the end i sum up all recent RO reviews i saw on youtube (tho none of the players get to pvp/rvr part there). Pros: no monthly bill v good graphic like for old title 7 days free mount (all reviewers were delighted by that) interesting diversity of realms races, locations, etc. Cons: long lvling before you achieve anything that makes ppl quit (thats why i suggest to decrease the ammount of exp points to 10KK at lvl 60 and maybe decrease for a 25% the exp required to get to lvl 50) Making players lvl 50 fast will help to keep the players stick to the game as they can have fun at that lvl, any possible losses from exp scroll sales will be nullified by bigger healthy player base and a bit longer grind from lvl 50 to 60. Tho i suggest you to diversify your income from boxes and exp scrolls.
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05-12-2014, 11:18 AM | #39 | |
NGD·Studios
Join Date: May 2007
Location: Wien, Österreich
Posts: 2,859
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Quote:
I was wanting to let you know we are advancing in this new stage. A lot of things of the pipeline are being rethought and fixed in order to be able to fulfil the coming roadmap. For example, today I finished modifying some scripts regarding the client/server build and upload for it to be easier to deploy to Amun and be able to open it for testing more often. I need to enhance my selection of words. Noted!
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05-12-2014, 11:32 AM | #40 |
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Join Date: Aug 2010
Location: The Netherlands
Posts: 178
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Give them some time boys
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development, events, gms, invasions, roadmap |
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