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Old 12-01-2014, 07:39 PM   #31
Ludwig Von Mises
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Originally Posted by halvdan View Post
You should define multirealmer first.
I think, i can attempt to define them. The first two can't be seen as multi. They are like secret agents but loyal and devoted heroes to their realm, but this should not be allowed because they have the potential of being abused: Sense they could just change to that realm, and NGD as they are now, will not do anything. This is what causes imbalance in the realm system. They can't truly be called realms or three realms if they can change back and forth with no consequence from NGD. This makes NGDs concept of realms absolute.

Theres three types i think: the first just goes to another realm to ask for pvps, to socialize, to look at the unique look of that realm etc.. The problem with this is that it has the potential of being abused which mostly happens.

The second: goes to the other realm to spy and get intelligence that is helpful to their realm. Or infect them with purple fever. hehe. This one is not too bad, but is worse than the first one and has the potential of being abused which mostly happens.

The third one: goes to another realm and changes to that side because they have good numbers to invade their home realm which means that the other toon in the realm they temporarily changed can get the benefits that came with having a successful invasion, they can get wish benefits. And this is the worse kind of multi, they are the ones that artificially monopolize invasions and cause unbalance in the realm system, they are the traitors to their realm.

The ones who officially change realms and their toons deleted by NGD, are not multi, they have left that realm, and if they want to go back to their former realm, they have to start all over again from scratch or pay a fee to NGD for a level 60 or 45 scroll, and the toons from the realm they just left are deleted again by NGD.

Last edited by Ludwig Von Mises; 12-01-2014 at 07:55 PM.
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Old 12-01-2014, 09:40 PM   #32
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Originally Posted by Cuchulainn View Post
[*]disable invasions
I think invasions are a good thing, but not greatly outnumbered ones. The funnest thing about defending against invaders (and in my opinion, what invasions should really be focused on) was just recently removed from the game... Being able to recap your own gate during the invasion.

Yes, I know invasions are shorter, so I see where NGD got the idea of making gate invulnerable once it's capped. But not being able to re-cap gate makes the outnumbered realm have much less of a chance at keeping their gems, because now the whole group of invaders can move to the gems, which makes it much easier for the zerg when they don't have to split to protect gate. I think invasions should still be shorter, like they are now (an hour was quite a while when you're the one defending), but I don't believe that should mean taking away the ability to recap the gate.

My suggestion is: Make gate vulnerable to attack again, but make it that only players of the realm that own the gate (when it's capped by another realm), or players of the realm that placed the first relic can attack the gate. This way the third realm is much more limited to what they can do. Take away the spawn camp (since it wouldn't be needed, and would just make it way too convenient to defend gate), and give anyone from the defending realm that dies during the invasion an option to spawn at the city (whether they are already saved there or not) that's nearest to their gate. This would be replacing the option to spawn directly at the gate, which can be unpleasant if the gate is captured by the enemy, and they have many at gate. And of course, the flag only being able to be captured by either the defending realm or the ones that placed the first relic.

Capping and re-capping gate was the funnest part about defending against invasions. It actually gave the defending realm a chance against a zerg, and made more of a need to actually use tactics. An attacking realm can screw up a whole invasion, even with greater numbers because of lack of teamwork, or because of how well the defending realm worked together.

Some might think with how short the invasions are now, that this would make getting gems much, much harder.... That's the point! I think any of us can handle invasions. It's when one realm invades, takes all gems in one shot, then does it again right after making a wish that makes the players of the less populated realms lose interest in the game. Make realms have to take gems over a much longer period of time to get a wish, rather than taking all gems in one invasion with ease because they have a huge zerg. A zerging realm will have less interest in invading, knowing that it's a longer process to make wishes. Wishes shouldn't be a quick thing that a realm can do 2 or 3 times a day. Or maybe put gem lock on all gems for a certain length of time once a wish is completed. This way it gives the zergs a chance to die out before making the next wish, instead of having repeated invasions.

The point of all that I mentioned: Keep invasions, but make the game much less focused on them, and more focused on just fighting in the war zone. That's where the fun is, and fun is what keeps players of all realms.

Sorry for the long post.


Edit: I forgot to add on the fact that now noble quests are not only half the WMC, but twice the waiting period. So now noble is nothing but a small bonus. Because of that, the focus of invasions will pretty much be primarily on gems now, and the fact that defending realms can't re-capture their gate means it will be harder to keep their gems. It used to be a realm that was invading could mess up their chance of taking gems by going noble, or mess up their chance of noble by going to gems. With this new system... you know if gate was capped, there is a very good chance that gems are being taken.
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Last edited by MDpro; 12-02-2014 at 08:31 AM.
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Old 12-02-2014, 04:56 AM   #33
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Still the same ole crap happening.ive been away for 2 months and return to find the game in worse shape than it was when i left it.

This new invasion system really sucks.the war confidence is great and i think it can be expanded to help the game.the biggest problem with this games player retention has and always/will be the effects of realm inbalance.players dont like getting constantly run over without a chance of competing.this slowly makes players leave the game.

my idea is to rework the war confidence.increase its stats to benefit the weaker realms.it needs to drastically improve a players stats to compensate for the overwhelming odds they maybe facing.this will make it much harder for the biggest realm to invade smaller realms and encourage invasions when both realms have the same amount of people online.something to create more balance in a fight.if side A=10 and side B=30 then how about an improvement of 200% on all stats.im pretty sure side B will have to work alot harder and use skill and tactics to succeed and im pretty sure side A will stand a chance of winning.
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Old 12-02-2014, 05:05 AM   #34
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Hey Tan!

(I know this is off topic, sorry lol)
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Old 12-03-2014, 05:39 PM   #35
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Quote:
Originally Posted by MDpro View Post
the focus of invasions will pretty much be primarily on gems
Quote:
Originally Posted by MDpro View Post
invasions are a good thing, but not greatly outnumbered ones
That two sentence seem to be opposed to each other with the current system, no way you can get the gems out without having a huge zerg, it was always that way but you probably know that.
The goal stayed the same. Only the mechanism changed, sadly.
Numbers. That's all that matters, nothing more

Quote:
Originally Posted by MDpro View Post
Make gate vulnerable to attack again, but make it that only players of the realm that own the gate (when it's capped by another realm), or players of the realm that placed the first relic can attack the gate. Capping and re-capping gate was the funnest part about defending. Wishes shouldn't be a quick thing that a realm can do 2 or 3 times a day. Put a gem lock on all gems for a certain length of time once a wish is completed.
Only can agree with these, would be nice if NGD would consider these things...
Also, the realm bonus should be much much higher, 20 vs. 5 / 30 vs. 10 fights make players only pissed, ---> swearing, flaming, blaming and then nothing left but raqequit. Then they all get banned for verbal abuse. It only makes thing even harder for the outnumbered realm luel
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Old 12-03-2014, 05:55 PM   #36
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Quote:
Originally Posted by Kimahri_Ronso View Post
20 vs. 5 / 30 vs. 10 fights make players only pissed, ---> swearing, flaming, blaming and then nothing left but raqequit. Then they all get banned for verbal abuse. makes thing even harder for the outnumbered realm
As funny as it sounds, it's the truth lol. I'm guilty of it myself, I've had some choice words for the enemy realms (although unlike a lot of people, I NEVER blame or insult my allies, I don't believe in it), and then have logged off because it's like 5 of us trying take back a fort against like 25.

I can't stand when people blame or insult allies. I'm so tired of seeing stuff like "you suck" or "you can play for $***". People need to remember that it's usually the result of either not having enough support allies, or just the enemy having much greater numbers. Insulting other allies doesn't do themself, or anyone else in their realm any good. It creates tension, and it's very annoying to everyone. It can make some even leave the realm, and that will give you even less of a chance of having support when you need it. So it's completely counter-productive. As I always say, insult the enemy instead.
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Old 12-04-2014, 02:27 AM   #37
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Quote:
Originally Posted by Kimahri_Ronso View Post
That two sentence seem to be opposed to each other with the current system, no way you can get the gems out without having a huge zerg
Yes, but a zerg had to split with the old invasion system, because they had to hold gate. Now the whole zerg can leave gate and move together to the gem, which makes it harder for low populated realms to defend against. In that case (and I should have brought this up before), since the war confidence thing is only at gate, forts or cities... It does absolutely nothing for the greatly outnumbered defenders if gate is capped and they are trying to keep gems, since they can't re-capture and camp their gate. Standing around gate waiting for the gems to get near, just so you can use the war confidence buff to your advantage wouldn't do anything either. If the gem gets that close to gate with the full group of invaders around it, chances are with the movement speed buffs and such, the gem will get inside gate.

There was a lot more use of strategy when it came to taking or defending gate with the old system. It made more sense, because even a much smaller group defending had somewhat of a chance because they had the possibility of using their gate to their advantage.... Not anymore.

Since the whole group of invaders can go to the gems without having to protect gate, I think NGD should raise the gem counter.
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Old 12-04-2014, 09:26 AM   #38
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Quote:
Originally Posted by MDpro View Post
....
With big population imbalance, there doesn't exist something like win-win invasion system. That means, this system made stealing gems easier for bigger realms, but also easier for lower populated realms. Before update, it was almost impossible to steal gems unless invading realm had twice that many players than defending. Now it is easier in general because defending realm has no option to split invading zerg by recapturing gate.

With the old invasion system, it would be impossible for other realms than Syrtis to steal gems. Now it's made easier for lower populated realms, but that also makes it easy for overpopulated realm.

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Originally Posted by MDpro View Post
Since the whole group of invaders can go to the gems without having to protect gate, I think NGD should raise the gem counter.
And well, realm with biggest population(Syrtis atm obviously) would profit from this much more than other realms.
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Old 12-04-2014, 01:36 PM   #39
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The point here is that this invulnerable gate is like sanctuary for attackers which is unfair. You can stay there, return back and so on making all this utterly annoying for defenders. New relic system is again harder for defenders, because relic travels smaller distance.

Gate defences was alot fun no matter how outnumbered you was. It was like fort which is fine. Introducing this kind of feature is utterly annoying at least for me.

Somehow i liked more old system when you bring relics to castle and gate was capturable. Only adjustment this system needed was to disable relic horsing. Instead of this they made this abomination...

After all this years i still can not understand why NGD makes this insane design decisions which prove to be fail again and again and again.

Well i need to stop bothering.
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Old 12-04-2014, 02:14 PM   #40
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Bring the boats back!
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