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General discussion Topics related to various aspects of Champions of Regnum |
View Poll Results: Central save or 3 save-system | |||
Central save | 43 | 38.74% | |
3 saves system | 68 | 61.26% | |
Voters: 111. You may not vote on this poll |
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10-08-2011, 01:47 PM | #41 | ||||
Master
Join Date: Feb 2009
Location: France
Posts: 414
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No. If you have to run/ride half of the map to try to defend your forts/castle, that gives enough time to your enemy to get reinforcement.
Defense for the defending realm is harder if your saves are far from your forts/castle. Quote:
A good defense is a victory. Quote:
Getting invaded is felt by most people as the worst thing that may occur to a realm, especially with boats and noble. You didn't succeed to take back your forts in time, it's the first failure, spirits a bit lower. Now you have to defend gate + boats at the same time, 2 entry points that make everyone confused, which one is better ? spirits a bit lower. Whole enemy army took boats, now you have to defend gate + noble, which one is better ? a quick half of 10k WM coins or half of a dragon wish for your enemy ? still confusing, spirits lowering. And I can continue deeper, the scenario will become worst after each step. Getting invaded is not fun for an underpopulated realm, especially if it ends up to a malus to your realm because you are invaded too often. And the experience showed us (during purple fever and first state of WM teleports) if one realm invades other realms too often, that ends up easier to a malus to another realm, whose fault is it ? no one, it's only because the XP bonus is still running and people doesn't want to vote for the same wish once again. Quote:
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Nel's VidZ |
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10-08-2011, 03:43 PM | #42 | |
Banned
Join Date: Dec 2006
Posts: 890
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This whole post of yours is weak and downright funny at times. You just cant answer “no” to some of the statement I made above, it just hilarious when you do though. Keep em coming! |
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10-08-2011, 04:16 PM | #43 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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3 save old system resulted in many 1 structure farms which went on and on because one side (usually the invaders) outnumbered the home realm. Remember all the whining about this ? If the home realm was stronger and /or better organised, they evicted the invaders quickly and moved on to other targets or, in some cases want back to sleep at their save or main fort.
In many cases an outnumbered realm did what ? They eventually camped their castle. This usually happened after many lemming runs and several frustrating hours later in some cases. Quite often you would only get your fort back because players got tired and logged or left the fort on their own or got their RP quota filled. Remember this ? This is the legacy of the old 3 save system. Now, this ends much faster because players are less inclined to Leeeroy Jenkins over and over because there is a cost to it. that cost is constant running back from distance. This results in better organisation and better fights sometimes. If they are really outnumbered , they just don't go, or camp Castle resulting in the fort campers getting bored much quicker and either trying for invasion, splitting forces between 2 or 3 structures or just abandoning the forts altogether and going after another realm. Its not perfect but it is better. Invasions result from one of 2 conditions. 1. Poor communication and terrible organisation from the defending realm if they have sufficient defensive numbers. 2. They don't have sufficient numbers to repel the invasion. No amount of saves will save you from those 2 conditions. In terms of the new invasion system, it is up to senior members of the defence force to determine the realm policy. The policy usually is : Defend gate/ gems first and the noble second. If you have lots, you can try to defend noble. Else concentrate defence at gate. Because of the amount of warmasters around and the quality of wm gears it is logical to have gems and gate at much higher priority. If a Realm is confused, it is because it lacks leadership and direction at that vital moment, plain talk, bad manners. I agree that more binds would benefit grinders but I addressed that core problem in another thread. The core is around group grind policy and formulas. That must become more palatable. Too many times players are either forced or prefer to grind solo in a collaborative game. Strength comes in numbers. You think coward gank teams are going to press on groups regularly ? Unlikely. If you have numbers then you don't get ganked as much, hence easier grind and you don't need to run back every minute. Move to another grind spot if you favourite is infested. |
10-08-2011, 04:20 PM | #44 |
Baron
Join Date: May 2008
Location: Oahu, Hawaii
Posts: 697
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edit..nvm, wont bother.
Currently its hard to find a good grind party, cuz everyone waits for the xp bonus lol. |
10-08-2011, 04:31 PM | #45 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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Hence this is the area NGD should target for improvement. Better party box designs, larger parties (maybe up to 12), better tools for conjurers and everyone in general, and a better formula for dividing XP among party members in the area.
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10-08-2011, 05:27 PM | #46 |
Baron
Join Date: May 2008
Location: Oahu, Hawaii
Posts: 697
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There have been suggestions though, but I think they don't really take player input in consideration anymore.
I'd like conjurer xp fixed, its hard telling new players who as "why" when i tell them this is how we have to support.. I'm glad the mana is real time in party (or at least close, it was a major pain when it updated so slowly) I'd like to click on a party member in tab, and have my focus switch on him, have buffs displayed on members so I don't waste spells, just many things, but I think they get overlooked for more rvr and eyecandy factors. but it is these things, issues that either retain players or lose them. Mob placement and a way to find grind parties is my priority at the moment, they are horrible spawn rates and spots for the majority of space to work with. |
10-08-2011, 06:46 PM | #47 | |
Master
Join Date: Nov 2010
Posts: 322
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Quote:
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10-09-2011, 04:08 AM | #48 | ||||
Master
Join Date: Feb 2009
Location: France
Posts: 414
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At least bois is much more demonstrative than you and pointed out a good argument against non-deactivatable saves. Quote:
Lots of people already suggested for years to create few outposts through the warzone (some ruins/trenches/wood walls, no door, 1-2 guards and one capturable flag) to make more varied the war activities. Those outposts would be only used to say: "hey we are here and want to fight". But sadly, NGD wants us to only focus on invasion. The 3 deactivatable saves was exclusively designed to this, removing fort farm and making invasion easier. They succeeded on the first point, no fort farm anymore, but invasion was not enough easy to give to a not-so-populated-realm the availability to make a successful invasion. And anyway, people in game doesn't care much about invasion (too much involvement and time), they just want to fight, nothing else. All in all, the 3 deactivatable saves system leaded to: 1/ no fort farm and 2/ no invasion. Thus made people less inclined to play and then destroyed activity on all servers. About camping castle and lemmings runs, the 3 deactivatable saves has only worsened those behaviours: camping castle occured faster and lemmings runs was even more useless. As the lemmings run cannot be avoided, it's preferable to make it a bit more useful. Quote:
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Hehe, not as easy as it would seems to be, too few grind spots in warzone, especially for the last levels before 60.
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Nel's VidZ |
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10-09-2011, 05:07 AM | #49 | |
Banned
Join Date: Dec 2006
Posts: 890
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You on the other hand are far more interested in picking my post apart, than actually trying to see my point of view. This is fairly obvious when i read your counter arguments, it never "yes, but there is another side to it". Its always "No, this how it is". Why dont you make a post of your own and let me pick it a part? I dont even know what you think, i only know you love to disagree with me. In this case there is no other side, either you have no chance or you have a chance, i even put some number down so you could see what ratio i would find acceptable. Then of course its a matter of how severe the under population is, at some point there is no relief for the under populated. I hate farming and what it do to the quality of war, its not my opinion that less farm wars is a downside of the system or for the underpopulated. Its the opinion of most players (not the underpopulated), the main reason why people hated the deactivatable 3 save system (shouldnt have to explain this to you). Did you even follow any of the 20 page long whine threads about this subject? Last edited by Vroek; 10-09-2011 at 05:36 AM. |
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10-09-2011, 05:40 AM | #50 | |||
Master
Join Date: Feb 2009
Location: France
Posts: 414
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Quote:
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I see you still don't have understood the downside of 3 deactivatable saves, it killed fort farms and good fort battles. It's because of this last point that people doesn't like 3 deactivatable saves. Edit: I did my reply before you edit your post Quote:
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Nel's VidZ Last edited by _Nel_; 10-09-2011 at 05:47 AM. Reason: . |
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