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Small mistakes should just decrease your chance to win a bit, and not mark your grave. And in a fight without major mistakes on both sides everyone should be able to win at any point of the fight, ideally up until the end, but with huge struggling then. (Getting THAT to work is very difficult though)
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This will work if both armies are equally strong. That is mostly not the case in Regnum. If mistakes are not (or only on a large scale) the deciding factor, raw numbers (the larger army) will rule the battlefield. I have explained it already.
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Any longer CC can drive gameplay a bit more to pre-determined fights, and I fear that 6 seconds knock down are still not enough to compensate for the increase of speed and mobility in Regnum.
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I admit that a successful (area-)CC effect may determine the outcome of a battle (strong tide/ momentum), but at the beginning long CCs (including areas) will create many possible outcomes, because mistakes matter, while
short CCs (including areas) will not create strong momentums, so larger armies willl eventually win. And this would be a death sentence for a game, whose parties can´t be balanced for numerical strength.
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Oh shit ;D That's something I would've forgotten. (But well, something like that easily gets noticed within 10 minutes of testing, still that proves yet again you can't think of everything in theory)
Entering and exiting doors needs a cast time then, for sure. I mean, this infinite popping in, popping out, etc, is just annoying bullshit anyway. A nice cast time (1-3 seconds, don't know, what's the best there is something just experience can show) you can interrupt wouldn't hurt anyone and stop it.
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That is one of the dangers of radical changes

Another one is that it is possible to alienate customers.
A door cast time would be a good thing by the way.
I think 6 seconds are enough.
Or more situational Anti-CC spells (see Links)...
This would reward skillfull playing.