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Old 01-10-2010, 01:36 PM   #51
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Quote:
Originally Posted by Znurre View Post
  • Anyone else remember early version 0.9 where everyone attacked faster thanks to weapon speed not affecting delay between hit/skills?
  • Anyone else remember version 0.9 where conjurers heal had less cooldown and healed for more hp?
  • Anyone else remember that you could get up to 50rp/kill in early 0.9, which also solved the problem with leechers getting a big RP share and denying the damage dealers theirs, without nerfing the auras etc. for that sake?
  • Anyone else remember when there were several ways to cause high damage, without using only one high damage dealing skill?
  • Anyone else remember when there were less evades and resists?
  • Anyone else remember when items would not decide the outcome of any battle as much?

I do.
Awesome post there Znurre, green Karma for that.

Yes, I do remember those times too and I miss them just as much as you and countless other people do.

One of the first stupid changes was the change of mobs in the warzone. It used to be filled with beastly hyenas and everything, high level everywhere so there were grinders and stuff like that. Now... bloody level 20-30 mobs, what the HECK is that??

I just can't stop complaining about the resists and evades you also mentioned, it's the point that just makes me wanna leave the game sometimes. I hope this is going to be fixed in the future, but considering NGD's "care" about people's complaints I guess not....
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Old 01-10-2010, 07:45 PM   #52
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Quote:
Originally Posted by arlick View Post
I dont think thats a good comparation (regnum - quake) because:

1.- At Quake most times you dont need help, or you are alone in a free for all!! I mean, at RO you MUST be with more ppl to survive, at quake not.

2.- At Quake the map is small, you can die and kill many times in a minute, not in RO.

3.- At Quake there are no many differents from a character to other, just the power of the weapon, at RO all is different from one player to another.

I mean most time at RO is lost time (travel, resurrecting, tradding...) and war is small time. If you connect for 30 min then, with luch, you will fight 5 min. If you want to play RO you need many time, for me thats an important point. Thats kill regnum for me.

Fight at RO is pretty, and will be really awesome if ppl cooperate and if the places (like castles) take an important influence at battles, if not the battles take 5 minutes to destroy an army of 20 and thats not funny.

For me the combat system and balance inst really bad, the problem is the ppl and the spots.

At quake i dont need to trust in my teams mates if im pretty good, but thats impossible at RO, you could be the best but if your mates are noobs you will die.

(I also play urban terror, not quake :P)

PS: For example nerfing conjus was really stupid. More conjus, more time fighting, more fun.
I agree... not a perfect comparison because one is FPS one is FPAB

Quakes action is set high to give a constant adrenaline rush...
Regnums action is variable and some days can even put you to sleep.

Regnums is more like SIMS were we battle at times.....

I too remember the fun time Znurrrreee!!! + 1
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Old 01-11-2010, 03:57 AM   #53
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This:

Quote:
Originally Posted by Znurre View Post
  • Anyone else remember early version 0.9 where everyone attacked faster thanks to weapon speed not affecting delay between hit/skills?
  • Anyone else remember version 0.9 where conjurers heal had less cooldown and healed for more hp?
  • Anyone else remember that you could get up to 50rp/kill in early 0.9, which also solved the problem with leechers getting a big RP share and denying the damage dealers theirs, without nerfing the auras etc. for that sake?
  • Anyone else remember when there were several ways to cause high damage, without using only one high damage dealing skill?
  • Anyone else remember when there were less evades and resists?
  • Anyone else remember when items would not decide the outcome of any battle as much?


I do.

Since 1.0, to me Regnum has taken a step backwards in everything but graphical content, quests and premium items.
Some of the balance changes since 0.9 -> 1.0 have been good, but most not.
Regnum is not dead yet, but it is going stale real quick.

Quote:
Originally Posted by arlick View Post
I mean most time at RO is lost time (travel, resurrecting, tradding...) and war is small time. If you connect for 30 min then, with luch, you will fight 5 min. If you want to play RO you need many time, for me thats an important point. Thats kill regnum for me.
This also holds true. Too much time in the game is spent doing nothing. Moving mobs to the inner realm was a big factor to this situation too.

I remember when there were huge concentration of high level mobs around Algaros, Pozo, Alsius Beach and Areas around Menirah Beach. Huge grinding parties would develop and eventually, realms would clash for control of these spots. If you wanted a fight you knew where to go and it was epic fun.

I also agree with Nightchill's posts. The nerfs imposed upon us can be attributed to the new items we have now. While NGD couldn't take them off now, they should have at least increased drop rates to make it more attainable for everyone and improved character defense instead of nerfing spells, movement and dynamics.

1.0.8 was the worst update to hit this game. Not only did it have nerfs all around, it killed what dynamics the game had left, made fighting cumbersome and utterly failed to accomplish what it was supposed to do (improve the warrior class situation).
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Old 01-11-2010, 04:59 AM   #54
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I can't deal with the crashes. The last two fort wars I crashed and logged back in at the save. Perhaps I could deal with it if I actually got logged out when I crashed but knowing I was just standing still while getting killed really irritates me. I had high hopes for the new engine but things have not changed. I may still play casually but I do not see RO heading in the right direction and have no hope for things improving.

Perhaps if they made lucky box items more powerful and made decent drops even more nonexistent you'd win me back.

Scratch that last part, just fix crashing and logging back in at the save and I might get on board again. Is some sort of crash detection with instant log out too much to hope for? My guess is yes.
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Old 01-11-2010, 07:25 AM   #55
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You must spread some Reputation around before giving it to Znurre again.

The current action/situation in the wz is a joke to what it was a year or 1.5 y ago.
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Old 01-11-2010, 11:27 AM   #56
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Quote:
Originally Posted by Kaliek View Post
Perhaps if they made lucky box items more powerful and made decent drops even more nonexistent you'd win me back.
Eh what?
10char
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Old 01-11-2010, 12:54 PM   #57
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Quote:
Originally Posted by Yawney View Post
Eh what?
10char
I was going to put an eye roll after that but assumed the sarcasm would be apparent.
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Old 01-11-2010, 03:08 PM   #58
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What is making Regnum die?

On Ra:
- The Lag (it really all ends there for me on that server)

On Horus (and probably also on Ra, but I have not been able to stand the lag to find out):
- Invasions and whole game mechanics encouraging hiding in/at forts, area spamming, zerging.
- The ridiculous XP-curve, high level mobs inner realm.
- Realm chat in WZ

and many more as you can see from other replies in this thread...
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Old 01-13-2010, 07:04 PM   #59
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Quote:
Originally Posted by Dannboy View Post
There are alot of things that slowly sufficated my regnum soul.
But the new, static gameplay is what killed it.
Invasion was a smack to the forehead.
All nerfs was suffication.
Ximerin madness was kicking a fallen man.
Further nerfs was stabbing a corpse with a knife.
The global cooldown was not that bad, but a combination of all this KILLED my fun.

Everything started with Horus, then Invasions and the huge wave of nerfs and inbalance.
Yeah...what he said..
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Old 01-13-2010, 08:30 PM   #60
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i think that invasions werent all that bad.
NERFS!!! NERFS KILLED EVERYTHING!!
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