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General discussion Topics related to various aspects of Champions of Regnum |
View Poll Results: Do you like new saves? | |||
Yes, I like new saves. | 28 | 13.27% | |
No, i miss old central saves. | 175 | 82.94% | |
Other - tell what. | 8 | 3.79% | |
Voters: 211. You may not vote on this poll |
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Thread Tools | Display Modes |
06-15-2011, 08:27 AM | #91 | |
Baron
Join Date: May 2008
Location: Portugal
Posts: 940
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Are going? Have you already played? It's been enough time for everyone to try them out and the results for everyone was just less action and more waiting.
They had their chance. Result: Almost nobody likes them. Quote:
Kids can say very well if they like something or not. The poll here and the complaints I hear in-game are enough to say that the majority of players do not like this.
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Daar |
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06-15-2011, 12:27 PM | #92 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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I am going to have to side with Daar here.
Maybe on very high population servers the new saves might work. The question is this. Do they bring anything more or special to the game that the old saves did not? I am thinking a strong no. I played this game long enough to see the saves in 4 configurations. This one is the least fun by far. I mean what is the point of having the save if you are much less than the opponent and have to constantly reset at the wall? Does this make flowing game play or start /stop/start type gameplay? It brings nothing new, fun and radical to the table. I have given them a chance. Both on warmaster character and non- warmaster character. My conclusion: It does not enhance gameplay. Any changes to game mechanics must be enhancing to the game to give improved experience. I am yet to see how the new save do this. I am not a developer. I play the game. Community opinion matters. If lots of players don't like it but the developers do , what then ? Assumptions ,assumptions. A lot of us are not children. Quite a number are adults, and professionals in their field at that. Quite a number are mathematically gifted and quite a few are developers and IT professionals themselves. A lot of others are experienced gamers with a wide base of experience in what works and what does not. As for the children, they drive the economy of this market to some extent. If their opinion is ignored it could be at the detriment of the company. |
06-15-2011, 03:22 PM | #93 | |
Count
Join Date: Apr 2009
Location: Bavaria
Posts: 1,026
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Quote:
Now let's have a look at your detailed analysis... ... ... . . .
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06-15-2011, 03:57 PM | #94 | |
Apprentice
Join Date: Jan 2010
Posts: 50
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Quote:
For a less popalted server it is to much waiting time until there are any fights. You now have to wait 10-15 minutes to collect some people, then you have to run together to a fort, and you are still very little people so you get rushed within a minute and then you have to wait again, while more and more players leave the game. This leads the bored attacking realm to go grind theirs characters to or go afk in forts because no enemy is available. Even a kid, my 7 years old sister or her dog would understand the negative gameplay impact of these changes. If the voting says "anything is great" NGD dont see any needs for changes, and if it says the opposite then its just because of the crowd ^^ That there is no changes of this retarded bind system in the new bugdate, is a great sign again, just remindeing me of a person showing of his middlefinger to the wishes and needs of its customer. I can just hope your money income will decline drastically. The only way to convince a buisness-man to take care for at least a little customer satisfaction |
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06-15-2011, 05:52 PM | #95 | |
Banned
Join Date: Dec 2007
Location: Poland
Posts: 489
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Quote:
They sell a product that just strarted to suck. I still hope that they revert these most stupid changes, thats why i'm still hanging on this forum. Should it last too long i will shrug my shoulders and move along. For the time being they have cured my addiction. Thanks! |
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06-15-2011, 07:00 PM | #96 | |
Apprentice
Join Date: Mar 2011
Location: USA
Posts: 85
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Quote:
As a player such statistics wouldn't make much of a difference to see. Players have much to say and little to no sway when it comes to change in the game. But as a game developer, programmer and business owner I would love to see the charts.... that would be extremely interesting to me. I have spent some hours taking guesses on them statistics myself. And I have came up with a few wonderful (professional) ideas to help this situation. But again I'm not a programmer for NGD so doing a ton of work for free just isn't my style. However... I can say the idea had to do with merging the two save methods.
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Aid Epic Conjurer of Alsius (Ra) aka Faith Healer (Horus) 2010 |
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06-15-2011, 07:47 PM | #97 |
Master
Join Date: May 2010
Location: England
Posts: 455
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06-16-2011, 11:38 AM | #98 |
Pledge
Join Date: Jan 2009
Posts: 26
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Even if it works in RA i don't see ANY reason why someone MUST use the teleport to go back in DEFENDING his realm forts. WM spells where supposed to HELP quicker gameplay but not being OBLIGATORY to have some. Even if all players become wm's in what point new saves improve action or gameplay in general?
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06-16-2011, 01:22 PM | #99 |
Banned
Join Date: Mar 2007
Location: New York City
Posts: 569
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At first I liked the idea of the saves. I changed my mind after playing through with it. too many situations where if the enemy doesn't spawn at the fort, they will not return from wall(unless there's a warmaster to teleport them there).
I like the idea of having saves near the forts, but maybe not too close for NGD to implement the idea of save locking. Maybe they should bring back the old fort/castle saves and remove the save lock. Seeing as it takes quite some time to respawn, the attacking realm can have a chance to capture. |
06-18-2011, 10:26 AM | #100 |
Apprentice
Join Date: Jan 2010
Posts: 50
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still 80% + against the new bind-system, what a great chance to keep this change and get rid of some customers
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