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Old 06-18-2014, 08:56 AM   #11
Adrian
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Originally Posted by Wi3ld View Post
Can you please elaborate on this one a little? Is that RPS per day, per week, per month, or just a maximum you can reach in total?

Cheers,
There was a limit to Realm Points a character could make. In Ra, a player got to that limit and we raised it to a number no one will ever reach, I guess.

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Originally Posted by Robasiewicz View Post
can we please have it at a bit higher level? as you can just scroll yourself to lvl 45 and still mess up some things
This value can be changed in real-time, so this numbers are not final, just defaults. Of course we're planning to allow only near level cap players to manage Invasions objects.

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Originally Posted by Robasiewicz View Post
i'd like to know how the carrier is chosen after unlocking the gem.
When the gem gets all the interactions needed, it still stays in the Altar but mentioning it can be picked. So, anyone there (with enough level) could pick it. No automatic choosing at all.

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Originally Posted by Robasiewicz View Post
oh god, yes! why not just send the relic back to its fort?
If we do this, people would go to the Realm Doors in purpose just to make it go back to the Fort/Castle. We don't want to encourage this.

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Originally Posted by Robasiewicz View Post
i think most of CoR players will be in favour of removing draco completely (apart from those who use it)
To remove Draconic Gem, first we have to put something in exchange that is as attractive (or more) and not unbalancing as this gem. We're discussing what to do and in the next update after this one, there surely be something about it.
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Old 06-18-2014, 09:00 AM   #12
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Have to wait and watch the gem group feature, not sure how it will improve invasion gameplay. Now it will be even more necessary to maintain a zerg at all times, lesser realms can forget invasions completely, holding gate and then sending that many to get a gem.. almost impossible. (from Haven's point of view). It will also take away things like stalkering with gem etc. Well, only time will tell.
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Old 06-18-2014, 09:26 AM   #13
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Originally Posted by Irsh View Post
Have to wait and watch the gem group feature, not sure how it will improve invasion gameplay. Now it will be even more necessary to maintain a zerg at all times, lesser realms can forget invasions completely, holding gate and then sending that many to get a gem.. almost impossible. (from Haven's point of view). It will also take away things like stalkering with gem etc. Well, only time will tell.
+1

Also further weakens hunter class in invasions. Some of the most epic caps have been clever hunter action (particularly by Alsius) and the furious racing around trying to find the camoed/stalkered players - which is good fun
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Old 06-18-2014, 09:27 AM   #14
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Originally Posted by Irsh View Post
Have to wait and watch the gem group feature, not sure how it will improve invasion gameplay. Now it will be even more necessary to maintain a zerg at all times, lesser realms can forget invasions completely, holding gate and then sending that many to get a gem.. almost impossible. (from Haven's point of view). It will also take away things like stalkering with gem etc. Well, only time will tell.
This first step was to remove the Relic Blocks. This will only avoid that 2 or 3 players open the portal daily. In the future, more changes are coming. And as you rightfully say: time will tell and some things need to be analysed live.

So, anyone has an error regarding the posted changelog? (which was the reason this thread was open)
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Old 06-18-2014, 09:34 AM   #15
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Originally Posted by Frosk View Post
Modified: Realm Gems in Altars or Portals require a quantity of players (the quantity set in Amun is NOT final) to interact with them in order to release them to be stolen. This quantity is determined per world.
I'm slightly worried about this change. Could you please explain the calculation for this, because I may be completely misunderstanding it.
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Old 06-18-2014, 10:29 AM   #16
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I know this is not the thread for this report, but I would like to see few (small) fixes in next update:

1. Fix glitching relic on the ground when relic carrier die / log off. Relic should be pickable again.

2. Do NOT return glitched relic (point 2) to the castle where it was taken from. Example (which actually happened): Alsius hardly captured Trelle relic from Efe, carrier dies because of relic timeout on the hill in front of Trelle, 15m away from door. Relic is glitched on the ground and returns back to Efe (!!!!)

3. Revert darkness back to undispellable state. Since no one documented this change in changelog, everyone assume it a bug which renders darkness completely unusable in fort fights.

4. Disable casting WM teleport inside fortification. Many discussions already made on this subject.

5. When casting WM teleport, the bubble disappears and caster need to randomly click the area where bubble _supposed_ to be to select teleport destination. Very annoying.

6. Etc etc... Fixing every reported bug should be priority #1

Everyone would rather see old and annoying bugs fixed than new features implemented.

Thank you.
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Old 06-18-2014, 10:53 AM   #17
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4. Disable casting WM teleport inside fortification. Many discussions already made on this subject.
Congratulations on pissing off the entire Syrtis community.
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Old 06-18-2014, 12:06 PM   #18
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Quote:
Originally Posted by Adrian View Post
To remove Draconic Gem, first we have to put something in exchange that is as attractive (or more) and not unbalancing as this gem. We're discussing what to do and in the next update after this one, there surely be something about it.
For new realm wishes. Ehh a bit outdated but still valid.

Also are relics still carried with mounts? If yes, please remove them. It's obvious what an unfair advantage there is and it should be removed.
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Old 06-18-2014, 01:12 PM   #19
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Quote:
Originally Posted by Adrian View Post
To remove Draconic Gem, first we have to put something in exchange that is as attractive (or more) and not unbalancing as this gem. We're discussing what to do and in the next update after this one, there surely be something about it.
what do you think about one gem per realm per week..? Would be fine, I think

Quote:
Originally Posted by Irsh View Post
Have to wait and watch the gem group feature, not sure how it will improve invasion gameplay. Now it will be even more necessary to maintain a zerg at all times, lesser realms can forget invasions completely, holding gate and then sending that many to get a gem.. almost impossible. (from Haven's point of view). It will also take away things like stalkering with gem etc. Well, only time will tell.
yes. maybe ngd should consider removing the condition to hold the gate for picking up gems.

PS.
Quote:
Originally Posted by Slartibartfast View Post
3. Revert darkness back to undispellable state. Since no one documented this change in changelog, everyone assume it a bug which renders darkness completely unusable in fort fights.

4. Disable casting WM teleport inside fortification. Many discussions already made on this subject.
---

"Bug report".
Seriously, WHO the HELL translates all the texts into German? It is being done SO badly, sometimes it isn't even laughable anymore.
One example:
When you carry a relic and enter the area around the realm gate and if you manage to get out again quickly (btw, this feature seems to work well), the text says "Puh! Sie sind gerettet, denn jetzt!". Translated into English, this would be
"Phew! You've been rescued, because now!"
wtf? Are Gorillas doing this job?
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Old 06-18-2014, 01:23 PM   #20
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Quote:
Originally Posted by schachteana View Post
When you carry a relic and enter the area around the realm gate and if you manage to get out again quickly (btw, this feature seems to work well), the text says "Puh! Sie sind gerettet, denn jetzt!". Translated into English, this would be
"Phew! You've been rescued, because now!"
Most of the translations are placeholders. A more helpful attitude would be stating which texts are wrong and putting an alternative.

I'm starting to doubt if opening Amun to the public is useful at all
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