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Old 05-04-2016, 04:02 AM   #11
Kimahri_Ronso
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Awesome, but way too short
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Old 05-06-2016, 09:48 PM   #12
Adrian
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Hello Everyone!

Today we were testing the interface!

As you can see, we made a very slim version of the previous interface. If you click it, it expands as shown below. It shows the total amount of frags per team and also if the minibosses are alive.

We're closer to the launch of this version, stay tuned!

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Old 05-06-2016, 10:05 PM   #13
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Awesome, thanks for the update <3
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Old 05-07-2016, 03:14 AM   #14
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Quote:
Originally Posted by Adrian View Post
and also if the minibosses are alive.
any more info on what killing a miniboss does?
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Old 05-07-2016, 04:53 AM   #15
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Quote:
Originally Posted by Frosk View Post
These AI-controlled bosses will provide with interesting buffs to those teams that eliminate them, as well as the tactical possibility of refraining the enemy from obtaining these advantages.
................
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Old 05-07-2016, 10:06 PM   #16
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inb4 op as ballz
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Old 05-08-2016, 06:49 PM   #17
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NGD is keeping up the hard work innovating, and this is impressive so keep at it (and please take the rest of this as constructive criticism where I'm negative).

In Syrtis Haven I would be surprised if we reach enough to participate in battlezones at the moment (it's hard enough to get a fully party, including low levels grinding in inner most of the time). This may bring players back to the game - which is great, but only so long as it doesn't detract from the end game - how you're going to fix this problem is a bigger question (I side with rinky on his post about this, maybe it's realm dependant?)

It's great you've got position that archers can be more useful from, I'm assuming this is usable by hunters - which means it's usable by locks, which will might be a bit OP.

Is there any purpose to a conj in the battlezones? The answer can be 'no', but people with only one character might be a little miffed if they play conj. I'm guessing there's little purposes for conj's since the respawn is so close a res is hardly worth it and heading a player that has a barb attacking them is usually a waste.

I always thought the target for the battlezones was to be an integral part of the end game - if (for example) syrtis only has 8 or so players against a zerg of 20, the fight gets taken to a 8 v 8 in a battlezone with rolling subs when you die? This isn't a great solution, but I'm sure I read something about this way back?

Keep up the good work, try and focus on the primary game not side games.
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Old 05-09-2016, 04:33 AM   #18
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Would be good to know what did they mean by "performance in war will be key to this feature".

Will you have to take x amount of forts before getting access to it?
Will you have to kill x amount of players to get access?
Or maybe you will have to hold a fort ( or maybe even more than one )for some time?

None of these above would make any sense to me TBH, the only thing I could imagine as a restriction and that is related to war would be is that you cannot get into a TDM as long as all of your forts and the gate too is clear.... But then again, what if one is getting attacked suddenly, what if someone wanna ruin a fight and logs into another realm to attack a fort?
Oh well, this doesn't seem to make too much sense either...

So all in all, I hope NGD will come up with a more inteligent solution .
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Old 05-12-2016, 03:43 PM   #19
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Are there some new Information how long it will take to enter the BZ?
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Old 05-12-2016, 09:03 PM   #20
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Get back the battlezone mini game is a great news. I play to RO since 2007 from the beginning it is tell that RO is designed to be a massive online player game. Thus the game was balanced to have a huge amount of warrior less archer and some mage to support the war.
But RO has fail to have and keep a massive player community for various reason.
Get back BZ mini game now will kill definitely the war zone (WZ) .
You had a working and free to play MMO multi-platform (linux, windows, mac) ....
How is possible to fail ?
Did you have plan to counter all these lost years ?
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