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General discussion Topics related to various aspects of Champions of Regnum |
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#11 |
Apprentice
![]() Join Date: May 2008
Posts: 66
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Hmmmm. I fought Ignis at Agg many times (night crew.) I don't ever remember Ignis having a severe disadvantage. As a matter of fact, Ignis wouldn't have a severe disadvantage at Agg if the save was IN agg.
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Thing: If you see a little hole in a big crater in the wz.... Thing: Don't go look in it. |
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#12 | |
Duke
![]() ![]() Join Date: Feb 2007
Location: gracias kailer por los -38 de karma ¬¬ ... De nada. Kailer
Posts: 3,917
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if you can shot from a 40mts range, and actually move faster than a class that can only attack you from 1.5 mts... how in the world are those guys going to be able even reach you? -chilko- |
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#13 |
Marquis
![]() Join Date: Jul 2007
Location: England
Posts: 2,419
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Samal save was already moved once as were Trele Shana Efe and Imperia saves, they were moved to give a better spread coverage over the map and to make the castle saves more user freindly, I dont think samal save was positioned as "another way to hinder Ignis" on the contary look at your Wz setup... Most grind spots are in realm, near both castles, Ignis Wz is tacticaly awesome.
Only save I have a problem with is the 'new' Trele save location, its way to close to Algaros.
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Faith 50 Barb Faithless 50 Lock
Umaril 45 Conju Kailas 45 Marks Pel 45 Knight |
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#14 | |
Apprentice
![]() Join Date: Apr 2008
Location: Porto / Portugal
Posts: 98
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I play in alsius, so i can only take notes for that side... But its true that alsirians have to run ALL warzone to get to a castle. Its true that since the beginners zone everything in alsius is more far away then compared to other realms, Alsius is the only realm where you have a city that you can not use a horse or you die in water (gokstad is bugged), players are harder to find on the city's, an noone goes to gokstad because is far away from the rest of the realm. When i started to play Regnum, my brother liked and started in the next day. By the end of a week, and with the same time played, he was almost 5 lvl's above me, just because of the time i losted runing distances!!! For last but not least, when i want drops, i must go grind to ignis side! I realise that all realm have issues to take care, and this is a nice post to get community point of view... lets hope that NGD take care of it, one problem at a time! ![]() Regards
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PLAYER OF ALSIUS - SERVER HORUS
Wodin - Utghar Warlock lvl 50::Wudin - Utghar Barbarian lvl 50::Woodin - Utghar Knight 50 |
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#15 | |
Initiate
![]() ![]() Join Date: Sep 2008
Posts: 123
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For Syrtis: nearest save to gate is 310m, and can be run in a straight line (and takes about 1m05s)Since Syrtis has an extra inner-realm save I don't think it's too difficult to give another one to Alsius, in Vinland or Frozen Wind Forest, at a comparable distance from the gate as the other realms. Regarding the OP and Samal save: I'd assumed it was a bit further too, though using as-the-crow-flies distances from the save to the fort door, it's actually the closest of the main forts: Herbred save to fort is 390mHowever, it's true that with Samal save you have to take a bit of a detour around the Daen Rha valley. Though also with Aggers you approach the back of the fort and have to run around to the front. So all in all there's not a huge amount of difference, it takes about 80s to get from save to fort in each case.
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Eric Onteron (50 Conjurer); Eric as a [noob] lock (50) | Horus Alsius (Retired) Last edited by Onteron; 08-13-2009 at 11:44 PM. |
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#16 |
Baron
![]() ![]() ![]() ![]() Join Date: Apr 2009
Location: Montana, U.S.A.
Posts: 690
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Having only played in Alsius I can only say with my observations there.
I never traveled from Samal to Ignis CS (as I abhor save-camping or save-killing) and don't know the approximate distance in relation to aggers, but Vyth has a point and it does seam that Aggs save and aggs is in a straight line without any obstacles whereas there is that canyon kind of between their CS and samal. In Alsius I've noted the following imbalance issues: 1. As Anyriand dutifully pointed out, our castle location is not on fair grounds with the other realms. Efe should be translocated with algaros to make it so every realm's enemy to their right has their castle nearest to them. 2. Castle design, size and makeup. I understand variety is important for gameplay, but Imp is the hardest to defend for warriors with areas because when you exit the door you come out at the end of the bridge, not by the door where all the attackers are. Also, Imp is the smallest and allows for the least amount of room to maneuver and support/defend or otherwise battle the guard captain. 3. Alsius has the worst available weapons. Nothing on par or even even close to Satarco's sword. Alsius doesn't even have a Legendary mob weapon drop, just a +25% cold resist amulet that NOBODY ever uses. Also, Thorkul's weapons all pretty much suck when compared to Evendim's and Daen Rha's. 4. Alsius has the smallest WZ land mass, and due to this Trell and Trell save have been cramped into awkward positions that need seriously rethinking. It's in fact so small, one can take trell and cover roughly half the distance to our teleporter to Imp than say Meni to Shaan teleporter. This makes for faster fort+castle capture times and thus an easier time putting Alsius' gates in danger. 5. Ring/Amulet imbalance. Alsius (and Syrtis, AFAIK) has no +% attack speed rings. With weapon sockets being introduced this isn't as huge of a problem but it stll allows for imbalance when talking about +dmg bonuses, +% to attack speed, +% to cast speed, etc. All realms should have equal access to every TYPE of ring/amulet, though in different configurations to allow for variety. 6. Lack of Inner beach "grind" potential equal to other 2 realms. Yes, Alsius has an inner beach but it is nearly devoid of adequately spaced mobs to allow one to hard-grind to 50. I know I know, many hate the idea of being able to grind to 50 inside a realm, but Syrtis and Ignis have inner beaches which are far more "mob-populated" than Alsius. I'm not saying add more to Alsius, Im simply saying the 3 realms should be on par with each other in this department. 7. Alsius, as far as I know, is the only realm to have ranged-aggro mobs (ghosts) between gate and central save/central fort. Their aggro and attack "radius" seems far larger than melee mobs, and you have to run a wider arc around them to avoid their attacks. This makes for those rushing from inner to defend/retake a fort have to risk getting pegged with 200-300 normals and 300-450 mob special attacks. If you run into an aca minus several hundred HP, I'd say that puts you at somewhat of a disadvantage. Troll's roar is awfully annoying too, though I think the Tol-Tar's in ignis have the same thing (But they aren't as tightly packed around the paths between their gate and CS, as Ignis' WZ if far more open and spread out). 8. Alsius always has, and unless something drastic is done, always will have the smallest overall active population. Sure, we can zerg, during events when many in-active players show up to see what's up, but then it goes back to the underdog status of constantly being outnumbered in most fights. Then again, this could be attributed to only the times which I normally play, but I have played at varied times and even at Alsius' height it seems at most we match our enemies numbers and very seldom outnumber them. EDIT: It seems Alsius can zerg, right now... samal... o.O 9. Alsius pays the most excise taxes on their alcohol and tobacco products! Not fair! ![]() Yeah, had to post 'em. But Im sure all realms have their share of imbalances and should all be mentioned so ALL realms can have a fairly equal chance to succeed/fail. EDIT: Huge +1 to Onteron's post above!
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Kyrottimus: 60 - Barbarian (WM) RIP || Rykor: 60 - Knight (WM) RIP Vanosen Sagesight: 60 - Marksman (WM) RIP || Orykus: 60 - Hunter RIP Last edited by Kyrottimus; 08-13-2009 at 08:11 PM. |
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#17 | |
Initiate
![]() ![]() Join Date: Jun 2008
Location: Montana
Posts: 139
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Eferias couldn't be where algaros is now, but should be on that side of the map, that's what I was trying to say... And Eric, +1!!!
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Anyriand - WM Knight Toradora- WM Conjurer
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#18 |
Initiate
![]() ![]() Join Date: Jul 2008
Location: Land of snow and frozen beards
Posts: 183
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distances do count,
I have only played on two realms, first with 2 chars in Ra/Syrtis but I wasn't there for many months before Horus was launched. And now I have 6 chars in Horus/Alsius and from my experience the leveling in syrtis was an awful lot easier and didn't include as much running around. But that's just my opinion - there's been all kind of changes in the way including xp curve, fatigue, mob powers.. But I do remember one thing, it didn't take many hours to get any char to level 10 in Syrtis but now it takes me a few days in Alsius ![]()
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drunken old dwarf |
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#19 | |
Baron
![]() ![]() ![]() ![]() Join Date: Jan 2009
Location: Canada
Posts: 714
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Syrtis is just so easy compared to alsius. good spawn areas easy quests that dont involve walking to all 4 towns and back again. and other tedious things also the fact that as soon as you hit lvl 10 in alsius u dont get any quests
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Ramsli Klutu ![]() |
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#20 | |
Initiate
![]() ![]() Join Date: Jul 2008
Location: Land of snow and frozen beards
Posts: 183
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So I thought maybe I can help NGD, the community and future of regnum in the name of realm balance by: - pick 1 class - create 3 accounts, 1 for each realm - play 1 realm for 1 hour at a time - play all quests 1 at a time (this is what new players do anyway and for me it's the most fun way to play) - write a diary about progress (always right after that 1 hour) and what was good/bad - repeat until? but sadly I do not have time to do this! this might give some insight to the player retention per realm? ..might be that 2 or 3 hour sessions would be better but then after playing for 3 hours it's hard to write a good review of that long time..
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drunken old dwarf |
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