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View Poll Results: Do you think Warmasters update improved your game experience ?
Yes 34 22.82%
No 115 77.18%
Voters: 149. You may not vote on this poll

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Old 05-09-2011, 07:14 PM   #11
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Quote:
Originally Posted by chilko View Post
hi guys,

i'm intrigued by this poll.

As you may know we have other ways to meassure the results of any given update besides the forum and this kind of polls

I would love if you can help me explain why all of the statistical data (average playing time, concurrent users, revenue, etc) has increased on all servers and why this poll's result is so negative.

I am not being ironical.
I would really like to get a grasp on this issue.
Is it a hardcore vs casual thing? Old users vs new users?

thanks,

-Chilko
I think it's cause of huge amount of grind,warring(at Alienware Event and daily invasions), and spent xim
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Old 05-09-2011, 07:19 PM   #12
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For me definately not.
The concept sounded interesting, but in practice it ruined a lot of the current game mechanics.


About the beacons :
- What's the point of the CCs if entire zergs are immune to them without any visual feedback for at least 1 minute ?
- What's the point of skill and cooperation when a group having a WM will always have the upper hand on a group having none even if the latter is smarter or outnumbering ?

About the teleports :
- What's the point of organisation if an invading realm can instantly teleport to the least defended fort and so making defenders task impossible even if they make the right choices ?
- What's the point of hunters' tracks if realms mostly go to forts via teleport ?
- Where's the fucking bridges and open field fights now ?
- They also promote cowardice by allowing players to flee from fights/lost forts.

About new invasion rules :
- What's the fucking point of the realm doors if they can be broken in a split second by very few players
- What's the point of the realm guards if they don't attack players breaking realm door behind them ?
- What's the purpose of making gem-less realms forts invulnerable besides reducing the choice of fights ?

About new fort rules :
- What's the point of lvl4 fort upgrade if the flag is still present and doesn't need the GC to be killed to capture it ?
- Why having greatly improved guards damage resistance ? Guards shouldn't be that tough.

About armor enhancements :
- I thought the sacred rule of this f2p game was that premium users can't have an advantage in the gameplay. The premium-only enchants broke this rule (yeah it's maybe not a big deal but still it's a first step...)

About new level cap :
- What's the point for mages besides more spells ? Spell damage doesn't increase with leveling... It increased the imbalance between mages and non-mages classes because other classes got damage improvement.

About XP reward from enemies :
- Insufficient especially for support classes, it's definately not a viable way to get XP compared to the traditional mob-killing
- Bugged with +RLM/-RLM
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Last edited by Shining-Scias; 05-10-2011 at 03:12 PM.
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Old 05-09-2011, 07:20 PM   #13
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Quote:
Originally Posted by chilko View Post
hi guys,

i'm intrigued by this poll.

As you may know we have other ways to meassure the results of any given update besides the forum and this kind of polls

I would love if you can help me explain why all of the statistical data (average playing time, concurrent users, revenue, etc) has increased on all servers and why this poll's result is so negative.

I am not being ironical.
I would really like to get a grasp on this issue.
Is it a hardcore vs casual thing? Old users vs new users?

thanks,

-Chilko
Exposure, and the fact that people have something new to work for.
Also, the forums represents a different part of the community: those who see the game as something more than just a temporary entertainment.
The players who only plays the game usually does not care much, and just quits after a few months.
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Old 05-09-2011, 08:14 PM   #14
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Quote:
Originally Posted by chilko View Post
I would love if you can help me explain why all of the statistical data (average playing time, concurrent users, revenue, etc) has increased on all servers and why this poll's result is so negative.

I am not being ironical.
I would really like to get a grasp on this issue.
Is it a hardcore vs casual thing? Old users vs new users?
Warmasters is a cash update. (Nothing bad about that basically, you guys need to earn something in the end.) Just the level cap itself produces most of those effects, I suppose. There are many players in Regnum that just grind all day long. They stop to play as soon as there's no reason to grind, and they'll start again with a new level cap. (Or new classes - you can easily get some cash without frustrating players there, hint hint :P)
You simply made players do more things, especially more grinding. But as you might know as well - PvE is not the best part of Regnum. RvR is what matters, and especially the fun you get there. And this fun decreases more and more because of fucked up balance...

MMO players are addicts, they "forgive" mistakes you make. No, they'd never forgive anything you do or don't do, they are ignorant assholes trolling your forum and they love to write rage quits, but almost no one of them actually quits. They just won't stop playing soon, it doesn't matter what the game is like. That's why you can't judge by numbers whether they're happy.
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Old 05-09-2011, 08:46 PM   #15
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Quote:
Originally Posted by Need_More_Invasions
Im starting to get used to a bunch of passively cc resistant and speed capped barbarians running at me with more than 5,000 health....
This, and Scias' post was spot on.

Voted "no" btw. The realm with the most warmasters wins, it's that simple. Regnum became a numbers game again, only this time its even more visible.
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Old 05-09-2011, 11:08 PM   #16
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I'm starting to encounter situations like this alot:

An Ignis Hunting party enters Alsius - it's Bosshogg, Treasure and Plunder
Try 1 - I approach Plunder, as mages should die first. He casts horn, I can't even catch him with Spring(5)
Try 2 - I approach Bosshogg, he casts horn, can't catch.
Try 3 - I approach Treasure - She banners, and dies while casting banners. No horn at least, but I'm sure it was coming.

A green hunter comes along, Tsoglani, and attacks the reds...
I approach him, to try to at least kill something in this fight...
Nope, Horn of the wind.

In this fight, on Syrtis and Ignis side, every single player was a Warmaster, while Alsius had none. Alsius has only three total Warmasters in the entire realm after all of this time, and isn't looking to get more than maybe one new WM a month. Let me ask you, do you think that is fun, or balanced?

But the problem isn't how common WMs are becoming - its the stupid imbalance of their powers, and how they can be applied for selfish goals. Most Warmasters can, and will use their powers even when no allies are around, for their own benefit, and in some cases this can be disasterous on the balance of the game. At the same time, normal powers (Onslaught) are nerfed to remove the same functionality. Once all level 60s in the game start to become Warmasters, We're talking nuclear winter here. for everyone below that, and everyone who isn't a Warmaster. The game has been transformed entirely into every class basically being a Hunter of old, except with much, much more dangerous powers (Barbs, Marksman, Warlocks, etc.).

The entire game will become nothing more than Warmasters endlessly farming and ganking everything that is not a Warmaster.

So let me ask you... do you think my game experience has improved? It's simultaneously gotten better... and worse.
I vote "No".
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Old 05-09-2011, 11:12 PM   #17
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@ Chilko,

Concerning average playing time and revenue, it's mainly due to the huge amount of grinding needed to get 60. You have to eat boosters all the time and have to play everyday to reach 60 from 50 fast enough.

- Before update from lvl 1 to 50 = 5.9M xp
- After update from lvl 50 to 60 = 7,6M xp

So all your current customers, who were warring every day before update, has been forced to spend their xims in boosters to stay up-to-date in war.

Don't forget, Regnum is fully enjoyable at max level. It's different than other games, once you reached max level, there is nothing fun to do anymore. In Regnum, the real game starts at max level and the fun is infinite, as much as all 3 realms are well balanced. And that's not the case at GMT-night, except for RA : Horus, Nemon, Muspell and Niflheim have SERIOUS timezone issues that needs to be addressed very quickly (see Scias chapter: "About new invasion rules").


For the amount of concurent players, lot of ex-players went back to the game to see how's going in game. This is mainly due to the "new stuff". It probably happened the same thing for the new engine update and for the character update. I don't have the exact amounts of new players, but from a player point of view living all the day in warzone, there is nothing new, Horus keeps growing up at the same rate.


But this update has broken a lot of fun stuff in war, clearly pointed out by Scias. You can't see it as a developper, cause you don't play enough your game, and the fun can't be measured by any tool, it's only a feeling. You need to try to address these issues in the next updates. It won't be easy at all, since you broke many good mechanics as:
- WM teleport removed surprise encounters leading to very good open field battles or bridge fights
- WM beacons brought immunity to most CC that is a bad patch to nerf few OP CC
- immune forts prevents the immune realm to get a pretty good regroup point after getting back one of their fort and to start an attack to an opponent fort
- invasions are now too easy for people who stay awake to invade sleeping realms
- etc.

Don't waste too much time. The base of your players starts to get very tired of your lack of will to want to fix those issues. It's already 2,5 months that Warmasters update has been released, and nothing has been yet done, even a single word that indicates you know there is a problem.

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Old 05-10-2011, 12:00 AM   #18
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Quote:
Originally Posted by chilko View Post
I would love if you can help me explain why all of the statistical data (average playing time, concurrent users, revenue, etc) has increased on all servers and why this poll's result is so negative.
Average Playing Time:

With another 10 levels to grind, and the need to war in order to gain the warmaster tree, everyone is spending more time online to reach these goals. It doesn't necessarily mean they think the game is better or are having more fun, they just have new goals to reach that require more online time.

Concurrent Users:

Naturally with an increase in average playing time the number of concurrent users is also bound to increase, but I think it's also that many old players who rarely log on become active again for events and following major updates.

Revenue:

Well this one is a no-brainer really, 10 extra levels means more grinding. More grinding means everyone who was done leveling before begins to buy experience boosters. It also means everyone needs new gear, and revenue is generated from lucky boxes as well as paints.
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Old 05-10-2011, 01:33 AM   #19
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Quote:
(Or new classes - you can easily get some cash without frustrating players there, hint hint :P)
THIS

(See: http://www.regnumonline.com.ar/forum...ad.php?t=70711)

Sadly, i don´t like this last update. But there isn´t anymore to say. The previous speaker are right.
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Old 05-10-2011, 05:57 AM   #20
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Quote:
Originally Posted by Shining-Scias View Post
For me definately not.
The concept sounded interesting, but in practice it ruined a lot of the current game mechanics.


About the beacons :
- What's the point of the CCs if entire zergs are immune to them without any visual feedback for at least 1 minute ?
- What's the point of skill and cooperation when a group having a WM will always have the upper hand on a group having none even if the latter is smarter or outnumbering ?

About the teleports :
- What's the point of organisation if an invading realm can instantly teleport to the least defended fort and so making defenders task impossible even if they make the right choices ?
- What's the point of hunters' tracks if realms mostly go to forts via teleport ?
- Where's the fucking bridges and open field fights now ?

About new invasion rules :
- What's the fucking point of the realm doors if they can be broken in a split second by very few players
- What's the point of the realm guards if they don't attack players breaking realm door behind them ?
- What's the purpose of making gem-less realms forts invulnerable besides reducing the choice of fights ?

About new fort rules :
- What's the point of lvl4 fort upgrade if the flag is still present and doesn't need the GC to be killed to capture it ?
- Why having greatly improved guards damage resistance ? Guards shouldn't be that tough.

About armor enhancements :
- I thought the sacred rule of this f2p game was that premium users can't have an advantage in the gameplay. The premium-only enchants broke this rule (yeah it's maybe not a big deal but still it's a first step...)

About new level cap :
- What's the point for mages besides more spells ? Spell damage doesn't increase with leveling... It increased the imbalance between mages and non-mages classes because other classes got damage improvement.

About XP reward from enemies :
- Insufficient especially for support classes, it's definately not a viable way to get XP compared to the traditional mob-killing
- Bugged with +RLM/-RLM
A big freaking AMEN. Awesome post. Dont need to say more

Quote:
Originally Posted by Shining-Scias View Post
- Where's the fucking bridges and open field fights now ?
Thats why realms got immunity; so you can camp there saves
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