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Old 05-15-2013, 08:35 PM   #11
metsie
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I miss old days , time before warmasters.

I had few years of break from this game, and now I feel like I'm a ghost in the world of memories when I walk around the world of regnum.

Most of old familiar friends are gone, old war is no more, no goats to chat with. ;(

with older system hunting were fun and war too, now war sometimes feels like hitting a rock with a rubber hammer, nothing happens until one part have zerg big enough and in the end one lonely knight runs around and 10+ people are hitting him

But well, I've had some fun in the past few weeks with new system, maybe it's good that locks cant terror the shit out of people and stuff like that :P dunno, feels slower. And sometimes more serious too, when some people yell at the chat and blame if somebody wants to do something else than steal gems or other war stuff, sometimes it's just relaxing to kill 2000 lions and it should be ok :>

But in the end, the biggest difference to me are people, good old alsirian legion times were epic, now I feel like I'm outsider from old world :P

but goat powah never dies!
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Old 05-15-2013, 09:40 PM   #12
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Quote:
Originally Posted by _Kharbon_ View Post
...The game is best, when players focus on little achievements instead of ruling the server. Each time I hear something along the lines of "Why cap Herb? It has no relic", my faith in Regnum faals a little. Invasions are becoming the focus of the game, and players are forgetting the simple fun of the game- fights, where even the side that lost calls out "That was fun, let's do it again".
I know this way of thinking/adapting, it kept me playing when all I could do was "kill just one enemy" or "reach the tree next to the fort alive" or "get at least one hit in on a guard b4 dying", etc. back during both the 'red machine'-ignis era as well as the 'gaelfling zerg'-syrtis era. I couldn't win, couldn't break even, only lose. Yet, lose v such odds isn't fail, so I set goals I COULD achieve, even tho ingame they meant next to nothing.

Sermon-time: NGD could do alot to change the current all-or-nothing, everyone-at-same-place bs that goes on due to their relics/timers scheme of things. This current system allows & encourages realms to muster & use every last willing body in the ONE big fight on server atm. 1/2-hour timers DO that. Result? The realm with the mostest runs roughshod over those who aren't.

As I've said b4, I want an open server scheme of things: go ahead, keep the relics & the dingletwit dragons during full-press invasions, but have the gates vulnerable 24/7 from inside or out as well, have boats turning on whenever one's castle is capped (option: or castle & one fort?), no timers artificially slowing our shit down all the time (relic cages either gone, or opened via direct damage), the old fort/castle bitmaps placed over inner gems & portals (even if left doorless like our towns ... uh, who builds walls, yet has no town gate? Just asking...), & give some form of additional reward for capping forts & castles. As is, only lvl4 fortifications pay out anything, & it's a pathetic amount of gold. Increase this, let it apply to lvl 1-3 as well & perhaps, include a small sum of wm or champion coins, or even a drop at capture, like a booty system, to incentavize fighting at relicless forts.

Do all these things, & it will be chaos, pure madness. fog-of-war & action all over. You won't know for sure whether to invade, camp gate, hunt & gank grinders, protect your realm's grinders, camp the boat-landing beach, go gank some lowbies in inner (or protect your lowbies from such with hunting parties), cap an enemy fort, or recap your own. In a word, dynamic. In another, FUN! Small groups could potentially twist the bigger realm's head around & make it turn or move when & where it shouldn't. Odds will still matter ofc., but strategic planning & realm coordination & sometimes, sheer audacity will once again regularly play an important part in the battles fought, lost or won.

Currently, in this closed system we have with timers making it possible to always reach the (usually SINGLE) point of attack with all you have online & with plenty of time to spare, those odds & real-time tactics are all that matter. One-dimensional, predictable, boring & worst of all, completely favors the realm with the highest population, which is by default, the most advantaged to begin with. In a 'zerg-rules' game, the zerg rules. Bleh...totally...time for a change....

Last edited by Lebeau; 05-15-2013 at 09:56 PM.
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Old 05-16-2013, 06:11 PM   #13
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"but goat powah never dies!"

GGGGGGGGGGGGGGGGGGGGOOOOOOOOOOOOOOOOAAAAAAAAAAAAAA ATTTTTTTTTTTTTTTPPPPPOWAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAA
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Old 05-16-2013, 06:22 PM   #14
time-to-die
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Quote:
Originally Posted by metsie View Post
with older system hunting were fun and war too, now war sometimes feels like hitting a rock with a rubber hammer, nothing happens until one part have zerg big enough and in the end one lonely knight runs around and 10+ people are hitting him
ppppf soooo true
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Old 05-16-2013, 09:20 PM   #15
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I think the game would be funner if you ot wm coins and champion coins from killing enemy players anywhere on the map. This would make hunting funner again. And add much content to wm items and champion items. The exp from killing a player should be higher to make the grind less tedious, somewhere around 1k per normal player. The dragon should help the defending realm. Small changes like that.
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Old 05-20-2013, 06:49 PM   #16
Rohan_Knight
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Old 05-22-2013, 02:02 PM   #17
erttzzadfk
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play for fun sounds good.
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Old 05-22-2013, 02:33 PM   #18
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Quote:
Originally Posted by Ulti19 View Post
I think the game would be funner if you ot wm coins and champion coins from killing enemy players anywhere on the map. This would make hunting funner again. And add much content to wm items and champion items. The exp from killing a player should be higher to make the grind less tedious, somewhere around 1k per normal player.
I totally agree with that. Especially the exp for killing another player. I have a lvl 45 Hunter and he enjoys killing players a lot more than mobs. Once you hit 45+ the exp for killing players should rise so you can grind off wars/hunting instead of brainless mobs. Because at the moment it's just not worth it and a little (very) demotivating.
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