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General discussion Topics related to various aspects of Champions of Regnum |
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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05-10-2011, 06:01 AM | #21 | |
Initiate
Join Date: Aug 2008
Location: The Netherlands
Posts: 222
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I wanted to make a thread about this, been thinking over it the past few days, finding myself either on Horus getting perma zerged or running like a moron to try beat teleporters... or on Raven...grinding happily but then realising that ina few months..its going to be more of the same...
But Scias, i applaud you, , what you said almost entirely sums up my exact feelings about the new Warmasters update, sounded interesting and exciting..but in practice...serious imbalance... Quote:
Future for Regnum online? bleak till the things we are ALL saying suck, are fixed in some way...
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Φ Operation Repo Φ
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05-10-2011, 08:45 AM | #22 | |
Banned
Join Date: Dec 2009
Posts: 843
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Warmasters concept it's very cool ,unfortunaly how it was applayed bringe more unbalance and frustrations for players and some realms.That made lots of old players to give up at game because of frustrations of premium/class/realm balance. About servers activities : -People played more only to lvl-up to 60 or to become a warmaster. -Your new marketing and advertise brings new players,that you miss it's make old players that spend lots of time playng the game and wasting lots of $$$ to leave the game. If there it's one bad point where NGD it's not good then it's BALANCE.Balance in-game or balance old/new players.If you don't know why Regnum has not so many players..it's sample...try to make balance between old/new players your numbers of clients will grown up.You just enter in one circle,bring lots of new player but also lots of old leave....try to keep them all.... But i will suspect soon activities will discrease after they will get full with frustrations,be lvl 60 or be a warmaster. Last edited by HidraA; 05-10-2011 at 09:28 AM. |
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05-10-2011, 09:10 AM | #23 | |||||
Apprentice
Join Date: Aug 2008
Location: france
Posts: 77
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For me, WM update is a nice answer for most of "pre-WM" problems
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Note that beacons are the solution for : - OP barb : no more roar-kick-feint --> CS because of immunity/more HPs/speed buffs - BoW : dizzy immune - Knockum online : immunity to the OP CC spells with WM, you just need to have some more fighting skill (use the right CC at the right time, hold beacon's place before enemies can use them, slow down the zerg until beacon's effects ends...) Quote:
Hunters role is more important then ever, to know what is doing the opposite army and tell WMs where to teleport the zerg to defend or attack Quote:
It has been explained that fort invulnerability is a solution for the "less populated" realm to concentrate on attacking enemies. I just hope that this advantage will be used as it is one day bye the concerned realm. Quote:
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Note that today, the most awesome thing in a fight is a lock with +30% speed, 5000 hits, CC immunity and MoD WM skills make all classes more balanced and useful, and gives also more dynamic fights with HotW. So I don't really understand why so much people are complaining.
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Haven syrtis/ Lune d'or lvl 60 marks - Requiem lvl 60 hunter - tinuviel lvl 60 conju |
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05-10-2011, 09:39 AM | #24 | |
Master
Join Date: May 2010
Location: Ireland
Posts: 438
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Player numbers in the wz are up, however the majority are players I have never seen before, all higher levels so I'm assuming they are players who have previously quit and are now back to have a look at this update. I was to busy to play for about a month and came back to an empty clan and had about 30 regular players in my friends list (most not in my clan), only 3 are still playing. Player numbers in the inner realm are seriously down, its unusual for me to see more than 3 other players while grinding alts at peak times. There are more players in the wz but there has been a shift from 'to busy grinding to war' to 'to busy doing warmaster quests to attempt invasion'. This is a lot more frustrating than a smaler group of players with the same purpose in mind. Couple of points to finish: After seeing so many really great ideas in the suggestions threads, I was hoping for good things from this update. Instead we get some pretty graphics and a bit of linking up of existing code, all of it obviously aimed at increasing revenue. The only new component I can see is the ability to view items in chat which is a great feature. Premium only armor enhancements. My main point for encouraging new players to try regnum is now gone, I can no longer say 'your not forced to pay money to get an advantage'. That pretty much sums up this whole update. |
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05-10-2011, 09:43 AM | #25 |
Banned
Join Date: Dec 2009
Posts: 843
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I am totaly agree with all things that wrote Scias.
Also there it's main reason that brings frustration of gmeplay: -Why every warmaster has all skills and not one skill/warmaster by he's class? (This breacks the identity of one class)Not anymore specialisation for each class. -Why you made so short the road to be Warmaster?There was tons of ideas about (take each peace of armor from invasions,one specialization/warmaster...etc etc) ..Now when some realms for X reason have plenty of warmsters brings more frustration for other realms/palyers. -HUE DIFerences between a lvl 50 and 60 ..(but i can understand this ,force ppl to use $$$)wt but imbalance premium /non-premium a lots This are the main reasons why ppl dislike warmaster update...well maybe are more...but forget them all. |
05-10-2011, 09:48 AM | #26 |
Master
Join Date: Jun 2010
Location: Germany
Posts: 309
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that's just one of the worst things of this all IMO: you don't need to suffer much (if anyways) to get those skills. you can have a real nice setup / your usual setup and even top it off with those new WM spells
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poisoned | balgaro | exiled | whitechez | shinkami | photoshopped
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05-10-2011, 10:20 AM | #27 | |||||||||||
Baron
Join Date: Aug 2009
Location: /dev/null
Posts: 766
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Also how can you know if a zer/player is beaconed or not ? THERE'S NO VISUAL FEEDBACK ! Do you really count to 60 once you meet a beaconed zerg ? How do you know if they are beaconed if you were out of range of them ? More skill ? Definately not. Since beacons grant immunity to every CC besides slow, you don't have to care to be too close from your enemy, you don't have to avoid dizzies, to dispel self or be dispelled, if the enemy is immune too it means only normal hits and damage matters, is this really meaning skill ? Before you had to tme your CCs carefully on your enemy to disable him and make him unable to beat you, now you just spam normals until death since CCs can't work... Yeah very palpitating. It also brings up the class imbalance again, because in the matter of normals/damage only marks and barbs have the upper hand (Locks are far behind with their fixed-damage spells), so only them get the benefit from these beaconed battles. Quote:
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How can they know where enemies go if tracks go to n enemies from 0 just like this ? Before they were able to follow and know where enemies were going. Unless they go to enemies' home and watch them teleport they simply can't (or not fast enough). Quote:
Since WMs I have barely seen a bridge fight, 1 or 2 I think. They are amonst the funniest battles in RO but teleports just killed them because now zergs teleport from home fort to enemy fort without taking roads or bridges, so we only fight at forts now, or at aggers market (which is a save farm basically). Quote:
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This game always had a good balance between premium/non premium because premium players couldn't get an advantage in the gameplay/armor/weapons because it was possible to get the same/better via grinding/trading. Now it's possible to increase your armor resistance via premium but not via the free way. Armor resistance affects gameplay... Quote:
In my build I have almost every useful mage+lock spell (besides MoD but because I'm not mazochist), I even spent 5 points in vitality absorbsion cause I had too many points, and I still have 390ish discipline points. Quote:
Au plaisir.
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Last edited by Shining-Scias; 05-10-2011 at 10:44 AM. |
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05-10-2011, 10:33 AM | #28 |
Count
Join Date: Oct 2008
Location: Sofia, Bulgaria
Posts: 1,374
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Teleports are something strange in terms of medieval game. They ruin more than make good. Please they need to go. Good old taxi aka horn is pretty much enough to travel armies here and there.
CC immune beacon is insanity. It pretty much removes any possibility to win a fight in a smart way. You can play good - no matter enemy is immune to all you got... The point most of ppl are not happy is that with every change possibility to win, because you have skill and play good is nullified. Playing with brain have to be encouraged, not removed.
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RA | Ignis | Lilla My | Conjurer | EVIL IGNIS ROCK Horus | Syrtis | ieti | Conjurer | INQUISITION | LONG GONE |
05-10-2011, 10:58 AM | #29 | |
Count
Join Date: Jun 2009
Location: France
Posts: 1,024
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the main issue with Warmasters update is, while it is a good idea, it doesn't address any of issues that were already there since a long time. Activity increased mostly due to Zombrex's work: facebook + twitter + blog + new releases + new partners + new level cap .... Ok, great, more income for you and theorically more fun for us. Most of the players here are not new to the game, and many are playing since years now, so we can compare. With 1.0.8 you partly "fixed" warriors vs archers issues, but you destroyed a part of the game dynamics, we (the players) reported on forums about that. With the "big" balance update, you did a great job, exchanging with us, and released a not-so-final-but-has-to-be-released version, promising further fixes, most changes are great, but you destroyed hunter class, and made barbarians/marksmen OP instead (and more...). With Warmasters update, you added new stuff (armours/weapons/places/spells), increased level cap to 60, but you forced people to endless grind (the most boring thing in RO), destroyed balance you tried to fix in previous updates, introduced new OP spells. You also made most stuff we had obsolete (Xims bought level 50 items and magnatite weapons). Overall, how the gameplay improved ? What i would like to see: - fix most OLD bugs we reported over and over (see compilation here) - implement significant interface improvements (see compilation here) - Fix Invasions (new rules made things worse, especially the weak gate + fort immunity) - Rework Warmasters spells to not be that OP - Reduce OPness of marksmen and barbarians - Give hunters a true role in war - Coherent content (no more stupid events, how do rabbit's ears hats and soccer clothes fit in this dark heroic fantasy world ?) - Work on story and universe, this is an (mmo) RPG !!
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Annavilya / War-Luck (Haven)
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05-10-2011, 10:59 AM | #30 |
Marquis
Join Date: Jan 2007
Location: RA
Posts: 1,897
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Winning a fight is not what makes you a good player, it's how you do it.
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