06-28-2011, 01:46 PM | #31 |
Count
Join Date: Oct 2008
Location: Sofia, Bulgaria
Posts: 1,374
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New save to ress to when gate in danger...why is this made??? We got CS, we got saves near wall cities(Raelia). All this is another try to push something people just do not like.
Well you make the game, but thinking - "we make the rules, they will get used to it..." is insane. People just leave. Just look at Syrtis Horus statistics - we went from most zergy realm to most inactive realm just because of CS removal. Syrtis loved to stay there and not to camp Stone. Such crash of population and activity??? Think again... Well seems NGD likes the idea of fort camping.
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RA | Ignis | Lilla My | Conjurer | EVIL IGNIS ROCK Horus | Syrtis | ieti | Conjurer | INQUISITION | LONG GONE |
06-28-2011, 02:41 PM | #32 |
NGD·Studios
Join Date: Aug 2010
Posts: 368
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Hello everyone,
Yesterday, i wasn't able to post an explained version of the changelog, with special paragraphs that explain every new gameplay feature or modification. Here's the new changelog, please read it before post your opinions about it. Thank you! Changelog 1.7.6 table of contents: Balance: The Warmasters powers were conceived mainly for the RvR (Realm vs Realm) side of the game. Although they can be used for PvP (Player vs Player), the original idea was for them not to make a big impact. •Change: The "Horn of the Wind" power requires at least one (1) ally next to the caster present to be available. •Change: Warmasters are not allowed to interact with their own offensive and defensive beacons anymore. •Change: The "Offensive Beacon's" immunity bonus has been shortened. It now grants a 70% resistance against control effects. •Change: Offensive Beacon now grants resistance to the "cannot move" effect. After carefully studying the Offensive and Defensive portals in the war zone, we have found that are disrupting the game´s spatiality due to their relatively fast cool down, destroying the strategic value of portals. This is the reason for the last point. •Change: Cooldown for "Offensive Portal" and "Defensive Portal" has been bumped to 60 minutes. Gameplay: The new destroyable Altar system has increased the distance an active RvR player has to traverse in order to get back into action. This is somewhat upset by the Offensive and Defensive portals, but to maintain a fluid dynamic faster mounts were needed. •Change: Mounts 'speed has been increased. •Change: The "Cannot Attack" penalty after dismounting has been reduced to 4 seconds. •Change: The penalty "Cannot Move" after dismounting has been eliminated. •Fixed: Spells staying with the caster for indefinite time. Invasions: With he current rules, Realms were grifted and invaded even after their gems had been stolen. This goes contrary to the spirit of the RvR experience, where the idea was for the two remaining realms to fight each other for the gems if a third one didn´t have any. •New:"Devastated" state for realms has been incorporated (*see details). •New: "Devastated" realm´s players neither grant Regnum Points nor count towards the "The Path of the Warmaster" quest while inside their Realms border or its warzone. Even if invasions are more frequent now, it is still too hard to steal and/or recover the Realm gems. •New: A new resurrection altar has been placed inside each Realm. When the Realm is in the "Vulnerable" or "Broken Door" state its players will re-spawn from it. •Change: Gems location is updated in the map every 30 seconds (previously instantaneous). *Devastated: •A Realm is considered "Devastated" when it doesn´t hold any gems, neither in the pillars nor in the portal, and has no gems in transit. •A Devastated realm cannot be invaded. •The gems indicator in the map will be replaced with a "Devastated" sign. •"Devastated" realm´s players neither grant Regnum Points nor count towards the "Path of the Warmaster" quest while inside their Realms border or its warzone Content: •New: NPCs eliminated during an invasion will stay that way until the end of the invasion.Some specific NPCs such as guards are excluded. Client (Stability): •Fixed: The client closed abruptly in certain hardware configurations (Mac OS based systems). |
06-28-2011, 02:51 PM | #33 |
Count
Join Date: Jun 2009
Location: France
Posts: 1,024
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This is the wrong way to go for sure.
What you are trying to do is to fix the warmaster mess, good. BUT this is the wrong way.
Here is few suggestions:
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Annavilya / War-Luck (Haven)
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06-28-2011, 03:01 PM | #34 |
Pledge
Join Date: Apr 2011
Location: chicago
Posts: 10
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ngd im from syrtis.. now we where da best realm now where da worest, wth u thinkin?? you destroyed syrtis with teles and removin r cozy cs, now 2 fix things u culd buff hunters nerf marks and barbs o ya and give me 25% speed bonus or dnt nerf horn just fer allies cuz i need to run away 2 ya kno.... on top o dat u shuld not nerf tele cd. i just want syrtis to b the best agen and hunters... for cryin out loud
-fred1011010110 |
06-28-2011, 03:03 PM | #35 |
Banned
Join Date: Nov 2008
Location: Holland
Posts: 226
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With this, i can live.... if you remove this:
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06-28-2011, 03:07 PM | #36 | |
Initiate
Join Date: Aug 2008
Location: The Netherlands
Posts: 222
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Quote:
So once again, bearing in mind what i have quoted above....this will not help gameplay for one realm at all...can take a week or more to get all gems as you said..so once again we will only have 6 places to fight and not 9?...boring..... And you still didnt clarify if the noble would respawn..remember the game isn't made up of barbs and hard hitters..some wont get the quest at all if this is kept..poor conjus..they really have the shitty end of the stick...again...
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Φ Operation Repo Φ
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06-28-2011, 03:15 PM | #37 |
Banned
Join Date: Nov 2008
Location: Holland
Posts: 226
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06-28-2011, 03:21 PM | #38 |
Banned
Join Date: Apr 2009
Location: asdklkjjds
Posts: 30
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How in the f***ing world is a hunter able to participate at a noble kill for the 10k coin quest? It is right now impossible to do the needed amount of damage when a group of more than 4 people kill the noble. And in the state of amun right now a huge zerg will come to the noble to get the killcount.
Isn't 60% barbarians and 20% marks enough? You want to see 100% of them right? |
06-28-2011, 03:25 PM | #39 | |
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Join Date: Nov 2008
Location: Holland
Posts: 226
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06-28-2011, 03:25 PM | #40 | |
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Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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