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Old 06-28-2011, 01:46 PM   #31
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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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Old 06-28-2011, 02:41 PM   #32
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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).
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Old 06-28-2011, 02:51 PM   #33
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Default 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:
  • Keep current teleports CD, but change destinations: only bridges, caster realm side
  • Get rid of horn spell
  • Add a self +25% speed booster to all from level 1 (not area), duration 30s, cd 60s, as a third speed movement (walk, run, sprint)
  • Restore central saves + guard (pre-warmaster state)
  • Add per class 100% resist offensive beacons, each one with different effect, allow caster to use it, but shorten cd and duration (6 beacons: cannot attack, immobilize, speed debuff, dizzy + confuse, knock, stun protections)
  • Replace defensive beacon by 6 (one per class): knight ones increase armor, conjurer one increase health, marksman increases attack range, hunter one increase evasion chance, warlock one increase magical dmg resistance, barbarian one increases damages), all slight buffs, shorter duration, shorter cd
  • Remove knocked down resist/evade nullification
  • Decrease duration of all CC effects (knocks, dizzy, confuse, stun,...), reduce cooldown too, increase mana cost if needed
  • Fix new forts (stuck, holes, etc...)
  • Fix 'not facing enemy' issues
  • Nerf barbs+marks a bit
  • Buff hunter with support spells (not damages or anything solo)
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Old 06-28-2011, 03:01 PM   #34
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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
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Old 06-28-2011, 03:03 PM   #35
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Quote:
Originally Posted by Zombrex View Post
•A Devastated realm cannot be invaded.
With this, i can live.... if you remove this:

Quote:
Originally Posted by Zombrex View Post
•"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
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Old 06-28-2011, 03:07 PM   #36
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Quote:
Originally Posted by Zombrex View Post

Invasions:


With he current rules, Realms were gifted 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.

Even if invasions are more frequent now, it is still too hard to steal and/or recover the Realm gems.


*Devastated:


•A Devastated realm cannot be invaded.

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.....


Quote:
Originally Posted by Zombrex View Post
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.
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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Old 06-28-2011, 03:15 PM   #37
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Quote:
Originally Posted by Orimae View Post
so once again we will only have 6 places to fight and not 9?...boring.....
Oef.. crap.. that would suck bigtime. In case of that... Break ignis gate, i will help you all with getting the gem out... :/
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Old 06-28-2011, 03:21 PM   #38
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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?
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Old 06-28-2011, 03:25 PM   #39
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Quote:
Originally Posted by Moorhuhn21 View Post
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?
Big +1!!! Totally agree
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Old 06-28-2011, 03:25 PM   #40
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Quote:
Originally Posted by Zas_ View Post
What you are trying to do is to fix the warmaster mess, good. BUT this is the wrong way.

Here is few suggestions:
  • Keep current teleports CD, but change destinations: only bridges, caster realm side
    Agree
  • Get rid of horn spell
    It could stay with the adjustments listed in my view.
  • Add a self +25% speed booster to all from level 1 (not area), duration 30s, cd 60s, as a third speed movement (walk, run, sprint)
    You really want this? Okay your method is clunky. If you want fluid game-play you can add sprint at faster speed. Here is the trick. You can either have it as a toggle spell that eats mana(cheap replacement for endurance bar) per second as you sprint or you bind it to a key and it eats mana on the fly as you use the feature. This cannot stack with the other speed buffs. No CD on it. you are controlled by your mana pool. Honestly I rather not have this feature at all.
  • Restore central saves + guard (pre-warmaster state) Sure
  • Add per class 100% resist offensive beacons, each one with different effect, allow caster to use it, but shorten cd and duration (6 beacons: cannot attack, immobilize, speed debuff, dizzy + confuse, knock, stun protections) This could work, is a lot of work and probably required more server calculations. Could put a strain.
  • Replace defensive beacon by 6 (one per class): knight ones increase armor, conjurer one increase health, marksman increases attack range, hunter one increase evasion chance, warlock one increase magical dmg resistance, barbarian one increases damages), all slight buffs, shorter duration, shorter cd Same as above
  • Remove knocked down resist/evade nullification Need to fix CC first
  • Decrease duration of all CC effects (knocks, dizzy, confuse, stun,...), reduce cooldown too, increase mana cost if needed Should have been done before warmasters landed
  • Fix new forts (stuck, holes, etc...)
  • Fix 'not facing enemy' issues
  • Nerf barbs+marks a bit
  • Buff hunter with support spells (not damages or anything solo) All these come with balance update
my responses.
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