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Old 09-17-2009, 07:15 PM   #41
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Guys - lets avoid flaming and try to be supportive and helpful.

Warrior Problem:
I've done several duels (PVPs) today with knights and barbs since this update was "supposed" to be a benefit to them - and lets just say it wasn't pretty for them and it was too easy to blow their casts by just moving away. So truly I don't see where this new combat system helps the warrior.

Mages:
Not sure about warlocks (I don't have one) but for conjurers this is a hard update due to cast times. I posted earlier where we had a fort war and the support conjurer (very experienced I might add) had EXTREME diffulties and only got off a heal or two.

Archers:
Petless hunter configurations are really screwed because of this. The'll be useful in fort wars but about it...and only then to deliver a camo'd rep shot after a terror. The least affected by this update seems to be hunters with pets. Sure the stop to hit is different but pet play is still the same. Marksmen I'm sure will have a very hard time and will be forced to play artillery from the back lines with uber range using hawks gaze.

All in all the update seems quite static and not very dynamic. The addition of strafing added some new dynamics but pausing before hitting or casting takes that dynamic away.

I'll keep playing and tell of anything else.
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Old 09-17-2009, 07:16 PM   #42
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Quote:
Originally Posted by chilko View Post
if you can shot and move from a 40mts range... and actually move faster than a class that can only attack you from 1.5 mts...

how in the world are those guys going to be able even reach you?
we tried to lower the backpedaling speed and you didn't even agree to that.

Maybe our next game will be ranged only as it seems that we have a lot of experience doing that kind of gameplay. But, we need to make this work. We can't have 1/3rd of the game just broken.
I'm talking from the warrior point of view, I play a warrior the most, and I know what I talk about when I think of all classes, not only my warrior petty as it may be. You didn't need to make the characters completely null. If you are going to add drastic changes like these and past ones, you need to seriously improvise, and not just make it leaning so much on one side. Please try to be reasonable and make compensations.

If you wanted to address the problem of warriors not being able to reach their targets, you could have given them speed boost, or nerfed the insane archer speed boost. You've done neither.

You've increased warrior range to something close to 6, so I don't know where you are getting 1.5 from. Simple changes would have been more then enough to keep both sides happy.

In the morning where Amun had casting while moving, the system was great. I really enjoyed that, now I can't really see any light from these changes, on any class. A new movement system was something you could get used to, but this is just adapt or die without choice.
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Old 09-17-2009, 07:28 PM   #43
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Quote:
Originally Posted by chilko View Post
if you can shot and move from a 40mts range... and actually move faster than a class that can only attack you from 1.5 mts...

how in the world are those guys going to be able even reach you?
we tried to lower the backpedaling speed and you didn't even agree to that.

Maybe our next game will be ranged only as it seems that we have a lot of experience doing that kind of gameplay. But, we need to make this work. We can't have 1/3rd of the game just broken.
Warriors aren't that broken. I tried it both with barb and knight.

Don't you see the big picture? You nerfed Conjus to a degree that they are unplayable. But without conjus Warrior sucks facing ranged classes 3:1. On the opposite warriors are really good to play with a "Support" Conju in the background.

You have taken away mixed group play with Invasion and putting high level mobs into inner realm, loss of acceptable GRP and good mob respawn from the WZ. But players want to stay with that part of RO which is the best: Moving in the open field killing other players without lag.

So the changed to that classes which suits best.

On the other hand you cut areas, blocking, auras, speed, not 100% dmg+cc for lot of attacks (balestra, spiritual blow) from warriors. If you don't know those changes, read your own changelogs.

Don't punish us for your old and odd ideas.
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Old 09-17-2009, 07:34 PM   #44
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Quote:
Originally Posted by Shotya View Post
I really don't know how to tell you to fix your game all I know is I have leveled a character and spent time on quests and gathering equipment and now I don't even want to play it.
In the past NGD did things like this many time, showing us how they care about players time or about RL cash.
They took cash from ppl who bought premium in past, now they changed game in to something different. Would those players gave their cash on this version of game? Who knows.
They bet on new players who will buy new premium items. New players have no idea about how this game was working so they will not complain on current state, till NGD will change all things again cause they "work not as expected" and with "major game design flaws". And then new players will come ^^
Adapt and deal with frustration or take chilko advice about other games.
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Old 09-17-2009, 07:48 PM   #45
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My thoughts so far:

Knight:

Changes seem ok. Only thing is I cant stand the animation of hitting when i dont hit. This forces me to read the log to see if i actually hit the person I thought I did...I understand the theory behind it, but it will make gamplay much more complicated since right now I know if i did a normal hit if, and only if, my axe actually swung. In the short battle we had with Alsius my axe swung 5 times and hit once. My personal vote would be to get rid of the extra animation, but i could get used to it.

Warlock:

The casting animation has me laughing... It looks like I : kiss my staff, pray a little prayer it will work, and then i kiss the sky at the end of the cast.

When the attack goes off my char is looking at the ground again, or the sky depending on the cast, instead of the target. Casting Crystal Blast looks hilarious cause it goes off and im staring at the stars. I think a little more direction would be helpful. I think it might be a better, more understanding animation if it looked more like this:

While waiting for casting time, keep the same animation of "concentrating on the stave". When the spell is about to cast, the mage stands fully upright and plants the staff in the ground. with the top of it pointing outward towards the enemy. This give more feel of direction imo. Right now I am confused as to what my char is doing.

Also: I have not yet fully seen the meteor animation.

Marksman:

I'm not really a fulltime archer, I have played a lvl 50 marks and hunter as well, but, on my own character, this is my view:

The new animations are doable, but, it is really hard to tell *when* you will shoot as the animation of pulling back the arrow is so short. Also, when I stop backpedaling to "shoot" there is still a lag before I can shoot. This isn't as bad for a marks given they hit higher, but for hunters grinding will almost be impossible it seems. Also, I think the 1s cast on a lot of things should be removed. Archers already have to stop to shoot, that enough is good enough chance for warriors. I personally think that should be the only change for that. Having archers stop AND adding cast speed to the most basic skills will make 70% of archers level 30 and higher quit.

Thats just my view. Extra comment: very, very good work on the new graphics and the Syrits init zone. It looks AWESOME!

Zeric
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Old 09-17-2009, 08:30 PM   #46
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Quote:
Originally Posted by chilko View Post
if you can shot and move from a 40mts range... and actually move faster than a class that can only attack you from 1.5 mts...

how in the world are those guys going to be able even reach you?
we tried to lower the backpedaling speed and you didn't even agree to that.

Maybe our next game will be ranged only as it seems that we have a lot of experience doing that kind of gameplay. But, we need to make this work. We can't have 1/3rd of the game just broken.
so you have screwed the warriors balance reducing their speed boosts and taking the 100% WPN DMG from their CC skills, and giving the archers the possibility of run away full speed with strafe, and your "fix" to this, is making archers and mages fight without moving?? in the last update you have destroyed range vs melee pvp and in order to fix that in this one you destroy ranged vs ranged pvp?? are you crazy??

the gameplay of regnum is (was) awesome, it didnt need to be changed, we dont need strafe and mouse look, we dont need auto-canceling on our skills, we dont need archers and mages fighting standing still just pressing buttons.

i cant believe that you are telling us that you are going to fix an skill unbalance, by destroying the thing that made regnum what it is, THE GAMEPLAY.
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if you can shot from a 40mts range, and actually move faster than a class that can only attack you from 1.5 mts... how in the world are those guys going to be able even reach you? -chilko-

Last edited by dani-o; 09-17-2009 at 09:01 PM.
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Old 09-17-2009, 08:45 PM   #47
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I tried, only with one character since i'm playing only one, a petless hunter.

Good:
- new textures (few are too bright imho, on some trees)
- colors for names (great)

Bad:
- animations, especially new one for archer, from back (std view) it is awful.
- new combat system, it killed dynamic, my hunter is somehow useless now, even grinding an easy mob is a pain.
- old bugs are still there, still no way to fully configure controls, no double spell bar, etc...

I was dubitative about strafing, but it increased dynamic and fun finally, but now you kill all that.


To improve warriors, give them more speed, and allow them to cast powers while moving with no or very short casting time, restore Onslaught, and add/improve speed boost powers for knights.
Reduce pets damage, shorten low profile duration, nerf SOTW, don't change other classes.

I will continue to test future changes, but frankly you break more than you fix with those changes.
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Old 09-17-2009, 08:46 PM   #48
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Quote:
Originally Posted by dani-o View Post
100% truth.
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Old 09-17-2009, 08:56 PM   #49
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Quote:
Originally Posted by Zas_ View Post
I tried, only with one character since i'm playing only one, a petless hunter.

Good:
- new textures (few are too bright imho, on some trees)
- colors for names (great)

Bad:
- animations, especially new one for archer, from back (std view) it is awful.
- new combat system, it killed dynamic, my hunter is somehow useless now, even grinding an easy mob is a pain.
- old bugs are still there, still no way to fully configure controls, no double spell bar, etc...

I was dubitative about strafing, but it increased dynamic and fun finally, but now you kill all that.


To improve warriors, give them more speed, and allow them to cast powers while moving with no or very short casting time, restore Onslaught, and add/improve speed boost powers for knights.
Reduce pets damage, shorten low profile duration, nerf SOTW, don't change other classes.

I will continue to test future changes, but frankly you break more than you fix with those changes.
No. Nerfs arent the answer anymore. To fix knights there is only one thing that needs to be fixed: the blocking tree. Or, I did offer an alternative:

http://www.regnumonlinegame.com/foru...ad.php?t=48061

Zeric
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Old 09-17-2009, 09:10 PM   #50
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My thoughts, after testing again for about an hour.

Warlock: For me, the GCD needs to be about on par with a fast staff, i couldnt use medium as the GCD then was too long, and right now it seems like its inbetween fast and medium staff. PvP with warrior, is awful, i have to now guess when my spell is done. Spell bar is not the same as the animation and is also unreliable. I cannot stress how much i hate movement (even turning canceling my spells). It makes gameplay so boring for me and it removes all dynamic of close range pvp. Now the only chance i have is to keep them away, which for barbs under um, is impossible.

Warrior (knight and barb): I dont like the attack animations going through when the attack doesnt, its confusing. Shield bash is a bit buggy it seems to me.....took me 3 trys to get it to go off.


Still testing.........
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