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Old 06-28-2011, 03:52 PM   #41
Kellindil82
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I already started to grind my barb, since without solo-horn every range attackers even lvl50 can easily kill my wm knight with annoying cat-mouse playing. If you nerf horn then least give back spring for knights. I have a feeling this update will called "Barbmasters".
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Old 06-28-2011, 04:56 PM   #42
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Quote:
Originally Posted by bois View Post
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.
Let me explain why.

Speed buffs are great to make fights more dynamic and long distances shorter, i'm all for such buff.

But i think every character should have a chance to escape or at least to fight.

WM only Horn's spell with solo nerf = 2 wm barbs or hunters that nobody can catch ganking every single grinder.

At least, if everybody can have +20-30% speed a group have a chance to catch one, and one to escape a group.
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Old 06-28-2011, 05:14 PM   #43
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I don't know Zas.

I supposed I am biased as a melee character that very rarely runs away from a battle.
Considering that I have variable high ping with jitter I would probably be biased as well. But I don't think giving a player from level 1 a sprint spell is going to be an improvement.
I can see it working out quite well for marks and hunters though.

30 seconds sprint is incredibly long. Too long. Never mind the CD. All you have to do is distract, knock, freeze or some absurdity and zip off or out of range. Sounds perfectly balanced to me. I saw no mana cost. Something like that should leak tons of mana don't you think?

Why from level 1 and no increment on the spell? Looks pretty fishy to me. Possibly self serving too.

By the way, anybody getting connected to Amun? I have been unable to . I still get an error patching the game at 36kb. Yet to see this masterpiece in action.
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Old 06-28-2011, 05:39 PM   #44
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Why is it so difficult for this company to implement suggestions given by the community? Seeing as how most of us play this game every day for a decent amount of time, we can easily identify the best solutions to the issues that are created during each update. There are even some suggestions that more than 80% of the community agree on, yet NGD implements their own solution to the issue and calls it elegance, yet every time it always proves to be a huge fail. Every single time....

This isn't rocket science. The solution to this game's most common gameplay issues and problem's are everywhere

Quote:
Hello everyone,

Amun is now open to test several new features that will be added in the upcoming game version 1.7.6.

Please, post all your feedback in this thread.

Changelog 1.7.6 table of contents:

.................................................. ........

Half of these changes wouldn't even be necessary if you just simply made two changes...... I don't even need to say it because everyone else has and it's all over the forums. But as usual, you can't see it. Most of the gameplay issues introduced by Warmasters can be fixed in 1 day, yet I'm sure you will apply this update, the community will be unhappy as they usually are and then in the next month, you will present another patch that does something even more ridiculous until the game we all loved becomes a pile of trash.
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Old 06-28-2011, 06:04 PM   #45
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My opinion:

Remove the not using your own beacons limitation.

ADD the spell being cast until maybe 3 other allies also come aid you in the cast of the beacons, that way they cannot be used for solo play, but if theres only 1 WM at a fort he wont be gimping himself.

And give Onslaught the same mechanic as the proposed Horn
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Old 06-28-2011, 06:11 PM   #46
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Talking Most usefull for my realm

Reading the changes my conclusion is that NGD regrets they implemented the WM stuff.
As a reason for the changes i read 'RvR'. Question then becomes what is the best setup for your realm.
After the changes a lvl19 tree on the WM skills probably is not the best for your realm. Dropping the lvl19 WM tree gives the opportunity to put another tree, with more benefit for the realm, to lvl19.
From what i've read only 'horn of the wind' and 'offensive beacon' are usefull. Playing on RA, 'defensive beacon' (2000HP) is now already pretty useless, with bad luck this is just one hit of a barb or otherwise 2.

.... reading what people think about the game 'with WM', what apparantly NGD thinks about it reading the changes ..... why not simply delete all the WM stuff.
That would make many happy although i would miss 'my horn'
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Old 06-28-2011, 06:38 PM   #47
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Quote:
Originally Posted by bois View Post
I don't know Zas.

I supposed I am biased as a melee character that very rarely runs away from a battle.
Considering that I have variable high ping with jitter I would probably be biased as well. But I don't think giving a player from level 1 a sprint spell is going to be an improvement.
I can see it working out quite well for marks and hunters though.
As i'm biased as an archer which atm can only survive FAR from any melee character.
I would it will be possible (as it was a long time ago) possible for an archer to survive when entering in 8m circle around any barb.

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Originally Posted by bois View Post
30 seconds sprint is incredibly long. Too long. Never mind the CD. All you have to do is distract, knock, freeze or some absurdity and zip off or out of range. Sounds perfectly balanced to me. I saw no mana cost. Something like that should leak tons of mana don't you think?
If everyone has the same power, i don't see why duration or cooldown will make any difference.

About mana cost, i think it should be around 400, so being low on mana will be a more critic situation (mana burners will be happy).
Note that this power should be outside any tree, this is just a run button. BTW, Control key should be used for it, since now attack stance is somehow depreciated.

Quote:
Originally Posted by bois View Post
Why from level 1 and no increment on the spell? Looks pretty fishy to me. Possibly self serving too.
Think just like: walk, run, sprint (bind to key)

Then we could rid off Mobility and Spring, to make place to more useful spells.

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Originally Posted by bois View Post
By the way, anybody getting connected to Amun? I have been unable to . I still get an error patching the game at 36kb. Yet to see this masterpiece in action.
I was able yesterday, didn't try yet today.
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Old 06-28-2011, 07:28 PM   #48
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Quote:
Originally Posted by Zombrex View Post
HAfter 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.
lol :P There was no need for a careful analysis, it was obvious.

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Originally Posted by Zombrex View Post
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.
Lol as well. This could actually work, but still... What's so bad about one central save? You're even faster back at the fort that way. Plus it's a home, a place for gathering groups, a place for nostalgia, etc. I yet have to see the advantages of the new save system. Please enlighten me.

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Originally Posted by Zombrex View Post
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.
Yes, that's how it should be. Your change (devastated realms) will in fact do something like this, there's just one side effect I already mentioned in the other thread: Realms won't take all gems when invading and leave one there, in order to not trigger this system. Don't think so? That's not some kind of speculation, that's fact, I know it. It has been like that with the fort immunity system, and as this stuff affects players even more, it will be the same here, just worse.
And another side effect: The devastated realm won't be very offensive. That's rooted in the way zergs originate: A fort of yours is taken, and that works like a warbanner, just way better: Players actually gather there. More than at a warbanner saying "let's take samal". Much more, much faster. And after the fort is retaken, the zerg is ready to head somewhere else. Disabling fort captures (pretty much one side effect of this change) completely deactivates this whole system.
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Old 06-28-2011, 08:46 PM   #49
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I like most of the changes. the 60 min cooldown discourages relying on teleports. devastated will be a great improvement to balance, it makes each realm not want one realm to be the weakest. I'm not so sure about the increased mount speed though... this will give a great advantage to people able to spend cash. it's fine to give paying members extra advantage, but please be upfront about it: you want paying players to have a big advantage over free players. it's a good reason, I just happen to diagree with it.
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Old 06-28-2011, 10:28 PM   #50
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For a thing like 'Devastated' to work, the following points must be assured:

1) The protection factor, so that the affected realm can grow;
2) The opposing realms are not punished for doing what they're supposed to do (which is capture gems);
3) There's a negative aspect of not having any gems, to make sure there's a reason for them to get them back;

Of course, the balance between these three aspects is hard to achieve. But it's my impression that NGD is only aiming at nº 1.

By restricting access to their nobles, NGD is harming opposing realms for doing what they're supposed to do, which clearly goes against nº 2.
(And it's not effective. On Horus, it is known that during the 'invulnerability' era, Ignis only took one gem or no gems at all so that Alsius would not become invulnerable and they were able to do the nobles' quest the next day. Now the nobles' quests are weekly, but the principle is the same. Syrtis and Ignis are the biggest threat to each other, so none of them will take Alsius' last gem until one of them has secured the other realm's gems. IF they decide to take one in the first place.)

And in this system, is there any negative aspect about not having a gem? Where's the motivation to try to get back their gems? They can grind in their inner and outer realm without the fear of getting killed, since it's not worth killing them. For me, that's worth more than trying to get all four enemy gems to get +XP for a week.

So, what I'm trying to say is that this system may have the opposite effect of its original intention. The opposition may not want to take a weak realm's gems because they don't want to lock the generals nor wait for a certain realm to attack a fort for them to be able to get the 30/30 quest done. And the immune realm may not want to fight for a gem because they're having such a great time grinding (as a bonus for those above level 50, if they find enemies grinding in their territory, they can get their 30/30 done easily without spending much time on a enemy fort).

My suggestion is: A devastated realm should be open. This means no gate and all non-essential NPCs won't re-spawn. Of course, if the completion of a quest requires the interaction with a certain NPC or if the NPC provides a very specific function to the users of that realm, they should be considered essential and should re-spawn, even if they are aggressive. As you might have noticed, this is the negative aspect of having no gems. It's a truly devastated realm, with weakened defenses and the enemies can do the nobles' quest as they please. Hopefully, it encourages people to fight when their realm is about to become vulnerable and to strike back if they get their gems stolen. Sounds like a fight to restore the realm to its former glory.

But we want this realm to grow and have a fighting chance in the future, isn't that right? So, the enemies who kill inhabitants of that realm inside their own gates won't receive any RP, XP nor will they count for the 30/30 quest. But the inhabitants who kill enemies inside their gates will be rewarded in all three aspects.

Now, for the realm's warzone: Their forts should show their original owner's banners, but if they don't have men to guard their own realm, how could they have men to defend their forts? It's my opinion that their two original forts and the castle should become doorless, guardless and flagless when a realm is devastated. Like if it was abandoned. Just to put some emphasis on the fact that, at the moment, that is a devastated land. Of course that when they captured something on enemy territory, it would have all the regular perks.

Regarding the 'no RPs for killing the player of a devastated realm in their warzone' rule, I took the liberty of thinking about the pros and cons:

Pros:
- Encourage the devastated realm to get more capable people to help in battle. (But once again, not to a point where it completely discourages them from going to enemy territory and fight.)
- Discourage enemies from camping the devastated realm's saves.

Cons:
- The reason why there are no above level 50 grinding spots inside the realms in the current version of the game, is because it's supposed to be risky grinding in the warzone.
- How fair is a fight where one of the participants can get RPs if he wins but the other doesn't? Needless to say that this will imbalance future PVP tournaments along the lines of the Alienware and the T-shirt ones.

Some complementary notes: It's in the interest of the enemies that the devastated realm's players take one of their forts and spend some time there, so they can get a fair chance of completing their quests. And it's in the interest of the devastated realm to have their players grinding in peace and not being retained in save camping.

With that in mind, I agree with not attributing any RPs nor allowing the completion of the 30/30 quest on that territory. It's not a true battleground anymore. Although, I believe that the people that belong to the devastated realm should be affected by that rule too. They need a reason to take an enemy fort! And the fact is that every realm grinds on other realms' territory and they will have a clear advantage on the RP and 30/30 quest chapter, which means they won't need to spend as much time on enemy territory as they would under normal circumstances, thus denying the enemy an equal opportunity for the completion of their quests. So, everybody on the same territory outside of the walls should be playing by the same rules, no matter what realm they belong to.
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