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Old 04-22-2017, 12:14 PM   #1
Adrian
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Default Amun Open. Public test: Invasions (Version 1.19)

Hello everyone!

We've been working intensely on the Invasions system. Mostly, cleaning up the code and finding ways to build a basic system that can be enhanced in the future. Our main goal is to focus the effort of the realm in a single objective and that everyone involved is properly rewarded.

In order to continue doing so, we will need your feedback to finish the polishing of this development stage before it goes live.

It's of utmost importance that everyone understands that this is a first step and many things are to be added or done. The current system has to be replaced as soon as possible.

Here is the changelog. Please tell us what you think only about these changes. For other topics, please open a new thread. Thanks!

Also, numbers are not final, just placeholders.

Changelog 1.19

- Modified: To vulnerate a realm now you must capture at least a castle and a fort and hold them for an amount of 15 minutes. Capturing all the buildings results in 10 minutes less needed.
[This system was the most appropriate for Regnum, as it allows a quick invasion if this is the attackers choice, as going to the Castle requires coordination and just attacking the forts is what happens on a daily basis. When coordinating the invasion, with only a few minutes the vulneration triggers and the realm can be invaded easily.]

- Removed: Wall Power Sources.

- Modified: Realm Relic Altars do not show relic release countdown anymore. Instead, the UI shows a countdown throughout all the area of the affected realm's warzone.
[The information on when the invasion will start will be clearer and available to anyone in the Warzone of the attacked Realm, allowing players to move out of the fortifications if needed without losing valuable insight.]

- Modified: Realm Relics can now be taken anywhere beneath the realm they belong to. They provide a buff to those around it. The carrier can't jump. The Relic only appears in the map if dropped.
[Relics had a harmful effect on the Invasions gameplay as it made it mandatory to follow the carrier and provide protection and making it obvious in the map where the army was going.]

- Modified: Locations of Gem Altars, now they are besides the Realm Portal.
[The objectives of the invasion made players divide and usually fail in one of them, mainly because some preferred earning WMC and others just stealing the Gem to open the Portal. Now, each step of the invasion will lead all players together to the same objective even if this means choosing different paths to get there.]

- Modified: To free a Realm Gem, you must kill the Lich Guard. After killing it, the Gem Dome Power sources will appear and must be destroyed.
[The previous interaction limit to obtain the Realm Gem was boring and meaningless even if it avoided abuse. Now, the Gem must be freed fighting a guard, providing challenge. Also, it will be adjustable to match the population of the server.]

- Modified: Gems located on Realm Portals can be taken by an enemy realm during the invasion with no need to eliminate protections or receive many interactions of players.
[When a Realm has stolen a Gem it means they could perform a successful invasion. In these scenarios the other Realms are mostly in disadvantage or at least low on morale to go get them back. Now, as there is no need to remove any protection, stolen Gems can be recovered easily by a small army, giving an extra incentive to do so.]

- Added: When successfully placing a Realm Gem in the Realm Portal, players all over the map (online) that helped to achieve it will receive Warmaster Coins and Experience (if applicable).
- Must be of the invader realm.
- Interactions count since the start of the vulneration of a realm.
- To count as helping to release the Realm Gem players must've interacted with specific Invasions NPCs or Objects within the invaded realm (including the wall) or also being around a stolen Gem while it's on its way to your portal.
- There are limits and safety checks to avoid several predicted abuses.
[It was common knowledge that many of the players that made an invasion and gem retrieval possible were not rewarded at all. This will not happen anymore and the best part of it is that the players will not be forced to be in a specific location to get the reward, meaning more tactical options.]

Still under development:

- Global dragon wishes. Now, every wish will affect not only the users that were in the portal, but also players that helped get all the gems and in some cases the whole realm. The players present in the Dragon Cave will get an instantaneous reward while all the other players that are accounted as contributors to opening the portal will get a similar reward by in-game mail. To count as a contributor you must have received at least one gem-stealing reward before the portal opening.

Other fixes:

- Fixed: Some clothings couldn't be painted brown or yellow.
- Fixed: Could enter Dragon Dungeon without the specific amount of needed tickets.
- Fixed: Pet was respawning with 100% health after unmounting.
- Modified: Casting progress bar now has a background color that allows to notice easily the current progress.
- Fixed: Outdated zones of the map were properly updated.
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Old 04-22-2017, 12:30 PM   #2
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Quote:
- Modified: To vulnerate a realm now you must capture at least a castle and a fort and hold them for an amount of 15 minutes. Capturing all the buildings results in 10 minutes less needed.
Since castle will be needed to invade enemy realm can you remove all wall camps (for invading realm) except castle one? It's the closest camp to wall and whenever there is two or more option to respawn people just split... also noone use secondary fort altars (maybe except Alsius at Trell). Moving them closer to secondary forts could help and make fights more interesing.

Great changes on invasion system sad that cupid wings aren't fixed yet. :/

Thanks
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Old 04-22-2017, 12:39 PM   #3
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Quote:
Originally Posted by Sentan View Post
sad that cupid wings aren't fixed yet.
We are working already in a temporary solution (as the real problem is deep in the animation system and we can't find it yet) that will solve the problematic immediately. When it's added to Amun, we'll let you know.

Now, please continue with all topics regarding invasions. Thanks!
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Old 04-22-2017, 01:22 PM   #4
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Looks good. Finally the castles have a purpose again, started to miss them in fortwars
It's great that everyone gets a reward who contributed to the dragon wish!

Quote:
- Modified: Realm Relic Altars do not show relic release countdown anymore. Instead, the UI shows a countdown throughout all the area of the affected realm's warzone.
[The information on when the invasion will start will be clearer and available to anyone in the Warzone of the attacked Realm, allowing players to move out of the fortifications if needed without losing valuable insight.]
Whoaaaa you can mouseover and even lock it :O don't overexert yourselves.

Quote:
- Fixed: Outdated zones of the map were properly updated.
What does this mean?


Also: no timers when 2 invasions are running?
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Last edited by Artemo; 04-22-2017 at 01:48 PM.
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Old 04-22-2017, 01:36 PM   #5
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Quote:
Originally Posted by Artemo View Post
What does this mean?
Zones like the new Daen-Rha accesses, the Eferias ramp, etc were updated in the interface map.
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Old 04-22-2017, 02:12 PM   #6
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Quote:
Originally Posted by Adrian View Post
Zones like the new Daen-Rha accesses, the Eferias ramp, etc were updated in the interface map.
Ahh I see.


BUG! (?):
Just noticed that the player carrying the gem did not get WMC or anything at all for placing the gem while I got 1000wmc standing next to him.
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Old 04-22-2017, 02:59 PM   #7
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The relic holder still can't change weapons/armor or rest. Is that intentional?

How many people will be needed to break the shield for gem? We killed the guard with 2 barbs 2 knights but couldn't even hurt the "protection energy source" at all.

Also nice to see the old shield wall animation back on the gems? Or whatever skill that was.
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Last edited by Hayir; 04-22-2017 at 03:21 PM.
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Old 04-22-2017, 05:03 PM   #8
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Hi Adrian,

My comments about upcoming update
  • Good to see old rules coming back when castle was important and invasion required team work.
  • Not a good idea to have gems at one place at portal. It does not prevent people from invading just for WMC farming, but instead puts underpopulated realm at huge disadvantage. We used to fight to split invaders, so they had to try again. Having gems in one place means just one zerg will come and take both. Why then bother to have more than 1 gem, having 1 or 2 would make no difference. Having gem portals distributed on map gives chances to defenders and requires team work of invading realm. One place would simplify invasion to follow just one zerg tactic and would make game more boring and unbalanced. Realm at population disadvantage is less likely to be willing to fight back or attempt to split invaders.
  • Dragon wishes should be changed a bit. Most players have limited time they can or are wiling to play (with some exceptions), but it's reasonable to assume average player playing daily spends 1-3h on this game max. Having 3 dragons means that these players will just log for bosses, spend most of time in realm killing dragons (not what this game should be focused I guess), then log off. That's what is happening on Heaven very often, dragons kill war-zone. Another issue with wishes is that one stronger realm gets even stronger and system is not balancing itself. Wishes should be interesting and there should be incentives to invade, but instead of stacking up, they should replace existing bonuses (replace dragon with another one, replace xp with wmc bonus) etc... this gives interesting options but does not make another realm ridiculously OP, worsening situation.
  • Certain realms can reach enemy gate or castle faster than others, boats, portals should also be balanced such that distances are equal.
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Old 04-22-2017, 05:17 PM   #9
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Quote:
Originally Posted by Mashu View Post
Hi Adrian,

My comments about upcoming update
  • Not a good idea to have gems at one place at portal. It does not prevent people from invading just for WMC farming, but instead puts underpopulated realm at huge disadvantage. We used to fight to split invaders, so they had to try again. Having gems in one place means just one zerg will come and take both. Why then bother to have more than 1 gem, having 1 or 2 would make no difference. Having gem portals distributed on map gives chances to defenders and requires team work of invading realm. One place would simplify invasion to follow just one zerg tactic and would make game more boring and unbalanced. Realm at population disadvantage is less likely to be willing to fight back or attempt to split invaders.
I think the success of this will depend on how powerful the guards are and how much they scale depending on number of invaders, if they scale at all.

I only faught a guard once so far, we were 4 people. The guard was quite tanky, guard dmg output was kinda on the low side though.
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Old 04-22-2017, 06:25 PM   #10
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Quote:
Originally Posted by Mashu View Post
Hi Adrian,

My comments about upcoming update
  • Good to see old rules coming back when castle was important and invasion required team work.
  • Not a good idea to have gems at one place at portal. It does not prevent people from invading just for WMC farming, but instead puts underpopulated realm at huge disadvantage. We used to fight to split invaders, so they had to try again. Having gems in one place means just one zerg will come and take both. Why then bother to have more than 1 gem, having 1 or 2 would make no difference. Having gem portals distributed on map gives chances to defenders and requires team work of invading realm. One place would simplify invasion to follow just one zerg tactic and would make game more boring and unbalanced. Realm at population disadvantage is less likely to be willing to fight back or attempt to split invaders.
  • Dragon wishes should be changed a bit. Most players have limited time they can or are wiling to play (with some exceptions), but it's reasonable to assume average player playing daily spends 1-3h on this game max. Having 3 dragons means that these players will just log for bosses, spend most of time in realm killing dragons (not what this game should be focused I guess), then log off. That's what is happening on Heaven very often, dragons kill war-zone. Another issue with wishes is that one stronger realm gets even stronger and system is not balancing itself. Wishes should be interesting and there should be incentives to invade, but instead of stacking up, they should replace existing bonuses (replace dragon with another one, replace xp with wmc bonus) etc... this gives interesting options but does not make another realm ridiculously OP, worsening situation.
  • Certain realms can reach enemy gate or castle faster than others, boats, portals should also be balanced such that distances are equal.
Mashru this concept is not for haven! I think Adrian means on Haven is it same as on ra. Haven has 2 low populated Realms and 1 zerg Realm. This once system make it much easier for the zerg realm. Low populated Realms get farmed
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