This forum is closed for posting. Please, join us in our Discord server at discord.gg/regnum. See you there!

Go Back   Champions of Regnum > English > General discussion

General discussion Topics related to various aspects of Champions of Regnum

Reply
 
Thread Tools Display Modes
Old 06-06-2014, 01:41 PM   #41
roonwick
Initiate
 
Join Date: Nov 2010
Posts: 229
roonwick is an unknown quantity at this point
Default

Quote:
Originally Posted by Lebeau View Post
Also while we're at it, let's nerf WM teleports. As is, they are routinely being abused for tactical escape. They should ONLY be allowed to be used strategically, NEVER tactically. So, the nerf would be to increase their casting time & to make it so they can NEVER be cast while INside of a fortification. Opinions?

my opinion: WM tele is fine as it is now. A tactical retreat from a fort is a perfectly valid use for a teleport. This should stay. Ganking grinders isn't disabled either, and I consider that a way bigger problem. (no, I'm not advocating making ganking impossible)
roonwick no ha iniciado sesión   Reply With Quote
Old 06-06-2014, 01:51 PM   #42
schachteana
Master
 
schachteana's Avatar
 
Join Date: Mar 2011
Posts: 422
schachteana is on a distinguished road
Default

Quote:
Originally Posted by roonwick View Post
my opinion: WM tele is fine as it is now. A tactical retreat from a fort is a perfectly valid use for a teleport. This should stay.
this issue differs from server to server... on Valhalla, for example, it happens very often that your enemies will take the teleport once you have broken the fort door.
Seriously, ..? Should it be supposed to happen that there are no fights but runaways in this game?

Also, there are a LOT of ppl around who'd like to get their much earned realm points after recapturing their fort. And what they get very often is just - nothing.

This is really frustrating.
Because of all those (absolutely insane) resists, there is plenty enough frustration anyway. There is no need for any kind of teleport inside forts or castles.

While we're at it (concerning RvR mechanics) :
  • The guards at fort flags are useless, you can still capture the fort yourself without any bigger problems.
  • The forts' merlon is placed too high. What are warlocks expected to do in fort battles? They can barely attack anybody from up there. Same goes for conjurers' heal spells. I do not know if the range of those spells should maybe increased, I think it would be better to lower down the merlon (I'm not sure about this word. merlon, crenel, pinnacle, battlement, paramet).
  • What I heard from many players now: The invasion dragon should fight for the defending realm, it should be killable, and, most importantly, a realm should not have to keep the realm gate captured in order to pick up the gems. This makes it way too hard for non-zerg invader groups to get any gems home.
  • Relics should not be portable when the carrier is mounted on a horse...
Generally speaking, I personally think the current invasion system idea itself is quite nice

Last edited by schachteana; 06-06-2014 at 02:02 PM.
schachteana no ha iniciado sesión   Reply With Quote
Old 06-06-2014, 03:07 PM   #43
Slartibartfast
Master
 
Slartibartfast's Avatar
 
Join Date: Mar 2012
Location: Zagreb / Croatia
Posts: 578
Slartibartfast is on a distinguished road
Default

Speaking as a warlock, fort walls are just fine. The real problem are castles. Heals are out of range, lock spells are mostly r25 and it covers very small area in front of walls.
__________________
Slartibartfast / Slartibartflask / Phartiphukborlz / Slartibarbfast / Blart Versenwald :: The true Goat of Alsius
CoR Sentinel
Slartibartfast no ha iniciado sesión   Reply With Quote
Old 06-06-2014, 06:01 PM   #44
Lebeau
Banned
 
Lebeau's Avatar
 
Join Date: Oct 2011
Location: 'B-F-Egypt', Virginia, U.S.A. (please pity & forgive us poor american fools!).
Posts: 605
Lebeau is on a distinguished road
Default

Also while we're at it, let's end a plague CoR seems to often suffer from at pivotal times (invasions usually): multirealmer-logover-syndrome...
Quote:
Originally Posted by Lebeau View Post
...It's past high time for a lockout login feature that makes use of ip-logs & chipset-logs to keep players from using ANY pc associated with one account from switching over & playing any OTHER account in another realm on ANY pc ever associated with that first account's usage; a simple block-time of an hour or so would be sufficient.

P.S.: Yes, walls are indeed too high:
Quote:
Originally Posted by Lebeau View Post
...9) Current fort/castle designs are about 3+ meters too tall. This makes mage-classes far less useful from the battlements, UNlike the other ranged classes, archers. Unfair. Collapse these bitmaps proportionally or sink them into the ground by said 3+ meters or so...)
Lebeau no ha iniciado sesión   Reply With Quote
Old 06-07-2014, 06:55 PM   #45
Barreln
Pledge
 
Join Date: Apr 2013
Posts: 47
Barreln is on a distinguished road
Default

Forts height are ok for me, no need that Locks can spam the whole area of 50m around a Fort with her Spells and Conjurer heal anyone from the wall. Right now they can control the closer area around a Fort and thats good like that. For range its still the Archers job.
Hows about to cut the unbelievable/unreachable range from some archers down.

No Portal from mages inside a Fort, i agree with it too, also with interruption when the caster get hitted as Option. Portals are more abused to flee as to use them for transport. Nothing to say about that only Lvl 60 can have it, but also use it to flee from lower levels when they see no chance or at last, to dont get killed inside a Fort.

Dragon for the Attackers.
I actually allways wondered, how that will turn out, when the Realm what CAN hold forts, get as reward a Dragon, what should help a weaker Realm.
That anyhow makes no sense, because the one, what can hold the Fort over time are for sure not the weaker one.
Probatly an upgradeable Gate during Invasion?

Still, Relic lock should been kept when the relic system further exist.
Right now its still the situation that there simple are no Peoples at other realms then alsius. The time what they rush now forts did only move 6 hours later. Its the same Population what been the mass as it was before at GMT noon time. Less in Ignis, less in Syrtis, much for 4 Hours in Alsius.
Peoples from US-timezone are simple not there at this time or going to work.
And the same, when its unlock, some are back for 1 Hour, but 2-3 hours later there are again no other peoples at Ignis or Syrtis.
I did ask in realm chat who want to remove the relic lock and not one did say yes.
Same thing from an ignis player what was against it, they have anyway at the moment population problems, but doesnt looks like they really agree with it too.
Looks more like that Poll did mirror the Population, instead the Opinions from them, what have no disadvantage from it.

Alsius Boats.
Either all got a teleport to the farest castle or none Realm.
It cant be, that Alsius can run to Meni/Alga, destroy Doors and hurry port to Shaa/Eferias, to do there the same. All other Realms have to waste her gold to upgrade the forts, but cant port or move fast enough between the Forts to protect them, when Alsius can do that with 3-4 Peoples, by simple use her teleport as they please.
Also, when an other Realm have to hold Imp, you can not simple teleport quickly back, and log out near the Fort at the beach or around, to spawn again at ie. Eferias Bridge, like the half from Alsius and Ignis like to do, and are again at the door of the Fort.
Next thing at Imp is, that it has the longest tube, when its about to go out from there with relics and an advantageous Spawnpoint where you hardly can come out, die there, and you got no chance to come back in time. Alsius have that Boats, where they can escort the relics over and over again.
Really.
Map around Imp need to be changed, at last more ways uphill, ie at the last corner from that hill there and boat teleport need to be changed.
If NGD-Team is scared that they else " dont go to war, when they dont have her shiny boats" then explain them, that they have to move on Horses for 5 Minutes like all other Realms have to do too. Either teleports for all or for none.

Also someone suggested to switch Eferias with Alga, that the map is equal. I have no opinion on that, and i dont think that will happen.

Edit: Forgot to mention here, that the Boats seems like are an easy way for some Lvl 60 from Alsius to gank grinders over and over.
These Heros from Alsius.

Last edited by Barreln; 06-08-2014 at 06:20 PM.
Barreln no ha iniciado sesión   Reply With Quote
Old 06-07-2014, 08:37 PM   #46
errei
Banned
 
errei's Avatar
 
Join Date: Apr 2008
Location: Brasil
Posts: 536
errei is on a distinguished road
Default

Quote:
Originally Posted by roonwick View Post
my opinion: WM tele is fine as it is now. A tactical retreat from a fort is a perfectly valid use for a teleport. This should stay.
lel some1 shoot dis nigga pls
errei no ha iniciado sesión   Reply With Quote
Old 06-10-2014, 07:51 PM   #47
kmdk
Master
 
kmdk's Avatar
 
Join Date: Jan 2009
Posts: 395
kmdk is on a distinguished road
Default

I will focus a little only on actual game features...and i mean achievements ...
Nice feature ...bad implementation .....
Lets say somehow this achievements can be reworded somehow ,as a example:
Lvl 1 subcategory:
-500 goblins with a 50% XP scroll
Lvl 2 subcategory:
-1000 goblins with 100% XP scroll
Lvl 3 subcategory
-5000 goblins with a 200% XP scroll

This can introduce a diversity of progress in lvl up ,it's give to player sense of premium content ,in the same time give to non-premium player that is left behind.
I don't think this damn rare and yet one reword will afect premium content sales at all.

And yet give more achievements for low lvl ,by far more as it is now ,and make it more rare for lvl 50/55 + ,also for complete set of achievements you can give a special armor/weapon .... but for all achievements ,not very good stats ,but not very bad .

I think there can be lots more exploration for courent features of the gameplay .... but need only a little more action than words ^_^
__________________
Blue Angel lvl 60 lock,Red Devil lvl 52 conjurer, The-End lvl 60 barb,The End lvl 60 marks ,Sir Doran- Knight
kmdk no ha iniciado sesión   Reply With Quote
Old 06-10-2014, 10:29 PM   #48
Dwarfurious
Pledge
 
Join Date: Jun 2007
Posts: 9
Dwarfurious is on a distinguished road
Default

Quote:
Originally Posted by Adrian View Post
- Retention: Bonuses for entering periodically and long term players.
Give rewards to frequent players and those that are with us since a long time. Modify Clan system to allow the administrators to have tools to keep their members organized, provide them information, create events and give rewards for their activity.
Seeing as im one of the oldest account here, i am very happy to hear this :P
Dwarfurious no ha iniciado sesión   Reply With Quote
Old 06-10-2014, 11:09 PM   #49
zeeph
Pledge
 
Join Date: Dec 2012
Posts: 7
zeeph is on a distinguished road
Default

Good luck guys !
zeeph no ha iniciado sesión   Reply With Quote
Old 12-30-2014, 06:42 PM   #50
Sentan
Master
 
Sentan's Avatar
 
Join Date: Jul 2009
Location: Poland
Posts: 472
Sentan is on a distinguished road
Unhappy

Sentan no ha iniciado sesión   Reply With Quote
Reply

Tags
roadmap

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:43 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
NGD Studios 2002-2016 © All rights reserved