Quote:
Originally Posted by Valour
In the 'old times' on the game, gear was more balanced, but realms were imbalanced (as always).
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Yup ... & yet there's no
acceptable (read "popular") way to balance this imbalance, alas. Wish there was....(maybe it's time to try some
unacceptable way?)....
Quote:
Originally Posted by Valour
I miss my friends who have quit the game, but I am trying to play with new people often to make it fresh. There is however a massive defeatist attitude to whomever is on the 'losing side' when it is going on - but the fun of the game for me is to try and overcome the odds and win in some way (even if by accident ). RO can be a challenging game and I really like that.
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I
really do too, almost all of the old-school-blue-crew is gone now, also alas.
Who reasonable can blame those with "defeatist" attitudes tho. Overcoming difficult odds is a fun challenge yes, but "a man's got to know his limitations". To wit, impossible odds =
exactly that: impossible odds. It's a zerg-rules game, so ofc the zerg rules (mechanically, now moreso than in distant past when skill-at-class meant much more than at present).
Not much ticks me off at my realmies more than them doing the lemming-suicide-run to a heavily-camped aggy for hours-on-end: run or ride from cs, die like dawgs for upteenth time, rez, & do it again, over & over, rinse & repeat farm-'fun' (NOT!). If I or another suggest a diversion, like "a few go boats to efe, let's split them up, then we'll recap aggs", we get ignored, or worse, some will say we're pussies or whiners or quitters, or "oh, it's too far!", or "oh, it's no fun attacking empty forts!", etc, ad naseum, blah, Blah, BLAH (yet Einstein once quipped that "the very definition of insanity is doing the same thing, over & over, yet expecting different results").
FYI: trying is
not winning ...
only winning is winning ... & losing
is losing (& incidentally, that's also why so many on Haven multi- to play in the current zerg realm whichever it happens to be atm). Not sure if it's just impatiently spoiling for a fight
so much that even a fight they are guaranteed to lose is still appealing, or if it's a kind of manly masochism, or maybe just sheer stubborn stupidity. I try to have a lil' fun anyhoo', & if not, I just log dafuq out.
Regardless, Regnum (despite all the bugs, glitches, crashes, exploiters/cheaters & other BS) is still one of, if not
THE best, f2p rvr mmorpg out there. Period.
Quote:
Originally Posted by Valour
The premium gear 'divide' is a big thing for me. If decent gear were available to buy for ximerin directly (like a champion gear item but for ximerin), it could fix that side of things and allow people to feel as though it's not 'the gear' holding them back from winning the fight (especially now that WM jewellery exists).
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On 1st glance, this might appear as a good idea, yet thought thru, it simply creates yet another divide: those with ximerin (& thus xim-toys), & those without either. NGD promised more than once, Regnum will never be a pay-to-win game. But all that said, the crux of your "decent gear" idea is definitely still fully worthy of consideration. Maybe instead of xim-bought-toys, we have
far more
& better craft-system weapon options (& armors too)?